Second Major DOOM: The Dark Ages Update Adds Endless Arenas, New Skins & More

On May 15th, the prequel to DOOM titled “DOOM: The Dark Ages” was released. This game has garnered favorable reviews from both critics and players, with an average score of 84 on Metacritic and a rating of Very Positive on Steam. Despite this positive reception, there is still potential for enhancements. Following its initial major update in early June, the second wave of new content and fixes has now arrived with Update 2 for “DOOM: The Dark Ages.” This means players can explore new features, claim some free skins, and benefit from all the bug fixes this patch offers.

On August 7th, an extensive update titled “Update 2” for the game “DOOM: The Dark Ages” became available on PS5, Xbox Series X|S, and PC through Steam. This significant update encompasses both new features and bug fixes. Players will now have the opportunity to acquire fresh Slayer skins for DOOM, as well as engage in a brand-new Endless Arena Mode named Ripatorium. Id Software is so thrilled about this update that they’ve even produced a dedicated release trailer for it. You can watch the “DOOM: The Dark Ages” update trailer below to get a sneak peek of what’s new:

The Dark Ages” was launched on PS5, Xbox Series X|S, and PC via Steam. This update brings together content updates and bug fixes in one massive overhaul of the game. Players can look forward to unlocking new DOOM Slayer skins and trying out a fresh Endless Arena Mode called Ripatorium. Id Software is so excited about this update that they’ve even made a separate release trailer for it. You can watch the “DOOM: The Dark Ages” update trailer below for a taste of what’s new:

Clearly, the recent update brings a wealth of exciting features for gamers. Officially dubbed as the Ripatorium, it introduces an Endless Arena Mode, which presents players with numerous battle options against familiar foes. They can either set a time limit or engage in endless combat. There are three distinct arenas to pick from: City of Ry’uul, Village of Khalim, and Harbor of Souls.

As a devoted fan, I’m thrilled to share that I get to unveil two fresh skins in the captivating world of DOOM: The Dark Ages! Among them is an exclusive QuakeCon Doom Slayer Skin, a reward for simply diving into gameplay from August 7th to September 1st.

The second fresh skin available is named “Free Perfection Doom Slayer Skin.” You can obtain this by conquering new challenges in the Ripatorium Arena. Once you’ve engaged and finished at least one battle in each of the three arenas, you’ll be granted access to the Perfection Doom Slayer skin. Unlike the QuakeCon skin, it appears that this one does not seem to have a specific expiration date.

Doom: The Dark Ages Patch Notes

With Update 2, not only do you get some fresh features, but also various balance tweaks and enhancements have been introduced. For a comprehensive look at all the changes, including bug fixes, refer to the detailed list of game updates provided by id Software in their official patch notes.

Game Updates and Improvements 

Difficulty Settings

  • Added a new difficulty slider for Max Life Sigils that allows players to set a Life Sigil capacity for their campaign run 
  • Added a new difficulty slider for Atlan Perfect Dodge Window
    • Allows players to adjust how long the Perfect Dodge window is active when Dashing as the Atlan

Additional Game Settings

  • Added new gameplay slider for Parry & Melee Slow Motion 
  • Allows player to adjust the duration of the slow-motion feedback that occurs on a successful Shield parry or Melee strike when playing as the Slayer
  • Added a new Game Setting for “Weapon Class Switch Style” 
  • Standard [maintains current weapon swap behavior]
  • Pressing a Weapon Class input in rapid succession will now always switch to the currently equipped weapon within a given Class
  • Double Tap [NEW]
    • Pressing a Weapon Class input twice in quick succession at the beginning of a weapon switch will now automatically equip the other weapon in that class if available

Audio 

  • Global pass on combat music to ensure system is being triggered correctly for each encounter 

Gameplay 

  • Added ability to interrupt weapon bring-up and Shield Charge recovery animations sooner to perform a block or parry 
  • Loading tip for melee being used to refill ammo will now appear more frequently 

Weapons 

  • Increased speed of Weapon Swap animations 

Rail Spike Impaler

  • Balance adjustments, including:
    • Reduced Impaler damage vs. Hellknight and Vagary demons 
    • Reduced Impaler damage vs. armored demons 
    • Put further emphasis on Impaler headshots by increasing headshot damage, and reducing non-headshot damage vs. various demons 
    • Shield Throws that deflect off of larger demons no longer drop Impaler ammo when the Stalwart upgrade is equipped 
    • Reduced the amount of Mace charge received from headshots with the Lobotomy upgrade 

Plasma Rifle Class 

  • Lowered base ammo on Plasma Rifle Cycler 
  • Adjusted value of ammo capacity increase earned through Demonic Essence upgrades 
  • Lowered maximum ammo capacity of Plasma Rifle Cycler 

Super Shotgun 

  • Reduced Super Shotgun damage vs. Hellknight, Mancubus, Pinky Rider, Cosmic Baron 
  • Reduced Super Shotgun damage vs. armored demons 
  • Player can now interrupt the Super Shotgun reload to perform executions 

Chainshot 

  • Lowered starting ammo capacity 

Dreadmace

  • Executions performed with the Dreadmace equipped now drop the same amount of ammo as executions performed with other melee weapons. The amount of ammo dropped as a result of other Mace attacks has not changed 
  • Reduced Dreadmace AOE damage, increased Dreadmace direct-hit damage to compensate for AOE damage reduction 
  • Parrying a Hell Surge attack drops less Dreadmace charge 
  • Drops triggered as a result of Impaler headshots with the Lobotomy upgrade equipped drop less Dreadmace charge  

Gauntlet 

  • Lowered the amount of charge received via Duelist upgrade 

Shield Saw 

  • Removed the slight cooldown on Shield Throw after catching it from a previous throw action
  • Refined Shield Saw parry detection

Atlan 

Stomp

  • Adjusted Stomp behavior to apply an electrical stun and shock state to enemies
  • VFX and audio adjustments to accompany this change
  • When attacking shocked enemies, the Atlan will punch faster

Encounters

Dragon  

  • Extended empowered shot time 
  • Improved tutorial messaging for assault mode dash directions 
  • Added new HUD elements to indicate when the player should initiate assault mode and dodge actions 
  • Shortened the delay time for AI firing projectiles after lock-on 
  • Players will now skip straight to the Holy City of Aratum if tutorials are turned off 

Enemy AI

  • Made the Kreed Maykr fight more challenging 
  • Extended the range on Prince Ahzrak’s spear 
  • The Old One’s Aerial Slam damage radius now covers the entire arena
    • FX and SFX have been added 
  • Increased the AOE of the waveblast from the Komodo’s Graviton arm attack 
  • Completed a pass on AI logic events to ensure they are stopping correctly when AI pain reactions are triggered 
  • The Pinky bite attack has been updated with new animations, FX and audio to help the attack read better 
  • HP buffs have been added to the Cacodemon, Mancubus, and Armored Mancubus. 
  • Addressed the Chaingunner Soldier’s target acquisition, fire rate, and overall player responsiveness 
  • Pinky Rider leader now fires shield projectiles at the start of the flame wall attack instead of basic fire projectiles 
  • Increased Mancubus Flamethrower damage 
  • Increased Mancubus Fireball speed and size 

Levels 

Hebeth

  • A checkpoint now appears after reaching where the Accelerator would be picked up when playing the level through Mission Select 

Sentinel Barracks

  • A checkpoint now appears after reaching where the Pulverizer would be picked up

Reckoning

  • Added a checkpoint after the intro sync animation for the Prince Ahzrak and Witch fight

Combat Encounter Updates

Sentinel Barracks

Tomb Arena

  • Reduced number of spawns in the Stone Imp wave

Vagary Champion Encounter

  • Reduced the Mancubus maintain from 2 to 1
Holy City of Aratum

Secret Gore Nest Encounter

  • Replaced a Nightmare Imp Stalker with a Chaingunner
  • Added Mancubus maintain for Pinky Rider Leader support
  • Added Imp maintain for Pinky Rider Leader support
Siege – Part 1

Southside Gore Nest      

  • Full encounter rework
Abyssal Forest

Overgrowth Mid Encounter    

  • Added 2 mortar Mancubus

Overgrowth Tree    

  • Added Hellknight

Ruins arena

  • Added 2 Hellknights

Canyon Fight

  • Added additional fodder along path
  • Added armored Mancubus with phalanx

Agaddon Boss Fight

  • Added 2 Mancubus
  • Added Imps
Ancestral Forge

Mines switch encounter

  • Added Chaingunner reinforcement
  • Added 2 Mancubus

Ancestral Final: all 3 switches to activate

  • Added Nightmare Imp Stalkers
  • Added Arachnotron
  • Added Imps

Final fight

  • Added Arachnotron on morale shield break
  • Added Hellknight on morale shield break
The Forsaken Plains

Left Tower Combat

  • Added Arachnotron maintain after morale shield break

Right Tower Combat

  • Added Arachnotron and Battleknight after morale shield break
Hellbreaker

Castle Interior Ambush

  • Added Nightmare Imp Stalker spawn and Revenant maintain
Sentinel Command Station

Maintenance Hallway Encounter

  • Added Imp Stalker maintain

Tank Hangar

  • Added Arachnotron maintain for leader support
  • Added Mancubus maintain for leader support

Final Atrium Encounter

  • Added Mancubus maintain for Cyberdemon support
  • Added Arachnotron maintain for Cyberdemon support
From Beyond

Machine Space Encounter

  • Added mortar Mancubus maintain
  • Reduced soldiers

Summit Encounter

  • Added Revenant maintain

Spire of Nerathul

Komodo Boss Fight

  • Added Arachnotrons

Cliffside Extra Life

  • Added Cacodemon and Battleknights

Gore Nest

  • Removed Whiplash and added Pinky Rider, Nightmare Imp Stalker, and Revenant before morale break, and Whiplashes after morale break

Hanging Ship Path, Stasis Emitter

  • Added Arachnotrons

Cathedral Path Stasis Emitter

  • Added Arachnotrons

Mountaintop Wraith Steel

  • Added Battleknights

Pre-BFC Gauntlet

  • Added Whiplash
City of Ry’uul

Undercity Tunnel Arena

  • Added Imp Stalker support for Vagary
  • Added Arachnotron support for Agaddon leader

Floating Island Gore Nest

  • Added barriers around floating arena while in combat
  • Adjusted timing of some enemy spawns
The Kar’thul Marshes

Northside Monolith Arena

  • Added Mancubus maintain after morale shield break

Southside Monolith Arena

  • Increased area in which enemies can engage the player
Temple of Lomarith

Shipyard Arena

  • Added Arachnotron on maintain around Vagary
  • Added a change roll command if you ignore the first Arachnotron and Revenant
  • Added force charge once the morale shield is broken
Belly of the Beast

Belly Formation Encounter

  • Removed Revenant
  • Added a maintain group with Mancubus and Armored Arachnotron around Vagary

Temple Return Encounter

  • Added Armored Arachnotron around Agaddon Hunter
Harbor of Souls

Courtyard Encounter

  • Added Revenant maintain to Vagary wave

Leader Komodo Encounter

  • Added Arachnotron maintain to Leader Komodo wave

Barge Deck Encounter

  • Added Mancubus to the Komodo wave
  • Added two Mancubus and two Lost Souls on morale shield break
  • Added Arachnotron maintain for Pinky Rider Leader support
Resurrection

Farm Leader Encounter

  • Added Whiplash to enforcer group
  • Added an Armored Arachnotron maintain around Cyberdemon
  • Change morale break spawns from 2 Whiplashes to Acolyte and Arachnotron
  • Maintain an Armored Arachnotron after shield break

Graveyard Leader Encounter

  • Added Cyberdemon to the front portion of the encounter
  • Changed the Pinky Rider to an enforcer and enforced heavies in that pod
  • Added Battleknight near the Pinky Rider Enforcer
  • Added Chaingunner near Arachnotron
  • Spawn Mancubus once the leader spawns in
  • Spawn Arachnotron around half leader health

Village Leader Encounter

  • Maintain Mancubus around leader Acolyte

Cave Gore Nest Encounter

  • Full encounter rework

Outside Gore Nest Encounter

  • Added Cacodemon maintain after first superheavy death

Blue Key artillery Berserk Encounter

  • Added Armored Pinky Rider, Armored Arachnotron, Mancubus, and 2 Whiplashes
Final Battle

All Encounters

  • Added 1 – 2 additional Titans per area
Reckoning

Final morale fight

  • Added Battleknight maintain after morale shield break

Boss Vagary rematch

  • Added Mancubus spawns
  • Added Armored Arachnotron maintain

Lighting

  • Hebeth: optimized some shadows for potential issue with wide FOV 
  • Minor lighting adjustments to Ancestral Forge and Reckoning to improve readability in combat spaces

Bug Fixes 

Crashes

  • Fixed a rare crash in Harbor of Souls when approaching the Fortress Gate near the Armored Mancubus on PC 
  • Fixed a crash when attempting to load Pandemonium save data from Update 1
  • Fixed a crash during the Spire of Nerathul water drain cinematic 
  • Resolved a rare crash on the map loading screen when transitioning to Spire of Nerathul

Gameplay

Checkpoints

  • Players who die or reload a checkpoint after receiving a Demonic Essence upgrade no longer need to kill the leader again to receive the upgrade. This change also fixes the map completion being stuck at 99% for some players 
  • Addressed an issue with reloading the checkpoint or dying during the Armored Titan arena that caused new demons to spawn and progression to be blocked 

Traversal

  • Jump Pads: Several jump pads now correctly trigger the launching SFX and launch the player

Visual

  • Fixed a bug where small variations of the camera’s FOV (e.g. 90 to 91 or 92) could cause some grass instances to be culled incorrectly and disappear.  This made the ground look like it was flickering when firing weapons in certain locations

PlayStation 5

  • Fixed a rare crash on PlayStation 5 while in combat in the final demonic portal Slayer arena

Milestones

  • Fixed an issue that could cause the Berserker Milestone to complete early

Enemy AI

  • Made an adjustment to AI melee attacks to prevent damage from going around the player’s shield
  • Lowered the idle time for the Battleknight between spawning and attacking
  • Battle Knight: Fixed a bug where axe swings wouldn’t consistently collide with the player when other AI were nearby
  • Agaddon Hunter now plays death animations and does not go straight into ragdoll
  • Cacodemon shield now visually appears without any invulnerability window
  • Fixed an issue with the Komodo, where it could still take damage from a parry AOE when surrounded by the leader shield
  • Mancubus: The Mancubus and Armored Mancubus now correctly stop firing projectiles from a severed right arm
  • Armored Mancubus: Parried projectile no longer hovers in air if the AI dies mid-flight
  • The Old One: The Mace no longer disappears during attacks after using Atlan Siege Breaker
  • Fixed an issue where Hell Carrier projectiles hitting the Dragon might not cause pain reaction SFX if the target lock was delayed
  • Addressed a bug where the Whiplash was not immediately stunned by the embedded Shield Saw attack after slithering
  • Enforcer Buff VFX now correctly display on Cosmic Barons and Imps

Weapons

  • Resolved a rare issue where the player could get control locked after fully upgrading a weapon

Shield Saw

  • Shield Charge impact no longer triggers a Glory Kill on nearby dazed enemies
  • Shield Throw is no longer briefly inhibited after swapping to certain weapons and immediately firing that weapon
  • Fixed a bug that allowed for multiple parries in instances where it was unintended

Super Shotgun

  • Fixed a bug where the Super Shotgun reload would prevent Shield Throw

Accelerator

  • Overload impact VFX of the projectiles is now red instead of blue
  • Pulse firing the weapon no longer allows the player to charge the weapon for half the ammo cost

Gauntlet

  • Addressed an issue where Encore upgrade was affecting standard charges of the Gauntlet, increasing its refill rate beyond what is intended

Mace

Fixed an issue where the Mace would no longer cause Heavy Falters after purchasing certain upgrades

Atlan

  • Fixed an issue where the Atlan was invincible when dodging left
  • Fixed an issue where the Atlan’s Perfect Dodge window was extending beyond the Dodge action
Levels

Hebeth

  • The Zombie fodder AI is no longer placed inside the wall behind the plasma accelerator weapon pickup

The Holy City of Aratum

  • Fixed a rare bug where the tanks on the assault mode tutorial tower would split in half and fire at the player
  • The Slayer can no longer become stuck in scaffold wreckage collision near the Cycler pickup arena on the undercity landing zone

Siege – Part 2

  • The Titan no longer disappears after restarting the checkpoint
  • The player can no longer respawn behind the demonic barrier by jumping into fade volume near the beginning of the bridge to the elevator room
  • The Revenant near the turret courtyard no longer becomes idle when pathing through the doorway

Abyssal Forest

  • The user can no longer become trapped between rocks and fall out of the world

Hellbreaker

  • Fixed a bug where the Crushinator Mission Challenge was counting Hell Tanks towards its completion

From Beyond

  • The checkpoint in the machine space now functions correctly and no longer places the player at the pre-summit checkpoint

Spire of Nerathul

  • The Slayer can now traverse on water in multiple places in sunken path secret area
  • The wall scrambles in the BFC temple area are now reflected on the Automap
  • The Imp no longer spawns stuck against the wall in the sunken path secret area

The Kar’Thul Marshes

  • The minor arena north of the Sentinel shrine will now correctly complete on the Automap

Temple of Lomarith

  • The Automap now includes the leader encounter Icon in shipwreck arena
  • The player can no longer hit the metal target node from the ground floor to bypass the Cosmic Eye water tunnel in shipwreck arena

Resurrection

  • The cave hazards on the path to the Kreed Maykr ship now move correctly after checkpoint reload
  • Added a delay before the Kreed Maykr can use a laser attack after being interrupted by a falter or daze

Reckoning

  • The Cosmic Baron in the berserk pickup room encounter before Prince Ahzrak fight can now fit through arched doorways
  • The Witch now has the daze ring after being dazed

Engine 

  • VRS/VRCS has been implemented for PC, matching the functionality already present on consoles 
  • Corrected an issue in which there was visible banding on water surfaces in some cases 

Cinematics 

  • Village of Khalim: The intro text no longer appears in gameplay briefly if the Player skips the cinematic
  • Barrier Core: Skipping the power core interactive no longer results in vessel door and light/smoke VFX remaining in the game
  • The Holy City of Aratum: The explosion SFX during the transition between cinematics is no longer cut off with tutorials turned off
  • Fixed an issue where press hold to skip cinematic is happening before you see the prompt to press hold to skip
  • Siege – Part 1:  Holding down the space bar on the wall climb at the end of the level will no longer cause the player to accidentally skip the cinematic

UI

  • Bethesda.net: The 20-character password limit no longer blocks players from linking their Bethesda.net account
  • The Holy City of Aratum: The active Dragon dodge tutorial window no longer overlaps the passive Dragon assault mode tutorial window
  • Adjusting the “Empowered Attacks” modifier now correctly applies the [*M] tag to a save file
  • Benchmark Mode: updated The Abyssal Forest screenshot
  • Accelerator: Overload: Both charge bars no longer rubber band and drop to lower charge amounts before returning to normal
  • Settings – Parry & Melee Slow Motion: Removed the extra impulse being applied to a corpse’s ragdoll after executing a demon when this setting is turned off

Audio

  • Grenade Launcher: The Grenade Launcher explosion SFX no longer sounds distorted when firing multiple times in succession
  • Atlan low health audio no longer plays while around 350 health
  • If you’re still experiencing issues, please holler at our amazing Customer Service team here

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2025-08-07 23:55