Freedoom

Saved games stay in this browser only.

About the game

Freedoom is a first-person shooter in the fast, 1990s style: maze-like bases, keycards, hidden doors, a growing arsenal and far too many monsters. You run, strafe, find the exit and try to stay alive long enough to reach the next level.

It is also a remarkable piece of community work. Since 2001, volunteers have been building a complete game (every level, texture, sprite, sound and piece of music) so that the classic engines released as free software would have free content to run. Everything in it was made by the project's contributors and released under a licence that lets anyone share it.

The game comes in two parts. Phase 1 has four episodes of nine levels each, played one episode at a time. Phase 2 is a single campaign of 32 levels with a bigger arsenal and tougher monsters.

Playing it here

Click Play now, then choose Phase 1 or Phase 2. The game you pick downloads once (about 10 MB) and starts on the title screen: press Esc for the menu and choose New Game.

The engine is Chocolate Doom 3.1.1, built for the browser without any changes to its code. Music and sound effects play as soon as the game starts. Your saved games and settings stay in this browser, and each phase keeps its own saves.

On a Mac, Ctrl with the arrow keys may switch desktops instead of firing. Fire with the mouse instead: click inside the game first.

Controls

Key Action
Arrow keys move forward and back, turn
Ctrl / left mouse button fire
Space open doors, press switches
Shift (held) run
Alt + arrows, or , and . strafe
1 to 7 pick a weapon
Tab automap
F2 / F3 save / load
F11 brightness
Esc menu

A few things worth knowing

Look for the exit switch. Every level ends at an exit, usually a switch on a wall or a special doorway. Colored doors need the matching keycard, so a locked door means the key is somewhere you have not been yet.

The automap is your friend. Tab shows everything you have seen so far. Unexplored corridors and doors you skipped are where the keys and secrets are.

Walls can hide rooms. A texture that looks a little different, or a corridor that seems to lead nowhere, often opens with Space.

Save often. F2 saves in one of six slots. It costs nothing, and it saves a long walk back.

Too dark? F11 cycles the brightness.

Credits and licence

Freedoom is made by the contributors to the Freedoom project; the full list is in the CREDITS.txt that comes with the game. Its game data is released under the 3-clause BSD licence. The engine, Chocolate Doom, was created by Simon Howard and contributors and is free software under the GNU General Public License, version 2 or later. The licence texts and the complete source code of this build are linked from this page.