# ULTRAKILL × Doom — UltraDoom

Canonical: https://playable.wtf/games/squaresweets-ultrakilldoom/

Project ID: project:squaresweets-ultrakilldoom

Doom runs on ULTRAKILL’s shop terminals.

## About this version

UltraDoom is a BepInEx plugin that embeds Doom in the terminal interface. The creator documents a terminal toggle and separate WAD/soundfont setup.

Native setup. Shooter.

[Setup on creator site](https://github.com/Squaresweets/UltrakillDoom/releases)

## Doom

Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements.

- [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/)
- [Classic Doom in a browser](https://playable.wtf/games/wad-commander-v1/): Choose owned WADs, shareware or Freedoom, with a documented touch layout.
- [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves.
- [Try the Doom 3 demo](https://playable.wtf/games/doom-3-browser/): A desktop browser route into the later game without a retail-data setup.
- [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit.

[Browse all version comparisons](https://playable.wtf/families/)

## A game inside the shop terminal

UltraDoom puts Doom in ULTRAKILL’s shop terminals. Open or close it with the smile icon at the upper left of the terminal screen. This is a game-within-a-game interaction: you remain in ULTRAKILL’s space while a Doom session occupies the terminal display.

The mouse deliberately does not control Doom, allowing you to look away from the screen and walk away. The creator describes each terminal as having its own Doom instance, so the novelty is visiting those screens rather than replacing ULTRAKILL’s weapons, enemies or campaign with Doom content.

Sources: [UltraDoom · project documentation](https://github.com/Squaresweets/UltrakillDoom)

## Build the terminal’s data folder

Install BepInEx before the plugin, then place the UltraDoom DLL in its plugins folder. The plugins/doom subfolder holds your legitimately sourced DOOM.WAD and the documented RLNDGM.SF2 soundfont. The optional ultradoom.wad adds texture swaps; the creator also allows the Doom shareware version for players without the full game.

Filenames and placement matter because the plugin expects that layout. Audio and the Doom data are separate inputs, so a working plugin loader does not mean both have been supplied correctly.

Sources: [UltraDoom · project documentation](https://github.com/Squaresweets/UltrakillDoom)

## A small experimental crossover

The creator describes the plugin as a quick project made for a video. Its documentation does not present it as a polished replacement for a standalone Doom port. Choose it for the terminal interaction, and keep ordinary Doom play separate when you need a fully documented controls or save workflow.

Sources: [UltraDoom · project documentation](https://github.com/Squaresweets/UltrakillDoom)

## Do I need the original game files?

ULTRAKILL, a legitimate Doom WAD or shareware version, and the documented soundfont.

Creator-reported: [Project guide](https://github.com/Squaresweets/UltrakillDoom)

## How do I get started?

Install BepInEx, then follow the plugin and doom-folder layout in the README.

Creator-reported: [Project guide](https://github.com/Squaresweets/UltrakillDoom)

## Credits and project

- [Original project](https://github.com/Squaresweets/UltrakillDoom)
