id Software released Update 3 for DOOM: The Dark Ages on November 18, delivered on consoles and PC. The update brings Ripatorium 2.0, a rework that turns the arena into a round-based, shareable experience and bundles a wide set of gameplay adjustments and bug fixes.
This change is likely to reshape how players test custom encounters and compete for high scores. For prior Ripatorium fixes and handheld improvements, see DOOM: The Dark Ages update 2.2, which brings Ripatorium fixes and handheld improvements.
Patch Notes – Update 3
DOOM: The Dark Ages Ripatorium 2.0 Introduced on November 18
What to Expect in DOOM: The Dark Ages Update 3
Update 3 for DOOM: The Dark Ages introduces Ripatorium 2.0, offering additional Encounter Presets, deeper customization options, additional jukebox tracks and the ability to share your custom encounters on a per-round basis via Passcode sharing.
Ripatorium 2.0
We’ve added even more ways to customize the Ripatorium arena mode, including the ability to share and load presets from each round via our Passcode sharing*
- The Ripatorium is now round-based, with players customizing a selection of enemies they will face for up to five rounds
- Each Ripatorium round can have unique settings and up to 10 respawn waves
- In the Settings menu, we’ve added new options for Time Limit
- Each round also features a unique Passcode that allows you to share your custom Ripatorium round and all its settings with other players
- To play someone else’s Ripatorium encounter, select the corresponding round and press the newly added “Enter New Passcode” input at the bottom of the screen
- There are also new Encounter Presets to choose from: Medium, Challenging and Sadistic
What are the “Preset Incoming” Encounters Those are community-made rounds that may be curated and added to the game via Active Tunable updates without requiring a client update
- We’re looking to collect the best custom encounters so that we can curate some community-made presets Tag @doom on social with your unique round Passcodes for your best full encounter setups They may be added in-game later
The Jukebox now includes five additional tracks
- Theomachy
- Bloodspill
- Divine Retribution
- From the Ashes
- Wither and Writhe
- An icon now appears over the heads of the last few remaining enemies in a round
- Additional line-of-sight blockers have been added to all arenas
End of Level Summary now shows two new tabs Difficulty and Arena Setup
- Difficulty Includes settings used during the Ripatorium run
- Arena Setup Breaks down total demons killed with separate tabs counting each class of slain demon Fodder Heavy and Super Heavy
Gameplay & Quality of Life
Brink of Death is now an adjustable setting in the Difficulty tab
- Normal provides the recommended support
- Hard provides less support and makes surviving at low health more challenging
Input Bindings
- Players can now swap their active Shield Rune and Melee Weapon during gameplay
Four new player-requested key bindings have been added to the Input tab
- Next Melee Weapon
- Previous Melee Weapon
- Next Shield Rune
- Previous Shield Rune
Controller Vibration
- Adjusting the vibration intensity slider now correctly adjusts external controllers on Xbox when plugged into a PC
- Controller vibration now works correctly with the BFC equipped
Enemy AI Fixes
- Fixed a crash on PlayStation 5 Pro when initiating a Glory Strike on Heavy and Super Heavy-classed enemies after theyre Dazed from the player using the Shredder
- The player no longer clips through the geometry of the wall when performing a Glory Strike against the Komodo
- Floating VFX will no longer appear over the Cacodemon’s corpse if it is killed while performing a wall attack
- The Vagary Champion’s summon VFX are now the correct size
- Fixed an issue with the Cacodemon’s shield continuing to block attacks briefly after it visually expires
- Added ambient audio to the Cacodemon’s idle animation
Combat Encounter Updates
Holy City of Aratum
- After the Vagary spawns in the final encounter additional Mancubus spawns are now replaced with a group of Imps
- Removed Chaingunners from the final encounter
Siege Part 1
- The Hell Knight and Imp Stalker that spawn after breaking Morale in the Village Morale fight no longer respawn
- The Stone Imps and one of the Nightmare Imp Stalkers in the Swamp Morale fight have been removed
Siege Part 2
- The Hell Knights in the Tank Hangar that spawn after the Leader Battle Knight no longer respawn
Forsaken Plains
- Removed one of the Arachnotron spawns from both tower objectives
Hellbreaker
- Removed the additional Revenant spawn in the final encounter
Sentinel Command Station
- The Mancubus and Arachnotron that spawn after breaking the Pinky Rider Leader’s armor in the tank hangar no longer respawn
- The Mancubus and Arachnotron that spawn in the final encounter no longer respawn
From Beyond
- The Mancubus that spawns after breaking Morale in the first arena fight no longer respawn
- The Revenant that spawns after breaking Morale in the second arena fight no longer respawn
Belly of the Beast
- Removed Battle Knight maintain status in first arena encounter
- Removed Mancubus and Arachnotron in Vagary fight
Harbor of Souls
- Removed Arachnotron ambush in Blue Key Komodo fight
- Removed additional Revenant spawn in the fight against the Vagary during the first visit to the temple
- Removed Arachnotron on barge
Reckoning
- Added Hell Knight and Imp Stalker ambush to secret Ruby room
- Added Mancubus ambush in Prince Ahzrak toy collectible secret
- Added surprise encounter to Wraithstone pickup
- Changed the Nightmare Imp Stalker to a normal Imp Stalker in the first encounter
Tweaks & Adjustments
Atlan
- Adjusted Brink of Death feature for all difficulties so players have a greater chance to fight back from a near-death situation
- Slightly increased the amount of health received from killing Titan enemies
Prince Ahzrak
- Reduced acceleration of projectiles spawned from the boss’ Super Dive Bomb attack
- Reduced base damage of boss’ Spear Throw so that it does not break the player’s Shield in a single shot when enemy damage slider value is 2.0x or lower
The Old One
- Slightly increased health received by the player when performing a Glory Strike
- Reduced the damage scaling on the Gravity Well explosion across all damage slider values 1.0x and above
Cacodemon
- Slightly reduced speed of Lightning Wall projectiles
Cosmic Baron
- Reduced damage of Guillotine Projectile attack so that the player’s Shield doesn’t break instantly on block
- Fixed a bug where additional damage was sometimes applied when hit by a Cosmic Baron’s Guillotine Projectile
Combat Feedback
- Adjusted various weapons and enemies to activate gore with greater frequency and consistency across the player’s arsenal
- Adjusted enemy ragdoll behavior for various melee attacks and Shield Charge to further punctuate those actions in combat
Bug Fixes
- Fixed an issue with the Atlan’s Brink of Death activating despite the player Perfect Dodging an AOE attack
- The spark VFX for using the Shield block no longer appears when taking damage from environmental hazards or other damage that bypasses the Shield
- Fixed a bug with the Lore Nerd Milestone not completing correctly after finishing a 100% playthrough
- Fixed an issue with the Perfection Skin not unlocking if the player force quits during the third Ripatorium match
- Fixed a rare issue where the campaign’s Pause and Dossier menus were replaced with Ripatorium menus leading to save corruption and inaccessible menus
- Fixed a bug where debug text would appear after dying in the projectile parry tutorial area
- Interrupting the Combat Shotgun burst fire with Shield block no longer causes the player camera to slightly tilt until mantling or restarting the map
- Fixed an issue in the Ripatorium where both mods for the Shredder and Accelerator would be active at the same time if the player reloaded the encounter or died and restarted
- Hitting a Chaingunner with a pinned fodder demon will no longer instantly kill the demon
- Armored enemies will now falter correctly when their armor is destroyed by the Ravager and Pulverizer
- Fixed a bug where the first instance of damage the player takes after a checkpoint would not mitigate damage properly if hit from behind
- Killing a Vagary Agaddon Hunter or Komodo in the Ripatorium no longer triggers their related Campaign milestones
- The Ripatorium now saves the Melee weapon the player equipped from the previous attempt In addition charges for that weapon are fully replenished if the player swaps Melee weapons before the first round of enemies spawn
- Addressed a bug with the firing SFX getting stuck in a loop if the player swapped from the Auto Turret Rune to another Shield Rune after it has already begun to fire in the Ripatorium
Once another patch has been released by Bethesda expect it here.
Join the conversation and follow updates on X Bluesky and YouTube
















