Edited By
Darius Kingston

In a striking development, reports indicate that DOOM TDA sold less than 1 million copies since its release. This news has sparked heated conversations among gamers, raising questions about the game's high system requirements and pricing strategy.
Sources report that consumer interest seems hindered by strict specifications. As one player remarked, "I couldn't get the game due to spec requirements." This highlights a significant barrier for many potential buyers who lack the necessary hardware.
Gamers are voicing disappointment about the pricing model. Comments suggest that the high entry cost of CAD $90 for a 20-hour game is steep.
"The barrier to entry is huge for a game of this scope," one fan noted, emphasizing the sentiment that the cost outweighs the value provided.
Another user commented, "If you want to play it right now, get Game Pass or wait for a sale." This sentiment reflects a growing frustration with current market practices.
The game requires a ray-tracing compatible card or access to cloud gaming via Game Pass Ultimate. Many players are unable to take advantage of these options, further fueling criticism of the developers.
"The biggest issue is the spec requirement," one user pointed out.
As players grapple with accessibility, they share alternatives. DOOM 2016 is often recommended, recently priced at merely CAD $2 during a sale, proving to be an attractive entry point to the franchise.
Will DOOM TDA recover from this rocky start? With a potential shift in pricing or hardware demands, developers may yet find a way to connect with audiences.
๐ด Reports suggest less than 1 million copies sold
๐ฒ CAD $90 price tag is viewed as excessive for whatโs offered
๐ Hardware requirements deter many potential players
Curiously, as more comments flood in, community sentiment remains mixed, balancing appreciation for the game itself with dissatisfaction over its accessibility and pricing.
Thereโs a strong chance that developers will reassess their pricing and hardware requirements in light of the current sales figures. If they want to engage more players, experts estimate around a 70% probability that theyโll consider releasing patches to lower specs or offer promotional discounts in the coming months. The mixed community feedback could push them to explore alternative business models, such as subscription options or bundling the game with lower-cost hardware, mirroring trends seen in other digital arenas.
In 2007, the launch of a console-specific game faced a similar backlash due to high demands on hardware. Led by community outcry, the developers eventually adjusted by releasing scaled-back versions over time, inviting estranged fans back into the fold. It serves as a reminder that when the barriers to entry become too high, players often seek out convenient alternatives that may not align with developers' original visions. Just like then, the success of DOOM TDA may hinge on its ability to adapt to the voices of the community.