Phobos: A different kind of old school

Our type of “old school” is a very different breed than the type encountered in today’s “old school”. Yes, there are similarities; We too have upped the action, speed and gore, but not to the extreme lengths seen in the new Doom game. Our levels are built for exploration, progression and environmental puzzles. These are our main qualities.

Phobos is closer to games like Half-Life or Dark Forces/Jedi Knight in spirit. Just like Classic Doom, these games are types of First Person Shooters that have all but vanished. We truly are a different kind of oldschool.

New Shotgun and other weapon changes

We think we can all agree that the Doom 3 shotgun never felt quite right. We’ve changed that and replaced the vanilla shotgun with a new and more powerful medium range shotgun. The new shotgun tears through enemies with much more ease than its Doom 3 counterpart.

We’ve also made changes to all of the familiar weapons from Doom 3, giving them a more original Doom feel and play. This includes sounds, particle effects and damage output. All this to make enemy encounters more entertaining and fun.

The weapons in Phobos will definitely give The Hordes of Hell something to fear.

New, familiar and altered enemies

Phobos includes new and familiar enemies to the Doom franchise. Expect to see the Arachnotron and Pain Elemental like id software intended them.

Like anything else in this mod we’ve also changed the Doom 3 enemies towards something more like the original Doom. Just like the weapons this includes all aspects; Enemy behaviour, look and feel. Expect faster moving demons and more enemies on screen at a time, leaving you with a combat experience more true to the original than Doom 3 was.

New story in a familiar setting

In most games, the story revolves around the player character. The problem in the case of First Person Shooters is that the main character rarely talks, emotes or acts in any way.

We want to do something different than what you expect from most first person games. We want the player to have a voice. The player isn’t you; You are the player.

The player is not an empty shell designed to contain you. He is a character - complete with a past, a present and a future. Using him as a vessel, we intend to give you a chance to experience a deep and exciting story that will spark the imagination and leave things up to your interpretation.