DOOMFORGE is a complete retro FPS engine and level editor in one file. Paint a map, drop in monsters, traps and guns, tune every damage number, hit Playtest, and you're running around your own Doom-style level rendered with a real-time raycaster.
Pick a wall texture and drag on the grid. Right-click erases. Place one Player Start. Monsters: Grunts chase and claw, Imps lob fireballs, Turrets are stationary snipers that track you on sight. Hazards: Spikes hurt anyone standing on them, Barrels explode when shot — splash damage hits monsters, you, and other barrels (chain reactions!). An Exit Portal ends the level on touch; with no portal it's kill-everything-to-win.
You start with the pistol. Place Shotgun and Chaingun pickups to arm the player — switch with 1/2/3. Each gun feeds a different ammo pool: the pistol uses bullets, the shotgun uses shells, and the chaingun burns heavy ammo. Place the matching pickups. The chaingun is fully automatic — hold to fire.
Every number is yours: monster health, damage and speed, turret fire rate, spike/barrel damage, medkit heal amount, ammo pickup sizes, per-weapon damage, and the player's starting health and ammo. Balance settings save into the level .JSON, so a tuned "nightmare mode" map stays a nightmare on anyone's machine.
DOOMFORGE builds complete games, not just single maps. The Levels panel holds an ordered list — add, duplicate, reorder (▲▼) or delete levels, and click any one to edit it. The Game panel is your menu editor: set the title, subtitle, and menu colors that players see on the start screen. Hit ▶ Play Full Game to test the whole thing: a title menu, level select, level-to-level progression with intermissions, and a victory screen when the last map is cleared.
Save Project writes your entire game (all levels + menu) to one .json you can reload later or hand to a friend. ⚙ Build Game exports a standalone .html — a finished, editor-free game that boots straight to your menu. Double-click it in any browser (or drop it in the Windows kit) and it just plays. No DOOMFORGE, no tools, no dependencies.
The Game / Main Menu and Endgame Menu panels let you author both the start screen and the victory screen — titles, messages and colors. Built games include a live Settings screen (reachable from the main menu) where players adjust master, gun, monster and trap volume, mouse sensitivity, and render resolution. The Text Style panel changes the font and text color used across every menu and the HUD. Double-click any level in the Levels list to rename it.
The Custom Sounds panel replaces any built-in effect — footsteps, each gun, each monster, barrels, spikes, pickups and more — with your own uploaded MP3 (or any audio file). Each level also has its own Background music slot in Map Settings that loops while you play it, with a Music volume in the Settings screen. Uploaded clips are stored inside the project, so they travel with Save Project and are baked into the built .html. Click the green dot to revert a sound slot to the synth.
320×200 internal framebuffer, DDA raycasting, z-buffered sprites, procedural textures and sprites, synthesized audio. One HTML file, zero dependencies.