DOOM CE 4.0.0 Released
Post news Report RSS DOOM CE 4.0.0 Released DOOM CE now runs on UZDoom! This…

DOOM CE now runs on UZDoom! This major release also brings a major accuracy pass: movement, friction, gravity, view bob and knockback have been reworked from the ground up to match the originals, plus bug fixes and more.
Posted by molecicco on Sep 11th, 2026
Movement and physics accuracy update
This release is headlined by something I've been working on for a long time: a full rework of player physics (movement, friction, gravity, etc.), bringing it much closer to how the original releases actually felt to play.
Getting there meant returning to the reverse engineered source for all three games and carefully working out how their movement math translates into the engine.
This is enabled by default in the mod, but if you prefer how it felt before this update, you can switch back to the old behavior at any time from the options menu.
Now built on UZDoom
The mod now requires UZDoom 5.0.0+ in order to work, which brings features such as improved controller support, haptic feedback, packet-server multiplayer and much more.
I'm particularly interested to see how stable the mod is with UZDoom's improved multiplayer. I've only tested it by running multiple instances locally and implemented preliminary fixes, so please report desyncs on each mod's page if you find any (reminder: the doom 64 maps were not designed with multiplayer in mind, so you may need to use the Retribution maps available in the addons tab).
Closing notes
Since a lot has changed under hood, if you find crashes, maps that are impossible to finish or other unexpected behavior, please leave a detailed bug report on each mod's page.
If you are upgrading from an older version, keep in mind that you also must redownload any map pack addons you previously had in order to make them compatible. The D64 lost levels pk3 must also be generated again using the bundled patcher.
Changelog
- PSX: Sprites are now stretched horizontally by 0.8 regardless of the PSX Aspect Correction setting (like PsyDoom).
- PSX: [The Death Domain] Added a way to trigger secret #1 (see DoomWiki).
- 64: Fixed the speed and damage on some ceiling crushers not matching the original on converted maps.
- 64: Fixed the Absolution monsters appearing at the end of the main campaign cast roll even if they were disabled.
- 64: Fixed cooperative player starts not working when the ExitToLevel custom script is invoked.
- 64: Re-added the Acid Demon splash sound to the SFX.HQ addon.
- Both: Reworked the friction and movement to be more accurate to the original. It is turned on by default but can be switched off to return to the previous (incorrect) values.
- Both: Reworked the movement/view bob, knockback and gravity to be more accurate to the original.
- Both: Replaced the custom menu tooltips with the native ones supported by UZDoom.
- Both: Scaled the player's light radius with the r_visibility cvar.
- Both: Added several prediction checks and miscellaneous fixes to prevent multiplayer desyncs.
- Both: Fixed the secret found notification cvars not working as intended.
- Both: Updated the feature presets to disable con_stackident. Added a shortcut to the menu.
- Both: Replaced the gl_lights cvar with r_dynlights.
- Both: Sliced the smallfont into 8x8 images without CellSize to avoid a bug in the engine that would color console fonts incorrectly.
- Both: Minor fixes for compatibility with UZDoom 5.0.0.
- Both: Updated the bundled UZDoom to 5.0.1. The minimum required version is 5.0.0.