DOOM Eternal managed to make $450 million without the use of microtransactions, according to iD Software’s Product Management Lead [via GamingBible].

The achievement proves that games don’t need to sell additional content to make money. iD Software’s first-person shooter has completely shattered this theory, raking in around half a billion dollars in revenue.
The information was shared by iD Software’s David Saunders via a Linkedin bio update, which was spotted by eagle-eyed Redditor I_love_to_please.
Here’s what Saunders added to his Linkedin bio:
“responsibilities included product KPI development, game monetization, economy, analytics, feature specs, feature roadmaps, and more. One major focus was on Doom Eternal, which generated over $450m in revenue in the first 9 months of release (per Superdata public information).”
No wonder Saunders is boasting. The Product Management Lead has since moved to Gearbox Publishing and is performing a similar role for games like Borderlands. Gearbox’s cell-shaded shooter has stepped away from microtransactions that affect gameplay. Borderlands 3 now only has cosmetic items available for purchase.

With Saunders joining the Gearbox team, perhaps the temptation to revert back to pay-to-win microtransactions will be stopped.
While microtransactions serve as a foundation for some games, especially free-to-play experiences, they can also disrupt a game. Fans have previously claimed that microtransactions are ruining Assassin’s Creed: Valhalla, with sets of armour being locked behind a paywall. Microtransactions are particularly offensive when attached to a full-priced game, especially when they directly affect the way the game plays.

Whether or not the industry is drifting away from Microtransactions remains to be seen. If anything, DOOM Eternal’s success sets a precedent, one that proves that games can be profitable at their current price point.
Fancy a trip to hell? Why not pick up a copy of DOOM Eternal at the GameByte Shop!
Featured Image Credit: Bethesda