No Man's Sky, Recreated As A...Doom Mod

Over the course of three weeks, Robert Prest has been working on a Doom (well, Doom 2) mod that attempts to recreate much of the core experience of No Man’s Sky.


It’s missing some of the fancier stuff around the edges, like a seamless transition from space to planetary surface, but...for the most part, if you move past the fact the game looks like it came out in 1994—and appreciate the limitations of working with id’s original Doom engine—it does one hell of a job.

There are space stations, randomly-generated planets, weird monsters, even a centre of the universe. And also Bill Bailey, who I never ran into playing the actual game, but who I’m sure thanks to the power of infinite creature generation, is out there somewhere.

If you want to try it out, you can get the files here.

Luke Plunkett is a Senior Editor based in Canberra, Australia. He has written a book on cosplay, designed a game about airplanes, and also runs



I think he’s making a fascinating point. All the really great games I can think of never did anything inherently unique or awesome. I remember, for example Zelda as compared to Adventure, or Tower of Druaga or something, and it seems to be amazing, but the actual differences in the meat of things are minor.

Half the time it seems like the coolest thing you can do is just connect two parts that nobody else can be bothered to connect. At a certain point, NMS is like the first 15 minutes of Minecraft, over and over again, in a infinitely changing landscape with awesome visual transitions. That’s not a bad thing. It’s a very interesting thing. How many games do we play where we reset the start over and over to see what kinds of random seeds we get--making a game out of traversing those seeds is kind of a great idea.