DeathLoop RPG v1.06b - Ultra-customizable persistent stat progression mod

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kekodemon
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Joined: Mon Aug 17, 2026 9:41 pm

DeathLoop RPG v1.06b - Ultra-customizable persistent stat progression mod

Post by kekodemon »

Hi everyone, I’m a long-time player from the 90s era, but this is my first time releasing a project here on the forums. Recently, I’ve been playing a lot with GunBonsai and got heavily inspired by SoM's GunBonsai Addons and Patches, specifically the Progression Keeper addon which allows you to retain your weapon stats even after dying and restarting a map.

This mod originally started as a small personal script designed to scale up map monsters to balance out the crazy powerups that GunBonsai gives you. From there, it just kept growing into its own thing. I wanted an RPG progression system that felt lightweight and seamless. I love Doom RPG mods, but sometimes you just don't want heavy inventory management, complex item menus, or constant pausing. My goal was to create something with the immediate flow of GunBonsai, but applied directly to the character's core stats rather than the weapons.

Concept and Progression
The thematic idea behind the mod is that you aren't playing as the fully equipped, unstoppable classic Doomguy right from the start. Instead, you can think of your character as an underdog—like a fragile UAC scientist caught in a temporal rift. By default, you start significantly underpowered, with slower movement, slower weapon cycles, higher damage intake, and a small health pool of around 66 Max HP. As you kill monsters, you harvest their essence, level up, and spend points directly into six core attributes: Attack, Defense, Max Health, Movement Speed, and Attack Speed.

The core feature is the persistent progression mode. If you die and the map resets, your level and statistics are frozen in static RAM session memory. You keep all your hard-earned power, making you permanently stronger for the next attempt. If you prefer a classic experience, you can disable these maluses and the persistent loop entirely via the options menu to start as a standard marine with permadeath rules.

Monster Scaling and Customization
To keep up with your growth, monsters scale dynamically based on your map progress. There is also a random chance for elite Alpha Bosses to spawn, rolling through five different power Tiers with massive health boosts and aggressive speed multipliers. You can fully customize this entire gameplay loop using the options menu. Every single stat curve, monster growth rate, and malus can be tweaked. It also includes an override for the map number variable, which is great if you want to play a massive 100-map mega-campaign across multiple WADs and keep the enemy scaling continuous, or go negative to reset the challenge.

The mod features a custom HUD with a fully adjustable XP bar that supports optional outlines, custom segment lines, and dual-color transitions based on your current progress. Under the hood, I also implemented decimal damage tracking. Monsters remember fractions of damage, meaning that a +1% ATK upgrade always matters because the hidden decimal numbers accumulate across multiple shots. There is also a built-in preset system allowing you to export or import your entire balance configuration using a compressed text string in your uzdoom.ini or *zdoom.ini file .

A Quick Disclaimer
I want to apologize in advance because the code under the hood is definitely not professional and might look wonky or unoptimized to veterans. I am still figuring out the quirky ways ZDoom-based engines handle everything, HUD scaling, drawing, etc. Right now, positioning elements relies entirely on menu sliders, which can be a bit tedious to tweak. I'm learning as I go and I'm very open to advice on how to improve the scripts.

Recommendations and Download
I highly recommend pairing this mod with TargetSpy to see enemy HP bars and DamNums.
I suggest playing the maps from the start when you die, either loading the autosave or with a fresh pistol start, in that case you'll reroll the Alpha (boss) monsters in the map.

You can import and export the configuration on the mod in a string in your .ini save, so you can share it here or with others if you'd like, and also easily import settings, I've included three deafult presets and I'd like suggestions on those and what other settings to add.

https://www.mediafire.com/file/zeeawzkh ... b.zip/file

I would absolutely love to hear your feedback on the progression loop, the math behind the scaling, and the overall feel of the gameplay. Please let me know if you run into any bugs or mod conflicts so I can work on fixing them. Happy hunting!

edit: 1.06b

DeathLoop RPG Mod - Changelog v1.06b

Hey guys, here is a small update with some significant changes:

New default setting:
Many reported that default setting made you OP too fast, especially on longer campaings or slaugher maps. The new Default setting uses the level progression, so bonuses are very tiny on low levels and grow bigger as you level, the old Default setting is still included under "old default" If you liked it (btw, share your configs, just go into your uzdoom.ini save and search for "import_buffer"! I will add them to the mod :D)

Better weapon support:

People reported that the No-RNG custom weapons broke Gearbox and sometimes they were unselectable, they should work better now, the custom weapons are still intended as replacement for vanilla weapons, it's better not to use with weapon packs to not have bugs


Heretic support:
Literally no one asked for this but this is progressing because I grew with Heretic as well as doom, but slowly, right now No-RNG Wand, Crossbow, Staff and Blaster are supported



and other bug fixes! I hope you are enjoying the mod!


1.06
I uploaded the lastest version, here's what's new:

Heretic support:
I started working on Heretic support, right now it's not finished but the monsters drop are the correct ones for Heretic if you're playing DeathLoop with Heretic

Attack Speed Bug Fixed:
I'm working on GunBonsai support and I noticed the Attack Speed was probably all wrong between 100% and 200%, It should be fixed now

1.05d:
Multiple Criticals:
If your crit stat is high enough you can do double, triple or even quadruple critical strike! the chances for double are roughly 1/4 of normal critical, 1/8 for triple and 1/16 for quadruple. See those lucky strikes melt bosses with a x16 damage! This also applies to drop chance, you can do double drops etc.

Changed XP Curve system:
I fixed a bug in the XP curve system, before it wasn't working as intended since it couldn't go lower than 1.10. I changed how this works, now it's based on %, so you can modulate your xp curve with even more detail. If you had configuration strings of previous versions (you can find them under "import_buffer" in your *.ini save file after using the exporter in the menu), just change the 4th value from 1.20 to 20, 1.30 to 30 and so on.

New presets: I added two new presets:
Constant Growth: Every stats gives a little bonus but grows with your level
DnD: 1 very strong stat per level and growing beyond level 20 is hard. I used the new % XP curve system to make the ratio between level 1 and level 20 similar to dnd 5e.

As always every feedback on presets and configs is welcomed! Share your own config strings if you'd like!

Also here what was added previously in 1.05:

Stat System Rework: Constitution and Luck
The stat system has been heavily reworked to give your attributes more utility. Constitution has officially replaced HP, meaning it now handles both your maximum health points and your total ammo capacity limits. At the same time, Critical Strike has been transformed into Luck. Luck is now a much more versatile stat because it still determines your critical hits, but it also directly scales the ammo drop rates from slain enemies and dynamically reduces weapon spread, improving accuracy for the custom Pistol and Chaingun included in the mod.

New Gameplay Modifiers: Ammo Malus
To go along with these changes, I have introduced an Ammo Capacity Malus modifier. This allows you to restrict how many rounds you can carry, giving you the option to completely change the pacing of the mod and turn Doom into a tense survival horror experience if you want to

Character Progression: The New RPG Grow System
There is also a brand new progression option as an alternative the standard system. When activated, your stats will scale naturally as you level up depending on your current build path. This means even your lower-tier stats will still receive minor passive boosts over time. Mathematically, your stats at level 20 will perfectly match the baseline values of the previous system, while at level 40 those values will double, scaling continuously as you progress.
Last edited by kekodemon on Tue Sep 01, 2026 12:50 pm, edited 7 times in total.
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kekodemon
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Re: [WIP] DeathLoop RPG - Ultra-customizable persistent stat progression mod

Post by kekodemon »

Hey guys, DeathLoop RPG version 1.05 is finally here! This update introduces a massive overhaul to the core stat mechanics, fixes some long-standing visual and audio bugs, and introduces new ways to customize your progression



Stat System Rework: Constitution and Luck

The stat system has been heavily reworked to give your attributes more utility. Constitution has officially replaced HP, meaning it now handles both your maximum health points and your total ammo capacity limits. At the same time, Critical Strike has been transformed into Luck. Luck is now a much more versatile stat because it still determines your critical hits, but it also directly scales the ammo drop rates from slain enemies and dynamically reduces weapon spread, improving accuracy for the custom Pistol and Chaingun included in the mod.



New Gameplay Modifiers: Ammo Malus

To go along with these changes, I have introduced an Ammo Capacity Malus modifier. This allows you to restrict how many rounds you can carry, giving you the option to completely change the pacing of the mod and turn Doom into a tense survival horror experience if you want to



Character Progression: The New RPG Grow System
There is also a brand new progression option as an alternative the standard system. When activated, your stats will scale naturally as you level up depending on your current build path. This means even your lower-tier stats will still receive minor passive boosts over time. Mathematically, your stats at level 20 will perfectly match the baseline values of the previous system, while at level 40 those values will double, scaling continuously as you progress.



Fixes and QoL: Bullet Decals, Vertical Spread and Fist Audio
Lastly, I fixed a couple of issues regarding weapon feedback. Custom hitscan weapons now properly leave bullet decals and impact holes on walls just like the vanilla game. The custom punch audio logic has also been completely repaired. Vertical spread also is fixed, based on the Allow Vertical Spread option. I also hope to make expert modders who look at my code cringe a little less because now instead of doing so much every tick the code does it every second, making the performance better.

I would love to hear your feedback on the mod and if you want you can share your own config string for how you like to play the mod, thank you!
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kekodemon
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by kekodemon »

Hey guys, I'm still working on the mod, I'd like to hear your feedback on evertyhing and also sharing your confing to play the mod, you can easily share them here, and also export and import them by editing the CVAR named "import_buffer" that you can find in your uzdoom.ini save file, for example I'm trying this config with Eviternity and I'm having a blast, starts fast and becomes more strategic as you go:

RPGCONFIG;100,3,2,1.250000,1,9.468756,1,0,1,50,75,8,30,20,150,0.625000,0.250000,1.000000,1.000000,0.000000,0.800000,0.800000,1,1,1,3.300000,2.000000,3.000000,1.500000,1.975000,1.975000,2.000000,2.000000,2.050000,1.000000,1,80,1,80,2.000000,1;

Thank you!
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DoomThing445
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by DoomThing445 »

I'm just curious, is this compatible with gameplay mods that change or modify weapons? I've noticed it doesn't modify weapons like GunBonsai but rather it needs specific tailored weapons for the mod that the stats can connect to, as I've noticed weapon names like RPG Chaingun and such when switching to them.
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DoomThing445
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by DoomThing445 »

I've noticed that this does actually work on custom weapons, Meatgrinder is a good example of this. However, I've noticed that sometimes Deathloop's weapons are prioritized over some weapons, and causes a bug where if you pick them up they don't show up in Gearbox, or modded weapons will only show up once in your hands and be lost forever.

Edit: Also found out that no matter the mod load order, DeathLoop tends to break weapons alot here and there. Meatgrinder's shotgun for example essentially became a shotgun reskin, the RPG chaingun would appear but when picked up not appear in the inventory, most custom weapons wouldn't enter the inventory, etc. I know this mod is brand-new, so while the iron is still hot I figured I'd let you know there were problems.
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kekodemon
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by kekodemon »

[quote=DoomThing445 post_id=1267700 time=1787501566 user_id=36228]
I've noticed that this does actually work on custom weapons, Meatgrinder is a good example of this. However, I've noticed that sometimes Deathloop's weapons are prioritized over some weapons, and causes a bug where if you pick them up they don't show up in Gearbox, or modded weapons will only show up once in your hands and be lost forever.

Edit: Also found out that no matter the mod load order, DeathLoop tends to break weapons alot here and there. Meatgrinder's shotgun for example essentially became a shotgun reskin, the RPG chaingun would appear but when picked up not appear in the inventory, most custom weapons wouldn't enter the inventory, etc. I know this mod is brand-new, so while the iron is still hot I figured I'd let you know there were problems.
[/quote]

Hey, thanks a lot for the feedback! I hope you're having fun with the mod, this is very helpful to me. Actually, since I'm still a newbie, I didn't tried it with other mods beside BD, and I tried to make it work but it still doesn't work as intended on headshots etc. I hope the mod doesn't break anything if you disable the DeathLoop weapons from spawning. I will look into this and if anyone wishes to give suggestions I'm all ears, thank you! Also I'd like to have feedback on the presets, configs etc, I've made it so they are easily shareable with strings in your ini save file, so there could be presets tailored for custom weapons mods, megawads etc. That would be nice! Again thanks a lot for trying it and for the feedback.
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stainedofmind
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by stainedofmind »

Finally got a moment to give this a whirl. I played a map with the default settings and felt like I was gaining levels way too quickly (might have been in part because I decided to play it with Maps of Chaos Overkill). I was lv 60+ by the end, and this combined with GunBonsai, I definitely felt way too overpowered already. I'll have to give it another go when I have more time, and adjust the leveling a bit. Overall, seems like a good start! One thing to note, I haven't opened up the code to take a look at how you implemented "weapon speed", but if its based on how "Rapid Fire" works, I feel like the two would fight each other, so they may not be compatible out of the box.
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kekodemon
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by kekodemon »

stainedofmind wrote: Mon Aug 24, 2026 9:49 am Finally got a moment to give this a whirl. I played a map with the default settings and felt like I was gaining levels way too quickly (might have been in part because I decided to play it with Maps of Chaos Overkill). I was lv 60+ by the end, and this combined with GunBonsai, I definitely felt way too overpowered already. I'll have to give it another go when I have more time, and adjust the leveling a bit. Overall, seems like a good start! One thing to note, I haven't opened up the code to take a look at how you implemented "weapon speed", but if its based on how "Rapid Fire" works, I feel like the two would fight each other, so they may not be compatible out of the box.
Hello and thank you for trying the mod! I'm honored. Yeah, I kinda balanced the default settings on Doom I and II, the idea is you can adjust everyting, or maybe just XP and points scaling, you can see a preview of xp costs and points at lvl 10, 25, 50 etc with the last option in the menu. GB and your patches gave me the inspiration for the stats, knowing it was possible to fine tune attack speed so much and yeah, I think they probably conflict, I haven't tried DL with GB yet. I'm all ears on how to make it play nice with each other and also with other popular mmods, they could complement each other well (levelling both your guns and yourself sounds nice) , for now maybe I'd suggest everyone to either ignore Attack Speed in DL or disable the Rapid Fire upgrade in GB if you want to play both at the same time, I'm sorry. People also reported about weird things happening with the custom weapons and other weapons mods, and not playing nice with Gearbox, I'll try to fix that too I must admit I'm very inexperienced, thank you everyone who played the mod and especially everyone who gave me feedback.
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kekodemon
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by kekodemon »

stainedofmind wrote: Mon Aug 24, 2026 9:49 am Finally got a moment to give this a whirl. I played a map with the default settings and felt like I was gaining levels way too quickly (might have been in part because I decided to play it with Maps of Chaos Overkill). I was lv 60+ by the end, and this combined with GunBonsai, I definitely felt way too overpowered already. I'll have to give it another go when I have more time, and adjust the leveling a bit. Overall, seems like a good start! One thing to note, I haven't opened up the code to take a look at how you implemented "weapon speed", but if its based on how "Rapid Fire" works, I feel like the two would fight each other, so they may not be compatible out of the box.
Hey SoM I finally managed to make DeathLoop and GunBonsai work together and stack the attack speed correctly, I took the liberty to edit your Rapid Fire Redux Patch :D
With your permission and with giving full credit to you and ToxicFrog I could add it as an optional companion mod for everyone who wants to play both DeathLoop and GunBonsai like you did, if you ever try this I'd suggest using a less powerful config, maybe vanilla+ with some maluses or something like that, whatever you prefer, thanks again for your feedback, I really wanted to make it work since these are the mods that inspired me. The load order is
GunBonsai
the edited Rapid Fire Redux Patch
DeathLoopRPG

I hope you all like it
https://www.mediafire.com/file/wzzguacz ... L.zip/file
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kekodemon
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by kekodemon »

DoomThing445 wrote: Sun Aug 23, 2026 10:12 am I've noticed that this does actually work on custom weapons, Meatgrinder is a good example of this. However, I've noticed that sometimes Deathloop's weapons are prioritized over some weapons, and causes a bug where if you pick them up they don't show up in Gearbox, or modded weapons will only show up once in your hands and be lost forever.

Edit: Also found out that no matter the mod load order, DeathLoop tends to break weapons alot here and there. Meatgrinder's shotgun for example essentially became a shotgun reskin, the RPG chaingun would appear but when picked up not appear in the inventory, most custom weapons wouldn't enter the inventory, etc. I know this mod is brand-new, so while the iron is still hot I figured I'd let you know there were problems.
Hello, I'm trying to fix all those problems with the next update, but in the meantime I reccomend setting the "set custom weapons with no randomness" option off if you are playing with a weapon mod, the custom weapons are basically copypaste of vanilla weapons so they are intended to replace only that, I will try to implement more but I have to do it manually so for maximum compatibility just disable that option, keep in mind that the accuracy mechanic won't work though
JPC
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by JPC »

Is this mod compatible with Samsara Resurrection?
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kekodemon
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Re: DeathLoop RPG v1.05 - Ultra-customizable persistent stat progression mod

Post by kekodemon »

JPC wrote: Fri Aug 28, 2026 8:49 pm Is this mod compatible with Samsara Resurrection?
It should be compatible with all kinds of weapons mods and monster packs so I'd say yes, but multiplayer is probably not working, I never tested it, I tried to take it into account while coding but I probably made so many mistakes so...that's a to do. If you ever try it please tell me if it works as intended :D
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kekodemon
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Re: DeathLoop RPG v1.06b - Ultra-customizable persistent stat progression mod

Post by kekodemon »

DeathLoop RPG Mod - Changelog v1.06b

Hey guys, here is a small update with some significant changes:

New default setting:
Many reported that default setting made you OP too fast, especially on longer campaings or slaugher maps. The new Default setting uses the level progression, so bonuses are very tiny on low levels and grow bigger as you level, the old Default setting is still included under "old default" If you liked it (btw, share your configs, just go into your uzdoom.ini save and search for "import_buffer"! I will add them to the mod :D)

Better weapon support:

People reported that the No-RNG custom weapons broke Gearbox and sometimes they were unselectable, they should work better now, the custom weapons are still intended as replacement for vanilla weapons, it's better not to use with weapon packs to not have bugs


Heretic support:
Literally no one asked for this but this is progressing because I grew with Heretic as well as doom, but slowly, right now No-RNG Wand, Crossbow, Staff and Blaster are supported



and other bug fixes! I hope you are enjoying the mod!

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