KiDoom: DOOM on PCB Traces

KiDoom Demo

Running the classic 1993 shooter using real copper traces and component footprints in KiCad’s PCB editor

Media Coverage

KiDoom reached #1 on Hacker News and stayed there for almost a full day, generating widespread discussion across the tech community.

Hackaday: “KiDoom Brings Classic Shooter to KiCad”

Coverage of the vector rendering approach and how PCB traces become game graphics

The Register: “DOOM on KiCad”

Analysis of the technical achievement and community reception

Adafruit Blog: “KiDoom: Running DOOM on KiCad PCB Traces”

Maker community perspective on the project

Hackster: “I Always Thought Trace Routing Was Evil”

Nick Bild’s coverage of the vector rendering approach and PCB component representation

Tom’s Hardware: “Doom Gets Ported to Board Design App”

Coverage of the fully playable KiCad editor port running at up to 25 FPS

XDA Developers: “Someone Ported Doom Into a Circuit Board Editor”

In-depth look at how walls became PCB traces and demons became component packages

Daily.dev: “Doom Hits KiCad as PCB Traces Become Demons and Doors”

Community coverage of the creative technical achievement

Hacker News Discussion

#1 on Hacker News for nearly a full day

Videos:

UFD Tech YouTube Short | UFD Tech Instagram


What Makes It Work

Instead of rendering 64,000 pixels per frame (0.15 FPS), KiDoom extracts DOOM’s internal vector geometry directly from the engine - just 200-300 line segments per frame, achieving 10-25 FPS on PCB traces.

Enemies are rendered as real footprints: demons are intimidating 64-pin QFP packages, health packs are humble 3-pin SOT-23s.