How Programmers Ran a Classic Game Aboard an ESA Satellite

Imagine the legendary first-person shooter Doom running not on a desktop, but aboard a satellite orbiting Earth. At the recent Ubuntu Summit, programmer Ólafur Waage revealed how his team accomplished exactly that: getting Doom to run on a European Space Agency (ESA) satellite as part of a high-stakes hacking challenge. This unusual feat prompts a natural question—what does it take to launch a notoriously picky piece of 1990s software into the final frontier and get it working in space?

Why Doom Still Matters

Few video games are as iconic as Doom, which debuted in 1993. It revolutionized computer graphics and gameplay, inspiring generations of developers and players alike. But Doom’s legacy goes far beyond entertainment. Over the past three decades, the source code has been adapted to run on everything from graphing calculators to smart refrigerators and even cash machines. In the world of technology, successfully porting Doom has become an informal “hello world” test for any new hardware or software platform, a playful yet rigorous benchmark of system capability and developer ingenuity.

Today, titles with such simple visuals rarely dominate mainstream gaming, even if they spark nostalgia among long-time players. Still, there are exceptions. Modern crash games rely on extremely minimalist graphics yet attract massive audiences because of their fast rounds and instant decision-making. One of the most popular examples is JetX, a lightweight but highly engaging arcade game that has surged in popularity across mobile platforms. You can explore detailed guides and curated platform lists on the site jet-x.com.in, where the game’s mechanics and features are broken down for newcomers.

While this type of rapid-fire gameplay represents a very different corner of the gaming world, it highlights how far interactive entertainment has evolved—making Doom’s unexpected journey into orbit all the more remarkable.

 

ESA’s Orbital Testing Ground

The platform for this interstellar gaming experiment was OPS-SAT, a compact “flying laboratory” launched by ESA in 2019. Roughly the size of a shoebox, the satellite was designed to let researchers trial innovative mission control and onboard computing solutions in actual space conditions. OPS-SAT embraced an open-access ethos, inviting teams worldwide to push hardware and software to their limits. Prior to Doom, OPS-SAT set records for the first in-orbit machine learning model training, playing a game of chess, and executing a stock transaction from space. Running Doom would soon join this prestigious list.

Mission and Obstacles

Waage’s team entered the ESA hacking challenge with a bold goal: bring Doom to orbit. Yet the technical hurdles were formidable. The satellite’s computer was powerful by spacecraft standards, but nothing like a modern PC. Teams faced tough constraints:

  • Limited ability to upload new software or libraries
  • Strictly scheduled, brief windows for executing code
  • No built-in display, meaning no way to play or see the game in real time

These obstacles demanded creative thinking and meticulous planning, transforming a nostalgic experiment into a formidable engineering puzzle.

Running Doom on Limited Resources

The team’s first approach involved deploying Chocolate Doom, a respected open-source port faithful to the original game’s design. Chocolate Doom is known for minimal dependencies, making it suited for austere computing environments. However, the lack of a physical screen aboard OPS-SAT meant the game could only output text data—such as completion percentage and enemies defeated—after running a pre-scripted time demo. While this was not visually impressive, it provided crucial proof that Doom’s code could execute reliably in orbit, unaffected by cosmic radiation or the satellite’s unique environment.

Rendering Doom in Space

Not content with a text-only result, Waage’s team pivoted to doomgeneric, an alternative port designed for easy adaptation across platforms. By redirecting the game’s graphical output to a virtual video card, they were able to periodically capture screenshots of Doom in action. Yet a new question arose: how could they convincingly demonstrate that this instance of the game was truly running in space and not just in an emulator on Earth?

Integrating Satellite Imagery

To solve this, the team conceived a solution that was both technically bold and visually striking: replace Doom’s outdoor backgrounds with real-time images captured by OPS-SAT’s onboard camera. This integration posed fresh challenges. The satellite’s camera produced high-resolution, full-color images that far exceeded the memory and color limitations of Doom’s original engine. Collaborating with another team, they used a dedicated onboard AI model to automatically resize and reduce the bit depth of these photos, compressing them into 8-bit color files without significant detail loss.

Adapting the Game: The Palette Dilemma

Even after processing, the Earth images still clashed with Doom’s palette. The game uses a fixed set of 256 colors, which is inflexible and lacks the subtle shades found in satellite imagery of oceans, land, and clouds. To achieve a harmonious result, the programmers made what many purists would consider a radical adjustment: they modified the game’s color palette to better match the space photos. This decision sparked debate among retro gaming and open-source communities, as altering Doom’s palette is often seen as “heretical.” However, most observers agreed it was a clever solution, balancing authenticity with practical goals.

Broader Impact and Future Possibilities

Running Doom in orbit is more than a technical curiosity. It demonstrates the expanding capabilities of modern satellites as dynamic platforms for research and innovation. Experiments like these capture public imagination and show how space projects can blend science, culture, and creativity. They also highlight the importance of adaptable software architectures for future missions, where unexpected uses may inspire new technologies.

What could come next? As private and public space ventures accelerate, perhaps one day the game’s action-packed levels will run natively on a Mars lander—bringing Doom full circle, from science fiction to science reality. The sky may no longer be the limit for classic computer games or the adventurous engineers who run them.