World models have become capable simulators, but they are evaluated almost exclusively on held-out rollouts from the domain they were trained on. A small domain shift, such as a new map of the same game, lighting, textures or enemies, can make their outputs drift even when the underlying physics and game engine are unchanged. With DoomShift, a controlled version of this shift in Doom, we measure what breaks and how much adaptation is needed to repair it. We train three diffusion backbones, initialized from pretrained diffusion image models, on four Doom maps and evaluate them on 13 unseen maps. All three preserve their response to controls but fail to reproduce the new scene: scene PSNR drops by 2.8–3.3 dB and LPIPS rises by 0.126–0.145 across the three backbones. This consistent gap shows that action-conditioned behavior transfers more reliably than scene appearance, independent of architecture or model scale. Yet the lost appearance is relatively cheap to recover: rank-16 adapters trained on only eight episodes with 2% of the original training updates recover 72–76% of the LPIPS rise and about half of the lost PSNR. Together, these results suggest that adapting a world model to a new environment may require restoring the scene's appearance rather than relearning the underlying game.