I'll be covering both the campaign and the multiplayer aspects during this review, though I've had limited experience with the latter.
If I decide to jump into further multiplayer matches or experiences, including SnapMap, I'll be sure to update this section with any related information.
Footsteps are actually present in campaign, though they could certainly do with being louder in the mix. On the subject of said mix though, there are other issues present, including but not limited to the sheer wall of noise that occurs whenever you get anything close to a firefight going between yourself and the demonic entities infesting the opening levels.
If you are a player with local sighted assistance, it's recommended you have a walkthrough to hand as the UI and map aren't, according to my experiences, very coherent. Moreover, if you want to change guns, you have to hold down a button, then move an analogue stick to select your weapon. Even a menu style interface would be more accessible than this solution, though I can partially understsand the logic of being able to use the method that exists in the current game.
The areas I've seen so far, from the noisy, weirdly lit corridors and open areas of the facility, to the hellscapes of later levels, are all well detailed from a sound standpoint, with boiling lava-like substances and doors that slam open and shut further serving to create an impression of areas that serve one purpose: industry. It's shame that, as previously mentioned, the mix during firefights doesn't really allow for a sense of what enemies you're facing and their proximity.
If there is ever a Doom 2016 sequel, let's hope that the accessibility is much improved for mainstream gamers with no sight.