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Hello Responders,
It’s finally time for us to share that No More Room in Hell 2 launches onto PlayStation and Xbox & leaves Early Access with the Armageddon Update on August 11th! Take a look at our latest trailer:
The path we set down at the start of this year with the Genesis & Revelation updates culminates in our largest update to No More Room in Hell 2: Armageddon. The virus has continued to progress, leading the CRC to vastly expand their operations. In this update, we’re adding:
Survival Mode, a new experience with 3 dedicated maps (Flooded, NotLD, Lighthouse)
Raven Rock, our sixth Objective map, set deep within the eponymous military installation and offering a different flow than any location prior.
Solo Mode, allowing independent Responders the ability to practice and learn on all our maps while progressing Weekly Assignments.
A guided Tutorial, complete with combat and objective training for those new to NMRIH.
Platform Achievements, marking your accomplishments as your arsenal grows.
Weekly Assignments, rewarding players with Credits as well as a new unique currency called Merits that allow for streamlined cosmetic purchases.
Expanded character customization with more options and adjustments available to personalize a Responder.
Rescue Beacon, a high end Loadout-only item that can be earned to protect a Responder from a death.
…and so much more!
We’ll be giving players a glimpse into all of the above in more posts ahead of Armageddon’s release on August 11th. Our Early Access community has been pivotal in helping us reach this milestone and we can’t wait to share with you all insights into how your feedback continues to push us forward! Speaking of insights…
Set on the outskirts of the mountainous southern Pennsylvania, Raven Rock is our latest exploration into the active apocalypse unfolding in No More Room in Hell 2. Responders find themselves right outside an underground military bunker, determined to investigate the fates of emergency operations personnel.
Descend into a unique Objective experience that takes civilian eyes where they aren’t supposed to see and fight to restore a semblance of control to the world around you. We’ll share more tidbits of Raven Rock ahead of launch, however this locale will remain somewhat mysterious with plenty of surprises for everyone on August 11th!
With the release date shared, we wanted to remind our Early Access players of the account wipe and rewards earnable for previous progress shared in this blogpost. You’ll now have a bit less than two weeks to earn any remaining Account levels and collect Nightmare tokens before we all start fresh together on Day 1.
We’ll share maintenance window timing and any other information that may affect your ability to play ahead of release as soon as we know. Those waiting for launch or looking to get games in prior, feel free to join our Discord community as well!
As always, stay safe out there!
The NMRIH2 Dev Team
Hello Responders!
Last we spoke about Survival in our Free Weekend Retrospective Blog, we mentioned a setting very familiar to both No More Room in Hell veterans and zombie horror fans alike. Night of the Living Dead returns to No More Room in Hell 2, updated and expanded to fit our goals for this reincarnation of the Survival mode.
While this setting is one that has been adapted in countless ways over the years, it’s especially important to us as one of the core inspirations behind so much of NMRIH. This map offers the ultimate classic zombie experience of holding out against a relentless wave of zombies in a rural home.
The farm house remains the heart of the map, with three distinct floors you’ll need to maintain control over, as zombies pour in from all directions. Traps are plentiful provided you can fuel them and boards allow players to better control the flow of undead’s approach. This space is one of our most claustrophobic, with every hallway and staircase potentially becoming your tomb if not carefully navigated.
When approaching this locale for our 1.0 update, it was clear we had to expand the points of interest beyond the main home in order to meet our goals for an updated Survival experience. Players now are tasked to protect the whole farmstead, expanding play to both the guest house as well as the barn.
The guest house offers a more focused defense of a relatively open floorplan with several exterior doors and windows, a garage with tools and supplies, and a cellar that both undead and Responders can take advantage of. Its flatter layout leads to more moments with everyone’s back towards the speaker and fighting as one ragtag unit.
The barn, meanwhile, offers the largest interior space for longer range strategies to shine from either across the floor or above in its lofts above. These strengths are balanced by its relatively simple defenses, with very few options for Responders beyond their own equipment. Outside, you’ll find various methods of farming providing small structures and cover to the approaching horde.
This iteration of Night of the Living Dead is grounded directly in our narrative and world, expanding our growing perspective on the apocalypse within Pennsylvania while offering an ambiance not currently available elsewhere in No More Room in Hell 2. We’re really looking forward to when players get to explore the full farmstead as part of the 1.0 update and create their own cinematic moments!
Speaking of Survival, the team was excited to see the level of support the community has shown the mode between Free Weekend and discussion since then. We’ve made a series of adjustments to the mode since then to improve spawning, apply better pressure across difficulties, as well as distribute loot between the map and supply drops more. 1.0 will offer three Survival maps, each featuring 3 points of interest with added variation between them to allow for greater replayability. We’ve kept the 3 wave structure but added a bit more time to the experience, with the goal still to keep it more fast-paced than Objective mode while ensuring it offers the right amount of progression so players can play either and feel rewarded. We’re already discussing plans for post-launch to bring even more variety to the mode and match some of the energy the community has had for it.
No worries, we’ll have plenty more info on what you can expect in the 1.0 update for Objective mode in comms next week!
Until then, stay safe out there!
The NMRIH2 Dev Team
Hello Responders!
For this dev blog, we’re going to be sharing some updates on community topics that aren’t directly related to game content but deserve addressing ahead of the 1.0 launch. We’ve tried to tackle some of the most common questions, but as always, if you have questions about anything, feel free to come chat in our Discord!
Throughout Early Access, we have always mentioned that the price of No More Room in Hell 2 could see an increase at full launch due to the amount of work we have put in during the public development period and the value that’s been added to the game. However, we’ve seen over the course of multiple free weekends and discounted periods that a low barrier of entry creates much more opportunity for amazing community moments.
With that in mind, we’ve decided No More Room in Hell 2 will remain at a $29.99 USD base price! The game will continue to be available at even lower prices during the currently ongoing Summer Sale and future discount opportunities. This choice is one we’ve made after listening to all the feedback we’ve received over our free weekends and throughout Early Access. Purchasing right now still offers the best opportunity to pick the game up for a deal and earn some Early Access rewards prior to 1.0!
We’ll have additional info on any additional purchased content at a later date, so stay tuned! If you want to earn our Early Access cosmetics, you still have until 1.0 to do so.
As part of the console launch, native controller support is coming to PC, meaning those who wish to survive on a gamepad will have a bespoke control scheme as well as controller-centric features like aim assistance. We’ve also made significant changes to various menus and UI features to accommodate larger screens and different navigation methods.
These improvements will also translate over to the Steam hardware line, including better control compatibility for Steam Deck and Controller. Offering No More Room in Hell 2 on so many platforms is an exciting moment for the team, and we look forward to player feedback from across each ecosystem!
We’ve been tracking several issues players have faced since the launch of Revelations, and while we’ll share a detailed list of all our fixes closer to 1.0, we wanted to give a glimpse at an upcoming feature that prevents multiple common frustration points.
Unstuck functionality is coming as part of the 1.0 release! This feature is a common community request that not only helps prevent the most severe of edge cases but also allows players to save their Responders from unfair doom. We’ve added some thoughtful restrictions to the unstuck button to prevent gameplay-affecting use, like a cooldown and a requirement to always place players back at their last spawn point.
We know many players have found themselves trapped in geometry or falling through the map, even as we’ve worked to remove the places it occurs. While we will continue to look into those specific cases, this should allow you all to continue to have fun despite those moments. We appreciate everyone who sends us a bug report in Discord or through our support page!
By far the most popular request since our last free weekend was an opportunity to return to Survival. Considering the time we are taking to ensure 1.0 can be the best release possible, we decided to bring Survival back for players this weekend so those who missed it could enjoy Flooded once more!
It’s worth noting this version of Survival is the same as from Free Weekend, meaning certain issues we’ve fixed or changes we’ve made in 1.0 will not be present yet. We’ll have a future blog detailing the Survival mode in general and what to expect when it launches. Have fun and as always, stay safe out there!
The NMRIH2 Dev Team
Hello Responders! As we continue down the road towards our 1.0 release, we wanted to take some time to talk through the upcoming progression wipe and changes coming to the core economy of the game. Our goal with this blog is to make clear the intent of our reward systems, as well as set the stage for how 1.0 and onwards will look different than our Early Access period.
Speaking of, players will remain able to earn Early Access rewards right up to 1.0’s launch as laid out in our previous early 2026 dev update. We’ll be participating in the Steam Summer Sale as our final sale prior to 1.0 so if you’re hoping to claim any of those exclusive cosmetics, it’s worthwhile even with the wipe approaching.
In our 1.0 update, we’ll be resetting all account progression back to zero. This includes:
Account Level
Credits
Nightmare Tokens
Responders
Loadouts
Cosmetics (excluding EA rewards)
Early Access allowed us to iterate on and refine our progression, from making Credit earn rate more deterministic to understanding the right balance of rewarding skill and preserving goals to chase. This blank slate should be the best experience for the community diving in together to tackle the new content and growing alongside each other! A notable change we wanted to call out here: Nightmare Tokens are no longer account-bound and instead are tracked on a per-Responder basis. Think of them like medals of service, and when that Responder perishes, their legacy follows them to the grave. Account level will become the main metric conveyed to other players, better representing your access to gear and skills.
We’ve heard lots of feedback around the new Credits system and how we could improve aspects of earning them as well as more options to spend them on. With that in mind, we have two new, interconnected features coming in 1.0 to address this as well as offer players a reason to return to the field each week. Assignments are random weekly objectives sent by the CRC to be completed in exchange for Credits and Merits. 4 Assignments are available each set, with 2 offering greater payouts. Each Assignment set, players will be able to earn 2000 Credits and 6 Merits. Credits can obviously be spent on everything from loadout items to skills to customization…so what are Merits for?
Merits are a free, exclusive to Assignments currency that reward accomplishment with easier access to cosmetics as well as specific, powerful items. While some appearance options may cost thousands of Credits, a few Merits can instead be spent to unlock these items alongside \.
Loadouts are meant to be an integral part of the progression experience, offering you more tools to help conquer higher difficulty excursions. Previously, the cost of investing in equipment on a single Responder was a bit too steep with our updated Credit earn rate. As such, all loadout items have had their prices reassessed to offer more choice while also balancing potential impact. Some examples of adjusted item costs include:
M9A3 reduced from 2500 ➡️1500
DB12 reduced from 1200 ➡️ 600
Frag Grenade increased from 150 ➡️300
Revive Syringe increased from 1200 ➡️ 2500
We’ve also elected to remove Character Level requirements from Loadout items, instead letting higher level players choose whether to invest in gear for their fresh recruits or save all their Credits into their most veteran Responder. Player choice and a meaningful feeling of progress is what we want this new outlook to encourage.
Skills remain an area we plan to further iterate on and improve, with 1.0 acting as a reset allowing us to make some more significant changes. Taking the opportunity a full reset provides, the perk pool is being adjusted to retire some designs and bring in a new set of perks focused around firearm reloading.
Handgun Reloading
Rifle Reloading
Shotgun Reloading
Averaging
Guts
Teddy Bear
We’ve also heard loud and clear that the cost of perk rerolling is too high compared to the required Credit investment, so it will be coming down even further in 1.0 to allow for more active buildcrafting. With our Hard & Nightmare difficulties trending harder for 1.0, we feel it’s important to encourage players to bring their best into these experiences!
Moving forward, we’ll be looking to adjust skills directly based on feedback and data to ensure that we have options that shine in various moments or for specific playstyles. Skills should feel like a way to curate a Responder’s identity through gameplay similar to how an outfit can reinforce that identity through visuals.
All of these adjustments come together to provide a clearer vision of No More Room in Hell 2’s progression than ever before. Whether you’re a player who wants to slowly climb the difficulties to watch their Responder grow or a veteran who wants to deploy Level 1 fresh meat directly into the heart of Nightmare with only a baseball bat to their name, these changes allow you to play the game the way you want to and earn better looks along the way!
1.0 is a moment for everyone, whether you’re a brand new player diving in for the first time or one of our earliest supporters, to experience the journey from the second the apocalypse begins and your Responder picks up their first weapon to join the fight.
In our post-launch updates, we hope to iterate on these systems further and offer players more end goals to work towards beyond Nightmare difficulty…but we’re getting ahead of ourselves. We truly appreciate all the feedback and dedication our community has shown us. There’s much more to be shared about the 1.0 update, so stay tuned!
As always, stay safe out there!
The NMRIH2 Dev Team
Hello Responders!
It’s been a few weeks since our second Free Weekend ended and since then we have continued to work on 1.0 with your feedback in mind. Today, we wanted to catch up on some topics we heard about often during the Free Weekend and share some changes being made to address them.
These are only a small selection of a much larger changelog shipping alongside 1.0’s new content offerings, so we ask that you keep in mind that some of these adjustments will be affected by other changes not yet revealed.
Ever since the Genesis update’s balance hotfix, we’ve been hearing lots of feedback around melee combat, especially when it pertains to one-handed slashing weapons. Free Weekend also allowed us to get thoughts from those who were unfamiliar with our melee system entirely on where other pain points exist and what we can do to elevate close-quarters combat.
One of the largest changes planned for 1.0 is a general responsiveness increase when it comes to strong and charged attacks. One-handed weapons will be receiving a universal 10% speed increase to their strong attack windup alongside a 20% speed increase to their charged attack windup. This is separate from the actual swing speeds of individual weapons, which are receiving more targeted balance. Two-handed weapons will also receive a 10% speed increase to their charged attack windup
Slashing weapons will see 5 stability damage added to quick attacks across the board and 10 stability damage added to strong attacks (for context, 20 stability damage triggers a zombie stagger), to better open up combo opportunities based upon each weapon’s strengths. Trading hits with zombies will be generally less common, but still a threat if you aren’t conscious of how you start an engagement. Closing the gap or making a hasty escape will also be more feasible as we’re bringing improvements to sprinting and stamina, with sprint speed increasing slightly and stamina beginning to refill quicker after use.
Overall, these changes should allow melee to feel more dependable, opening up more room in gameplay to learn quirks and master each weapon’s strengths for greater reward. We’ve really appreciated all the detailed thoughts shared with us as we work to improve this aspect of the game!
During the Free Weekend, we got to see how our current difficulty offerings feel for players less familiar with No More Room in Hell 2 and where new players gravitate to start. The vast majority of players played Classic, which led to a large drop in the extraction rates across maps for that difficulty as new Responders learned the game. However, this is a trend we see generally even when our dedicated core has been playing the live game the past few weeks.
This data highlights three key concerns we plan to address with difficulty changes in 1.0:
“Casual” and “Classic” send the wrong message to new players generally on the intent of these difficulties and where you should start.
Classic is too hard for the average player compared to dedicated players.
Nightmare isn’t reaching the emotional highs (and extraction rate lows) we want the mode to deliver.
We have several changes coming to tackle each of these points, from adjustments to zombie variety based on threat level to how we handle holdout objective zombie spawning, but for this preview we want to focus on our approachability changes.
Casual and Classic are now renamed Beginner and Normal to better position them as a place to learn and place to refine skills respectively. (we’ll have more information around Tutorialization in a future blog, stay tuned!) Beginner will feature a time-based respawn system that gives players a better chance at completing objectives without wiping, and the existing objective-based respawn system is moving into Normal.
This allows for a much better transition between these difficulties as well as lowers the concern for permadeath until you choose to enter Hard. It is still a threat on lower difficulties during extraction, so saving resources and smart play are still required to keep your Responder alive and gain levels. We’ve also added an additional layer of challenge to the respawn-disabled difficulties by reducing the ammo found in weapons to require more conscious use of unloading.
Our changes to the Credit economy in Revelation are a big departure from how flush with currency players were in earlier updates. This is an intentional shift towards a more streamlined system for 1.0 and onwards, however we recognize that this transition isn’t fully realized and has left the current version of the game in a tight spot. Free Weekend especially highlighted this as we had many players with no Credit stockpile who could outspend their earn rate in scenarios that didn’t feel fair.
In 1.0, we will have an additional way of earning currency as well as an overhaul to the pricing of loadout equipment to encourage more spending to boost your Responder’s starting odds. Perks and their reroll costs remain a priority for the team headed into the future, with some changes coming in 1.0 as well as in post-launch updates.
We want Nightmare to be achievable both by those whose knowledge and skill allow them to perform even on a default loadout and those who instead slowly level a Responder up the difficulties and invest in their growth to ease that journey. Finding that balance between reward and challenge is our goal and will be something we continue to watch for at release.
Over the next several weeks, we’ll be dropping in occasionally to share more info about the 1.0 update through blogs about various topics; from a deeper dive into Survival and a particular rural farmhouse in Pennsylvania to controller support and performance improvements that benefit both consoles and PC.
As always, stay safe out there!
The NMRIH2 Dev Team
Hello veteran Responders and new recruits alike!
Welcome to No More Room in Hell 2’s second free weekend, offering another glimpse into our intense 8 player zombie survival shooter. We’ve been in Early Access for a year and a half and throughout that time we’ve worked alongside our dedicated community to build an atmospheric and challenging cooperative experience unlike any other. This weekend, we invite everyone to become a Responder and survive hell together! If you’re someone who is new or returning to No More Room in Hell 2, here is what the game offers now during the free weekend:
A roster of up to three customizable CRC Responders you chose prior to entering a match.
Think about the best starting perk fit for your selected mode and difficulty
If your Responder dies, they are permanently lost. If they live, they will gain XP and unlock more perk options for future runs.
Two modes to select from:
Objective, offering 5 maps that each offer unique scenarios and visuals, asking players to complete a set of tasks to assist survivors and extract from the zone.
Survival, here as an exclusive preview for free weekend on one of the multiple maps coming at 1.0 launch! Defend against waves of undead using traps and barriers until it’s safe to extract.
Four difficulties to select from:
Casual, offering an easy entry point with respawning after objectives and full UI
Classic, our standard experience with minimal UI and manageable threat levels
Hard, with more zombie variety and a scarcity of resources
Nightmare, a true test of skill and the endgame for fully-kitted Responders
A robust extraction-survival experience across modes once deployed:
Meet up with other Responders using proximity voice chat, tackling objectives to progress and earn more XP.
Gear up with a diverse set of items found across the map, including 15 firearms, 19 melee weapons and several tools to choose from! Each offers its own use case and strengths to weigh carrying in your limited inventory.
Extract with Supplies to earn Credits that can be spent on perks and starting equipment.
If a match becomes too dire to finish, early extraction opens up to offer another way out.
Any tools you found during a run are given to other survivors, each run starts only with what’s in your Responder’s pockets
Grow your Responder’s experience, spend Credits to build a personal arsenal, and tackle Nightmare to earn tokens that lead to Early Access rewards at launch!
For more information on the free weekend & our road to 1.0, check out this post! No More Room in Hell 2 leaves Early Access and launches on PC and consoles Summer 2026, community feedback and support remains invaluable so join our Discord if you haven’t already!
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders!
It’s been a little over a year since No More Room in Hell 2’s last free weekend, and one of the most popular requests from our community has been to bring the game to more players in the wider gaming world.
We’re excited to share that we are officially headed to PlayStation 5 and the Xbox Series consoles as part of our 1.0 launch – slated for Summer 2026 – with Green Man Gaming as our publishing partner on those platforms! We can also confirm that native controller support will be added to PC for 1.0, as well as crossplay meaning wherever your friends play, you all can fight to survive together!
To commemorate all this news, we are hosting another free weekend starting tomorrow, April 30th through May 4th!
Since last free weekend, we’ve worked alongside players to improve and expand features including:
4 difficulty options, offering more ways to play
Tutorial Gym, to allow for self-guided learning
2 new Objective maps: Broadway and Hospital
Responder customization, making each character your own
Overhauled melee and firearm combat
Added more zombie types
Shipped over 8000 bug fixes!
During the free weekend, players can try Survival Mode on one of the multiple maps coming at 1.0 for the first time! In this experience, speakers attract waves of zombies away from population centers and into the waiting arms of combat-focused Responders, narratively assisting the events of our Objective scenarios. These maps are more chaotic and fast-paced while still offering the core match and meta progression players have come to expect from No More Room in Hell 2. Here’s how the mode plays:
Responders arrive at the scene with a few minutes to spare, enough to loot up and prepare defenses around the first set of speakers. A supply drop with added support from the CRC is available as well.
Once the wave starts, players will have to hold out for five minutes against the onslaught to protect the speakers as they broadcast. Each area has special traps and defensive options that can be used when pressure gets too tough.’
After a successful wave, the CRC will send an additional supply drop and players can move to the next objective with a few moments to breathe. After three waves, your distraction is a success and a helicopter comes to extract you. If you fail two waves, early extraction opens as a way to prevent disaster.
Set in an industrial complex overcome by recent storms in rural Pennsylvania, Flooded offers players their first glimpse into Survival. Large multi-floor buildings, ransacked cargo containers, and abandoned machinery all offer unique ways to handle the undead and keep them distracted until the CRC’s nearby mission into a power plant is complete. The groundwater present throughout the whole map makes for a new challenge, as zombies are harder to confirm as slain and dry spots to comfortably share loot are rare.
We’re offering No More Room in Hell 2 for its lowest price ever as part of this celebration of this milestone, so anyone who tries the game out this weekend can more easily pick it up and continue to fight back against the horde alongside our community. Earn Early Access rewards, join the thousands of Responders in our Discord, and prepare for when all hell breaks loose at our 1.0 launch!
As always, stay safe out there!
The NMRIH2 Dev Team
Hello Responders!
In our two most recent blogs, we talked about the foundational updates we’ve made to the arsenal of weapons players can use against the horde. Those adjustments are only half of the combat story, so today we’re going to talk about the other side to paint the whole picture: the zombie perception and spawning tuning that came as part of Revelation, how it enables more player expression and cinematic moments, while also allowing for better balance across maps and difficulties.
Our Objective scenarios all involve Responders arriving at the scene and quickly navigating their way through populated areas. Prior to Revelation, hiding rarely felt like a viable option even when properly geared and consciously attempted due to how persistent our zombies were.
One of the largest goals of our perception changes was to make it so their attention could be more easily managed, both to capture and avoid. We reduced their field of view from 220° to 150° (effectively cutting their overall view by 30%), dramatically shortened their attention time on lost targets, and added the ability for them to stop and think when arriving at a player’s last known location.
Zombie View Angle prior to Revelation
Zombie View Angle after Revelation
These changes now make the horde more reactive yet distractible, opting to pick whomever seems like the easiest prey as opposed to sticking to one Responder even when they escape their immediate area. Alongside the improvements to weapon sound generation and suppression, hiding from small groups is a viable strategy especially on lower difficulties. Taking the attention away from an ally completing an objective, or by sneaking past a group when traveling to a meetup point, there are now more ways to take back home field advantage from the horde than ever before.
How zombies spawn, both on your first visit to a location as well as after it’s been cleared out, sets the pace of every run. When looking at how we could improve both the moment-to-moment gameplay as well as overall difficulty of a given playthrough, adjusting the cadence of spawning is the most wide-reaching knob to turn.
In No More Room in Hell 2, we control the amount of zombies on a map by setting minimum and maximum amounts alive at a given moment in the entire level, depending on the map and how far players have progressed in objectives. We also always try distributing zombies into areas players are within or approaching. This system is designed to try and keep every zone at the right danger level while not overwhelming isolated players, yet cranking up the pressure as the end gets closer.
In Revelation, we’ve adjusted how this tuning works across various difficulties to raise pressure on groups of players. Ideally, we can encourage more strategic gameplay to split the horde up and raise your odds of survival at the risk of getting separated.
There is an additional aspect to zombie spawning: certain sequences or objectives have constant pressure applied until completed – such as our holdout sequences in the Pottsville gymnasium or Beaulieu Hospital morgue. In cases like these, we use hand-placed spawners that keep on getting zombies in the map. This emphasizes the need for teamplay when tackling later objectives, and rewards players who spend time gearing up before attempting to progress.
We’re happy with what we’ve seen so far from extraction rates and zombie pressure across maps, but we’ll continue to listen to feedback and finetune any issues you all have discovered. Speaking of, here’s a rough representation of the difference in zombie pressure around objectives on Broadway between the Genesis and Revelation updates using heatmaps of player deaths. Overall, less players are dying in traversal zones and more players are dying on or near objectives. Furthermore, we see more players making it to the later objectives to die in glory trying to extract, rather than just in the first holdout at the Diner.
Map of Broadway overlaid with the first 2 weeks of deaths after GenesisMap of Broadway overlaid with the first 2 weeks of deaths after RevelationWhen 1.0 arrives and Survival is added to game mode selection, our existing zombie spawning paradigm is flipped on its head. Players now gain the head start and can prepare for when zombies arrive in full force, which means we have to also adapt how we handle pressure. Zombies will threaten your defenses at a consistent rate once the timer starts, with a cap put in place to preserve opportunities to clinch victory from the jaws of defeat. The amount and types of zombies change as you’d expect on higher difficulties, however intensity is ramped up across the board compared to Objective scenarios.
The changes in Revelation not only act as a preview of what you can expect in Survival, but allow us more control in the future to ensure both experiences feel enjoyable yet distinct. We want No More Room in Hell 2 to bring thrills to players of varying playstyles but also retain its unique, hardcore identity regardless of mode. Nightmare should feel like a truly daunting experience that players aspire to complete…with the horde being the only thing standing in their way.
As always, stay safe out there!
The NMRIH2 Dev Team
Hello Responders!
This hotfix is aimed to fix several issues discovered as part of the Revelation update, including interactions between text chat and other inputs, zombies teleporting unexpectedly, and a handful of additional improvements.
Applied fixes to prevent zombies appearing to teleport when moving towards specific navigation points.
Fixed an issue where players could lose inputs if dropping an item and opening text chat at the same time
Fixed an issue where players could lose inputs while vaulting and throwing explosives.
Applied fixes to prevent Responders from falling out of the helicopter during extraction.
Fixed an issue where Code Input computers could become blocked if multiple responders were interacting at once.
Various client and server crash fixes.
Applied some VOIP fixes.
Fixed an issue where Responders would appear as just a floating head for a second while loading on the main menu.
Fixed an issue with responder head mesh appearance on Low graphics settings.
Applied some fixes to prevent zombies from popping when ragdolling.
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, on Discord, or at nmrih2.com/support!
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders!
Welcome to the Revelation (0.9) Update, our last major release prior to 1.0. This update continues to build upon the foundations of previous Early Access improvements and focuses directly on core aspects of the No More Room in Hell 2 experience: Difficulty tuning, firearm depth, clearer progression, user experience improvements and a whole host of bug fixes. With so much new content coming in 1.0, we felt it was important that Revelation continues to focus on improvements to allow players to earn any remaining Early Access rewards and prepare for the progression wipe.
We’ll still have more news and updates on our road to 1.0 – we know everyone is excitedly waiting for more information surrounding Survival and more – so stay tuned and we’ll share more soon!
For a full rundown of everything that is LIVE in-game today, here are the patch notes:
As mentioned in our Firearm Combat blog, we’ve done a holistic overhaul of ranged weaponry from ammo to firearms and their attachments. These changes aim to make firearms feel more iconic in their strengths, while also reinforcing reasons to prefer and swap between them. This is a feels-based pass so all these adjustments are to enhance the fantasy of these weapons while keeping them grounded in their realistic functions. From overmatching penetration to damage through zombie armor to suppressors drastically improving your ability to stealth, firearms will now have adjustable identities that you can lean into to define your playstyle.
All Ammo Types
Finetuned the frequency of spawning based on power.
.22 LR
Now has the chance to spawn in ammo crates.
.45 ACP and .357 Magnum
Minimum weight increased from 0.35kg ➡️ 0.45kg
Weight per bullet increased from 0.01kg ➡️ 0.025kg
5.56 NATO
Minimum weight increased from 0.35kg ➡️ 0.5kg
Weight per bullet increased from 0.01kg ➡️ 0.025kg
6.8x51mm, .308WIN, and 12ga Shells
Minimum weight increased from 0.35kg ➡️ 0.5kg
Weight per bullet increased from 0.01kg ➡️ 0.04kg
9mm
Weight per bullet increase from 0.01kg ➡️ .015kg
Penetration
Increased penetration value required to breach Swat Helmet from 1➡️ 2
Increased penetration value required to breach National Guard helmet 1➡️ 3
Increased penetration value required to breach Swat Shield 1 ➡️ 3
Optics
Combat and holographic sights now improve ability to deliver follow-up shots.
Hunting sight provides additional effective range and pinpoint opening shot accuracy.
Suppressors
Dramatically reduce zombie perception and improve ballistics performance.
All Firearms
Crouching now decreases your firearm's spread. This varies from weapon to weapon based on its initial spread and caliber.
Handguns
M1911
Body damage decreased from 35 ➡️ 15
Stability loss on hit decreased from 60 ➡️ 25
Effective Range decreased from 50m ➡️ 40m
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is moderately decreased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
M9A3
Body damage decreased from 25 ➡️ 10
Stability loss on hit decreased from 40 ➡️ 20
Effective Range decreased from 50m ➡️ 45m
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly decreased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is increased.
Model 13
Body damage decreased from 30 ➡️ 20
Stability loss on hit decreased from 60 ➡️ 20
Penetration value increased from 0 ➡️ 2
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is moderately decreased.
Spread buildup per shot is moderately increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Gruber MKVII
Headshot damage decreased from 50 ➡️ 35
Body damage decreased from 25 ➡️ 5
Stability loss on hit decreased from 40 ➡️ 10
Effective Range increased from 30m ➡️ 45m
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly decreased.
Spread buildup per shot is significantly decreased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is significantly decreased.
Time to reset recoil is increased.
Heavy Rifles
M14 Battle Rifle
Body damage decreased from 75 ➡️ 35
Stability loss on hit decreased from 40 ➡️ 25
Penetration value increased from 2 ➡️ 3
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is moderately increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is moderately increased.
Time to reset recoil is decreased.
Hunter 85
Body damage decreased from 75 ➡️ 35
Penetration value increased from 2 ➡️ 3
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is moderately decreased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is slightly increased.
Time to reset recoil is increased.
Rochester 1873
Body damage decreased from 30 ➡️ 20
Stability loss on hit reduced from 80 ➡️ 20
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Rifles
M7A1
Headshot damage increased from 100 ➡️ 150
Body damage decreased from 50 ➡️ 35
Stability loss on hit decreased from 40 ➡️ 25
Penetration value increased from 1 ➡️ 3
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is moderately increased,
Vertical Recoil is moderately increased.
Horizontal Recoil is moderately increased.
Time to reset recoil is decreased.
MC-15
Headshot damage increased from 100 ➡️ 130
Body damage decreased from 35 ➡️ 20
Stability loss on hit decreased from 40 ➡️ 25
Penetration value increased from 1 ➡️ 2
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly decreased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Gruber 922
Headshot damage decreased from 50 ➡️ 35
Body damage decreased from 25 ➡️ 5
Stability loss on hit decreased from 60 ➡️ 20
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly decreased.
Spread buildup per shot is significantly decreased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is significantly decreased.
Time to reset recoil is increased.
Gruber Ranch
Headshot damage increased from 100 ➡️ 130
Body damage decreased from 35 ➡️ 20
Stability loss on hit decreased from 60 ➡️ 20
Penetration value increased from 1 ➡️ 2
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is significantly decreased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Shotguns
590A1
Body damage increased from 13 ➡️ 17
Stability loss on hit decreased from 12 ➡️ 10
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Fierra DB12
Body damage increased from 13 ➡️ 17
Stability loss on hit increased from 12 ➡️ 15
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
X12 Super
Headshot damage decreased from 25 ➡️ 20
Body damage increased from 15 ➡️ 17
Stability loss on hit decreased from 12 ➡️ 10
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Submachine Gun
MP5
Headshot damage decreased from 100 ➡️ 70
Body damage decreased from 25 ➡️ 10
Stability loss on hit decreased from 30 ➡️ 20
Max Range decreased from 150m ➡️ 50m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Developer Note: These numbers deserve a bit of context. Damage and general ballistic performance is more consistent across guns of the same caliber, meaning that you can clearly feel the quality jump between firearms that share caliber. When shifting between weapons of the same class but different calibers, you should feel more tangible upsides (with tradeoffs) as you ascend the calibers. Prior to this change, most weapons had very similar stats which meant most firearm choices came down to the most abundant ammo type.
Improved limb detection with bladed weapons.
Knives and wrenches are now stackable!
Get busy chucking or get busy dying.
Grenades can now be thrown underarm at a shorter distance.
The binding is right mouse button by default.
Shoving now triggers much earlier in the animation, allowing for quicker response.
Invincibility during shove is now much shorter to accommodate.
Fixed incorrect idle wrench pose.
Account XP is now always rewarded regardless of if the player dies or extracts.
Character XP is now awarded at match end based on extraction and supplies gathered.
Credits are now awarded based on supplies, not Account XP.
Supplies now directly correlate to Credits earned after a match. Each map has the maximum of extractable Supplies capped.
Players that fully extract now receive credits equal to supplies gathered by themselves, other extracting players, and the team pool.
Players that extract early get no credits, and their supplies are added to the team pool.
Players that fail to extract only receive credits for the supplies they personally gathered.
Supplies value adjusted to match Credits gained from extracting them.
Small Supply: 2
Medium Supply: 5
Large Supply:10
Critical Supplies are tracked separately and not subject to map supply caps, providing additional Credits on top of normal supplies.
As part of this change, the costs of all Credit purchases have been adjusted.
Perk rerolls now scale their cost with the level slot they are being placed in.
A new Action Hint UI is available in UI settings.
This offers a quick glance option to know available inputs based on context.
Health bar is now at the bottom of the screen near the stamina bar.
Supply counts and caps are now shown when within your inventory and at the end of the match.
Increased nameplate view distance from 70m ➡️ 90m.
Camera movement has been improved across all actions.
Inventory swapping queuing is now more consistent.
Scavenger now shows the amount of additional ammo awarded.
Reduced zombie field of view from 220° ➡️ 150°
Reduced time to lose track of target from 10s ➡️ 1s
Zombies no longer share extra knowledge with each other.
Who knows what those grunts and groans mean anyways?
Zombies no longer chase towards a player’s current location even after losing line of sight.
They will now chase up to the player’s last known location.
Player footsteps now are only detected if a zombie can feasibly gain line of sight on them.
Gunshot perception range has been adjusted to be standard across firearms.
Suppressor gunshots dramatically reduce this range and require line of sight.
Updated various effect’s detection ranges to match their effect ranges.
Radio
Pipe Bomb
Explosions
Updated rewards multipliers for each difficulty:
Casual: 100% Account, 100% Character, 80% Credits
Normal: 100% Account, 120% Character, 100% Credits
Hard: 120% Account, 160% Character, 120% Credits
Nightmare: 120% Account, 200% Character, 130% Credits
Adjusted zombie minimum, maximum, and spawning cadence of spawning events across all difficulties based on player count.
This is a large change to how zombie pressure and overall action will feel. We plan to observe how this feels and make adjustments as needed.
Players take 35% less damage from zombies on Casual
Full UI is now defaulted to ON while playing in Casual
An additional airdrop now spawns at the start of Objective maps in Casual
Radios now only attract up to 10 zombies per use.
Some zombies don’t understand good music.
Flashlights now last longer as a baseline.
Maximum zombie counts adjusted across difficulties and squad sizes.
Melee weapons spawns are adjusted to better distribute different tiers throughout the experience.
There is now a supply of weapons, ammo, and medical items in the extraction helicopter.
Adjusted extraction helicopter heights to prevent death if fallen off of at full health.
Adjusted zombie pressure during the opening sequence and hatches open automatically after a set period.
Improved zombie spawning logic, scaling better at each difficulty and keeping certain areas populated.
Wards now have unique experiences when finding bodies. Some wards also have a reduced number of bodies to compliment the unique gameplay within them.
Modified the layout of the Morgue POI.
Reduced number of security panels to match the exact number needed.
Added additional VO lines for objective guidance.
Updated various UI markers to better indicate distance and direction.
Reworked loot spawning to ensure gear spawns more evenly.
Frequency of Riot and Armored Soldier Zombies has been fine-tuned on a per-difficulty basis.
The calls for backup were finally answered.
Reduced Fireman helmet health from 100 ➡️ 75
Reduced Construction helmet health from 100 ➡️ 70
Increased National Guard helmet health from 100 ➡️ 130
Fixed an issue where revived responders can appear to be crouching
Improved firing animations with the M7A1 rifle, X12 shotgun, and Gruber 922.
Improved MC-15 and M7A1 textures.
Fixed an issue where responders could appear to be stuck in an interacting animation after reviving another player.
Fixed an issue where the camera would shake erroneously during attack recovery.
Fixed an animation issue that could occur by interacting with a wiring minigame and using Phalanx pills.
Fixed an issue where players can continue to appear to be climbing after exiting a hatch.
Fixed animation issues when responders jump off ladders.
Fixed an issue where responders appear nude during shader compilation.
Fixed issues where zombies turn very slowly to face deployable radios.
Fixed issues where naked zombies could spawn in parts of Power Plant.
Fixed an issue where crawler legs would not appear to be dismembered properly to some players.
Zombies with bullet-proof vests should not create gore when shot or hit in the body.
Fixed issues where 2H melee weapons would play attack audio multiple times or not at all
Adjusted some Female Zombie attacking DB levels to be a little quieter.
Applied some water sounds to areas missing them near fountain spawn in Power Plant.
Fixed an issue where some fires would have occluded audio.
Increased volume level of opening some containers.
Added a cooldown to VO when reviving other responders.
Fixed an issue with Power Plant entrance music not playing.
Added more obvious sounds when zombies attempt to grab you (they were silent before).
Fixed a case where POI music and Evacuation music could overlap
Fix for missing water sounds in the rehab pool in Beaulieu Hospital
Added new audio in rehab ward in Beautlieu Hospital
Added audio to indicate progressing and completing subobjectives
Fixed an issue where attacks to zombies or windows very close to the player would miss.
Fixed a case where the player could become unable to attack after interacting with a fuse.
Fixed an issue where hitting multiple zombies could cause stamina to get refunded to the player.
Set the default camera shake strength for combat in the settings.
Fixed an issue where firearms can shoot extra rounds after shoving.
Fixed an issue where one-handed pipe combo attacks would repeat.
Fixed an issue where shoving and kicking in certain tight areas would not work consistently.
Fixed an issue where pipe bombs attractors could permanently attract zombies, even after exploding.
The reload animation and ammo count for the Winchester and 590A1 shotgun now line up.
Fixed an exploit where players could pick up exploded IEDs and pipe bombs.
Fixed hitbox issues when attacking zombies with melee weapons while jumping.
Fixed an issue where National Guard zombies can be killed by a headshot before the helmet is destroyed.
Applied fixes to prevent players from getting stuck when using ladders in the Trainyard on Power Plant.
Blocked off locations in the North and South Wing of Hospital where it was possible to skip the bioscanner objectives.
Blocked off a location on the Hospital roof where a fence could be jumped over.
Fixed an invisible wall inside a ward storage room in Hospital.
Fixed an issue where players could enter an inaccessible area in Beaulieu Hospital early.
Fixed an area in Broadway nearby the Diner where zombies could bunch up and get stuck.
Fixes to make daytime lighting on Hospital look less fuzzy on lower graphics settings.
Fixed various flickering textures in Power Plant and the Training Range.
Fixed floating assets and gaps in walls and terrain in Lewiston and Power Plant.
Made Level of Detail improvements on Power Plant.
Fixed floating gene therapy crates in the Training Range.
Fixed an issue where some wood doors would change texture when damaged.
Fixed an issue where planks would disappear at the end of the Stoke the Fire objective on Broadway.
Fixed a location where players could get stuck in a Broadway manhole.
Fixed environment assets inside the Power Plant blocking pings in some areas.
Fixed an issue where responders could get stuck by cancelling a throw with a melee attack.
Fixed a location in Broadway where zombies could get stuck climbing a truck.
Improved zombie navigation in the Training Range.
Fixed various cases of loot clipping into surrounding objects or floating across various maps.
Fixed open doors in Food Storage in Lewiston blocking zombie navigation.
Blocked zombies from vaulting into Lewiston spawn stores.
Gas clouds now appear red to distinguish themselves from infection clouds.
Their density has also been adjusted for visibility.
Blocked some locations where the player could escape the map in the Tutorial Range.
Fixed an issue where a garbage truck on Power Plant appears to be sinking into the ground.
Fixes for floating foliage across various maps.
Fixed several cases of floating supply items across various maps.
Fixed a truck missing a tire on Pottsville.
Fixed an issue where loot wasn’t able to be picked up in a workshop in Power Plant.
Fixed more penetration issues when shooting through fences with gaps in them.
Fixed the rotation of various off-axis items in several maps
Made improvements to fix an issue where the extraction helicopter can float too high up for some players on Hospital.
Applied more fixes to ensure players cannot get stuck on the Clear the Tracks objective in Broadway.
Fixed an issue with certain guns where unloading a weapon on the ground would also unload the held weapon
Fixed certain zombie falling spawn locations in Hospital which could cause animation issues.
Improved zombie navigation in the Broadway sewers.
Doors no longer take damage from poison gas and other environmental hazards.
Fixed an issue where the state of damaged power boxes or wiring box minigames would not replicate to other players.
Fixed an issue where Farmhouse doors would not replicate properly for players arriving to the zone later on Power Plant.
Applied fixes to prevent dropped or thrown objects from clipping through the ground.
Fixed a bug where picking up an item would cause the responder to holster their flashlight and go back to a 2H firearm.
Fixed an issue where responders could not swap weapons after using an ammo crate in the Training Range.
Fixed an issue where responders could get stuck from performing actions after throwing and mounting a ladder.
Made Hospital spawn points safer for players joining the game late.
Fixed an issue where locks couldn't be destroyed in one hit.
Removed the option for “Ultra” graphics.
This setting was meant only for cinematics and never intended for gameplay use.
Added translation for menu elements in the Avatar Customization menu.
Improved some Simplified Chinese translations in the Roadmap.
Updated out-of-date tooltips on loading screens.
Areas of the Training Range now get checked off on the map as they are completed.
Fixed skill tooltips obscuring character selection.
Fixed an issue where melee hint prompts could not be dismissed.
HUD effects should appear properly when in deep water.
Improved the clarity of some Broadway objective text.
Updated the description for the Marathon Runner Expert perk to be accurate.
Fixed character medals failing to increment properly.
Fixed a Broadway objective which was not properly awarding XP.
Fixed a scenario in Lewison which was awarding double the amount of intended XP.
Nightmare Level should appear properly when spectating and on the end of match screen.
Prevented players from entering the Training Range while shaders are compiling, which could lead to visual issues.
Various crash fixes.
Applied fixes to a known issue where the game will hang on start.
Optimizations to foliage targeting Low and Medium graphics settings.
Using a VPN while trying to send or accept Squad invites can cause players to be immediately kicked after joining the Squad. Try turning off any VPN you’re using, if you encounter this issue.
On Power Plant during the extraction cinematic, the helicopter can appear to be underground.
Supply crates on helicopters currently have no visuals for the physical box.
Casual supply drops currently are only dropping a single Medkit in some scenarios.
No More Room in Hell 2 is still in Early Access, and your feedback has helped shape every step forward. Help out by continuing to report bugs in-game, on Discord, or at nmrih2.com/support!
Stay safe out there,
– The NMRIH2 Dev Team
Hello Responders!
We’ve been hearing feedback about firearms throughout Early Access, especially after the Genesis update reworked melee weapons in No More Room in Hell 2. As part of our next update, Revelation (0.9), we’re aiming to deliver a holistic overhaul to firearm feel, inspired by your feedback as well as lessons we learned from Genesis.
The general goals of this overhaul are similar in scope to melee weapons but touch more broadly upon the whole firearm ecosystem:
Each firearm should have a distinct feel based upon its real life identity.
Guns should require effort to control effectively, with room for players to master.
Attachments should provide more drastic and tangible benefits to a firearm.
Ammo is difficult to hoard and impactful when found.
These firearms changes have a greater focus on individual identity that matches the player and medium expectations of video games than melee did. This means that if a weapon’s specific balance tuning went upwards or downwards, it was done to create a dynamic where each offers strengths and weaknesses and every firearm you encounter should prompt thought on if it’s an upgrade, a good secondary option, or not for this run through.
Every firearm has had its feel adjusted to be more distinct from each other – from handling to recoil – informed by its size and caliber. Larger weapons trade weight for damage, taking up inventory space but decimating groups of zombies. Range and handling are impacted across the board, with smaller weapons struggling past close quarters but allowing for more accuracy and control in their intended distances.
Aiming down sights now significantly benefits all weapons, with spread values adjusted to encourage thoughtful shooting. Your opening shots are now crucial, providing the only moments of ideal accuracy you’ll experience. Penetration is now a more active factor in weapon choice, as all zombie-worn gear and armor now can be penetrated through mattering on the weapon’s ammo caliber. If it exceeds the required penetrative value, the bullet will continue through to its target and deal reduced damage.
Speaking of ammo, it will now directly power how each weapon feels, whether it be .308WIN causing a firearm to kick back into a Responders shoulder while blasting through a distant zed head or .22 LR making for comfortable close-range operation with minimal damage and recoil.
Hipfire is still an option but most ammo types will make you struggle to hit shots reliably, meaning in desperate moments you may want to consider crouching for more control or switching to your blunt or slashing weapons. Ammo is generally heavier to carry across the board, meaning firearms have to be used wisely and in conjunction with melee to maximize effectiveness.
Attachments allow for more playstyle expression through a weapon, each now raising effectiveness in areas you may find a base firearm lacking. Suppressors are more important than ever, as their avoidance of zombie perception has been enhanced. (Slight spoilers for another Revelation overhaul: zombies have had their ability to hear and see fine-tuned. Tune into the full patch notes for more!).
Sights will enable faster and more accurate follow up shots, allowing certain weapons to expand beyond their archetypes and solve more problems as you venture deeper in your run.
With both melee and firearms now updated on a systemic level, our core combat flow will now have foundations that match our goals for 1.0 launch. We’ll be listening to feedback on specific pain points or areas of improvement as we work on other systems and content to let these changes shine across all maps and modes. Revelation brings with it not only these firearms changes but a host of updates meant to make the game more approachable and rewarding. We’ll have more to share about Revelation this week, including its release date!
Until then, stay safe out there. - The NMRIH2 Dev Team
Hello Responders!
Genesis has been out for two weeks now, and we’ve gotten plenty of useful feedback that we wanted to act upon. As we discussed in our Melee Combat Developer Blog, this hotfix will be delivering a substantial balance update addressing the response to the initial melee combat rework. We also have several bugs we tackled alongside them to overall improve the Genesis experience!
A small quality-of-life update, players can now see the default perk a Responder comes with when selecting a new one!
Melee damage dealt to zombies no longer changes between difficulties.
Casual & Classic outgoing damage reduced from 1.25x ➡️ 1x.
Hard & Nightmare outgoing damage increased from .75x ➡️ 1x.
This change is to allow players to build muscle memory and streamline the process of learning how each melee weapon feels and performs without running into too much variability as you ascend the difficulty levels. While many of the below balance changes involve some damage reductions, this is in conjunction with the functional 25% increase in Hard & Nightmare damage. Casual and Classic’s combat has been a bit too forgiving, making it more difficult for players slowly gaining experience to transition to those higher difficulties. Now, it should be a steady progression upward in challenge!
Damage values shown as X/Y/Z are Quick, Strong, and Charged attacks respectively. When looking at these changes, keep in mind that normal Zombies have 100 health, while Shamblers have 70 & Primes have 130. In general, these adjustments make weapons more responsive & emphasize their tiers of strength (i.e. Tier 1 are weaker than prior, Tier 2 roughly the same, and Tier 3 stronger) while also achieving our goals from the Melee Combat Dev Blog for Slashing & Blunt weapons.
Tier 1
Pipe (Small)
Increased quick melee swing speed by 10%
Reduced base damage from 18/20/30 ➡️ 10/10/15
Reduced headshot damage from 30/40/60 ➡️ 20/25/30
Adjusted stability damage from 20/40/60 ➡️ 25/50/50
Wrench (Small)
Increased quick melee swing speed by 20%
Increase charged swing speed by 25%
Reduced range from 170 ➡️ 160
Reduced base damage from 18/20/35 ➡️ 10/10/15
Reduced headshot damage from 30/40/60 ➡️ 20/25/30
Adjusted stability damage from 20/40/60 ➡️ 25/45/45
Tier 2
Tire Iron
Increased quick & charged melee swing speed by 10%
Reduced range from 180 ➡️ 175
Reduced base damage from 18/20/35 ➡️ 13/15/20
Reduced headshot damage from 30/40/60 ➡️ 25/30/35
Adjusted stability damage from 20/40/60 ➡️ 25/45/45
Mallet
Increased quick melee swing speed by 10%
Increased quick melee swing speed by 20%
Reduced range from 170 ➡️ 160
Reduced base damage from 18/20/35 ➡️ 13/15/20
Reduced headshot damage from 30/40/60 ➡️ 25/30/35
Adjusted stability damage from 20/40/60 ➡️ 25/50/50
Tier 3
Claw Hammer
Increased quick & charged melee swing speed by 20%
Reduced base damage from 20/25/40 ➡️ 15/20/25
Reduced headshot damage from 40/50/80 ➡️ 30/35/45
Increased stability damage from 20/40/60 ➡️ 40/55/60
Crowbar
Increased quick melee swing speed by 10%
Reduced range from 190 ➡️ 185
Reduced base damage from 20/25/40 ➡️ 15/20/25
Reduced headshot damage from 40/50/80 ➡️ 30/35/45
Increased stability damage from 20/40/60 ➡️ 40/60/60
Tier 1
Rebar
Increased quick melee swing speed by 5%
Increased charged melee swing speed by 15%.
Reduced range from 220 ➡️ 210
Reduced base damage from 20/25/35 ➡️ 20/20/30
Reduced headshot damage from 30/40/60 ➡️ 30/30/40
Adjusted stability damage from 20/60/100 ➡️ 35/45/55
Pipe (Large)
Increased range from 220 ➡️ 225
Reduced base damage from 30/45/50 ➡️ 20/20/30
Reduced headshot damage from 50/70/100 ➡️ 30/30/40
Reduced stability damage from 40/60/100 ➡️ 35/45/55
Tier 2
Hockey Stick
Increased quick & charged melee swing speed by 10%
Increased range from 240 ➡️ 255
Reduced base damage from 20/30/35 ➡️ 20/20/30
Reduced headshot damage from 34/50/80 ➡️ 25/30/35
Reduced stability damage from 40/60/100 ➡️ 25/40/65
Wrench (Large)
Increased range from 220 ➡️ 230
Adjusted base damage from 20/30/35 ➡️ 25/25/40
Reduced headshot damage from 34/50/80 ➡️ 35/40/60
Adjusted stability damage from 40/60/100 ➡️ 45/55/65
Tier 3
Baseball Bat
Increased quick & charged melee swing speed by 20%
Increased base damage from 20/30/35 ➡️ 30/35/45
Increased headshot damage from 34/50/80 ➡️ 45/50/80
Increased stability damage from 40/60/100 ➡️ 65/75/100
Sledgehammer
Decreased quick melee swing speed by 20%
Decreased charged melee swing speed by 15%
Increased range from 220 ➡️ 230
Decreased base damage from 30/45/50 ➡️ 30/35/50
Decreased headshot damage from 50/70/100 ➡️ 50/65/100
Increased stability damage from 40/60/100 ➡️ 65/75/100
Tier 1
Kitchen Knife
Increased quick & charged melee swing speed by 20%
Reduced range from 180 ➡️ 160
Reduced base damage from 20/25/35 ➡️ 15/18/25
Increased headshot damage from 20/30/40 ➡️ 25/38/40
Reduced stability damage from 20/20/30 ➡️ 0/0/20
Tier 2
Cleaver
Increased quick melee swing speed by 10%
Reduced range from 180 ➡️ 165
Reduced base damage from 20/25/35 ➡️ 13/18/25
Increased headshot damage from 20/30/40 ➡️ 28/38/45
Reduced stability damage from 20/30/50 ➡️ 0/0/20
Increased limb damage from 20/30/30 ➡️ 20/30/40
Tier 3
Machete
Increased quick melee swing speed by 15%
Reduced base damage from 20/25/40 ➡️ 17/22/26
Reduced headshot damage from 40/50/55 ➡️ 35/45/55
Reduced stability damage from 20/30/50 ➡️ 0/0/20
Increased limb damage from 20/30/60 ➡️ 40/40/60
Hatchet
Increased charged melee swing speed by 15%
Reduced range from 180 ➡️ 175
Increased base damage from 10/12/20 ➡️ 17/22/26
Increased headshot damage from 30/35/50 ➡️ 35/45/55
Reduced stability damage from 20/30/50 ➡️ 0/0/20
Increased limb damage from 20/30/30 ➡️ 40/60/60
Tier 1
Shovel
Increased range from 230 ➡️ 235
Reduced base damage from 30/35/45 ➡️ 13/18/25
Increased headshot damage from 25/34/60 ➡️ 34/38/50
Reduced stability damage from 20/20/31 ➡️ 0/0/20
Reduced limb damage from 30/30/60 ➡️ 20/30/40
Tier 2
Tree Trimmer
Increased charged melee swing speed by 10%.
Reduced base damage from 30/35/45 ➡️ 20/25/35
Increased headshot damage from 25/34/60 ➡️ 35/35/45
Reduced stability damage from 30/30/60 ➡️ 0/0/20
Increased limb damage from 30/30/60 ➡️ 30/40/60
Tier 3
Fire Axe
Increased base damage from 30/35/45 ➡️ 35/50/65
Increased headshot damage from 35/40/75 ➡️ 60/80/100
Reduced stability damage from 30/30/60 ➡️ 0/0/20
Increased limb damage from 30/60/60 ➡️ 60/80/80
When a limb is severed, zombies now react by being interrupted.
Increased stationary attack range from 85 ➡️ 150
Moving attack increased to 155 to allow better distance closing.
Increased crawl speed from 65 ➡️90
Increased turning rate from 45 ➡️ 90
Crawlers have been providing a bit too much safety compared to the ease of creating them, so we’ve amped up their movement and range to allow them to threaten players a bit more. Our goal here is to make them still worthwhile as a strategy but with much more risk associated with them and force faster follow-ups.
Fixed one issue where queueing attacks after a heavy attack would fail and drop inputs.
Responders should be able to transition from attacking to sprinting and back with smaller delays.
Fixed an issue where stamina would not regenerate properly after being downed.
Fixed some cases where players could get stuck in stamina starved state and not combo attacks
Tuned various weapon timings.
Fixed an issue where zombie hit reaction would play inconsistently based on the movement of the responder.
Fixed an issue where melee attack animations would appear lower on the screen than intended.
Fixed an issue where certain guns would appear lower on the screen than intended while aiming down sights
Updated draw and holster animations for many weapons.
Fixed the radio draw and holster animations.
Applied more fixes to prevent an issue where squads would disband as soon as they form.
Fixed an issue where players would disconnect from a match when a party member reconnected
Fixed an issue where carriable items such as the air filter in Hospital could be duplicated.
Fixed an issue where the camera would be stuck inside the player's body briefly when joining a match for the first time after compiling shaders.
Improved hit registration on breakable objectives, such as outside the Power Plant Bar.
Fixed an issue where Crawlers could be stuck A-posing.
Fixed an issue where zombie’s limbs would not always properly disappear after being cut off
Fixed an issue where zombies could get stuck in the windows of Pottsville’s Community Center
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, on Discord, or at nmrih2.com/support!
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders!
It’s been two weeks since Genesis launched, and we’ve taken that time to dig deep into some of the feedback we got around the melee combat changes. We appreciate all the responses we received and wanted to take this opportunity to communicate our process, both in development and addressing feedback.
We are still in Early Access, and we expect updates to be rougher in nature as we develop alongside the community, with the goal of building foundations to iterate upon. In the update notes for Genesis, we call out that the melee system rework is a standardization pass prior to additional work as well as knowing there would be animation issues. However, we could’ve been clearer about the intent of this new system and clearer in our future goals.
With that in mind, we’ve worked to bring the rest of our melee changes sooner than originally planned with a hotfix containing a balance update Tuesday, February 24th. These changes weren’t originally ideated well enough to be in Genesis, but through community feedback our designers were inspired and confident in that vision to craft these adjustments. Balance updates are something the team would like to do post-1.0, but in this special case we’re doing one in Early Access to gather data and get our intended vision out sooner. To make this happen, the team rallied around accelerating their plans, and we want to give special thanks to our Community Testers who assisted us in iterating faster with feedback.
Here are the main topics we heard that we are looking to address through this update:
Melee combat, and specifically one-handed weapons, feels slow and ineffective now.
Melee weapons overall lack a distinct feel and purpose from each other, especially those of the same rating.
The combo system sometimes is restrictive or has unintuitive moments that inhibit smooth gameplay.
We’ll be making pretty substantial changes to the weapon archetypes, individual weapons ratings and statistics, as well as the systems that interact with melee so we’ll be taking players from the most macro lens downward to understand the intent. Let’s dive right in!
Currently in NMRIH 2, there is little difference between Blunt and Slashing weapons when it comes to the situations players want to utilize them in. Our goal moving forward is to offer a clear choice when picking up either type that allows for playstyle expression through unique strengths. For Blunt weapons, this already exists through their aptitude at stability damage, which we plan to fully lean these weapons into through enhancing their ability to control a crowd while slightly lowering their base damage. Blunt weapons now will be the choice for those who want a safer damage option that knocks zombies around and opens up opportunities to exploit a downed state.
Slashing weapons, by comparison, will be trading away their stability damage (outside Heavy attacks) for enhanced base damage and limb severing potential. Zombies who lose limbs will also be interrupted, giving this identity a focus around quick dismemberment and brutal follow-ups to vulnerable foes. (and for those concerned about a certain leg-focused strategy, legs will be a bit more durable and Crawlers more lethal as a part of this balance update!)
The expectation for this archetype refinement is to create moments of deliberation for players when a certain type of zombie approaches, to search for the right weapon for each moment to maximize their potential. This may manifest as sticking with a buddy who has a weapon that compliments yours in group fights, or potentially carrying a suite of options on your responder to be ready for any threat.
For individual weapons, we’ve made focused statistical changes to all of them, both in conjunction with our goals listed above as well as defining personalities for each. The Small Knife, as a starting weapon, offers very fast swing speeds with slightly better base damage than even a Tier 2 One-Handed Blunt, but is very dangerous to use as it’s not as fast at severing limbs as Slashing upgrades.
When you get up to the two Tier 3 Slashing One-Handed, the Hatchet and Machete are clear upgrades statistically to any weapons below them but also differ in feel and purpose. The Hatchet is faster at heavy swings, maximizing damage per swing to dismember limbs while the Machete excels at quick swings that hack limbs with more combo-oriented gameplay.
This is just one example of the type of identities these weapons now have, allowing for deeper connection with each as players discover which feels best for their playstyle and builds. Speaking of which, we’ve removed the changes in weapon damage across difficulties, with the intent of allowing muscle memory to stay consistent and letting the more novel modifiers add complexity to Nightmare runs. All these adjustments, alongside various fixes to issues like combo input queueing, come together to make this iteration of melee combat our most robust.
Tiers have not been quite as important between similar weapons or across options as they should be, so when we look a level deeper at the weapons within these archetypes, changes were made to refine the experience of upgrading mid-run. Overall, weapons that share a handling & type (e.g. Two-Handed Blunts) will now have obvious increases in effectiveness as you trade upwards while still offering differentiation in their own rating band.
As an example, both the Baseball Bat and Sledgehammer will offer best-in-archetype stability damage but differ in base damage, reach, and swing speed. (being the fastest and slowest swinging Two-Handed options respectively). This not only helps each time you find a higher-tier option feel meaningful, but also encourages upgrading across archetypes when you stumble upon a new choice. In conjunction with the changes to Blunt & Slashing, this makes ground looting more relevant even for Responders who enter with strong base gear as they will want to find more tools to answer all combat styles.
This process, from the level of iteration that has occurred to the testing required to make sure these changes land well, is part of why Genesis was delivered with only the foundations of this plan as opposed to the whole vision at once. As we look towards the future, we have other areas that we know need this level of work and care into envisioning them at their best for 1.0 and onward. We hope these insights help convey the team’s vision when it comes to large-scale changes and our development process, especially while still in Early Access.
As always, stay safe out there!
The NMRIH2 Dev Team
Hello Responders!
Our first update of 2026, Genesis (0.8.0), is focused on improving gameplay, from the flow of combat within a match to how players progress their Responders. Whether it’s as fundamental as our improvements to Melee combat or our adjustments to Responder perks, Genesis aims to freshen up the No More Room in Hell 2 experience!
As we mentioned in our Welcome to 2026 post, most of our major new content will be released as part of our 1.0 launch! However, that doesn’t mean Genesis comes lacking as the iconic Molotov Cocktail joins our expanding arsenal & Responders can now be customized to allow players to connect with them further before they meet an inevitable fate.
For a full rundown of everything that is LIVE in-game today, here are the patch notes:
A classic tool in any zombie slayer’s arsenal, the Molotov Cocktail offers one of the best options to cut a horde off at open entryways or protect a wider area long enough to form a quick plan. Responders are able to navigate the flames without taking damage, allowing it to also aid in a rescue! Find them across all maps, as well as for use in Responder loadouts starting at Account Level 16.
Those flames won’t hold everything back though, as Runner can now spawn as Primes, gaining increased health and dealing more damage as they rush down whomever they target!
Curate the exact look of each of your Responders anytime with the ability to adjust the character’s preset head, skin tone, hair style, hair color, eye color, and voice!
We've heard feedback around the positives as well as issues with Hospital, so we're planning for a series of updates and adjustments starting with Genesis. This pass, we've improved the final holdout in the Morgue with the addition of Bioscanners and more zombies pressuring the objective, adding some much needed action and difficulty near the end of runs.
Melee is at the core of No More Room in Hell 2’s combat, whether that be when fighting to protect yourself or working together to push through objectives. Based on past feedback, we knew we needed to make close quarters fights feel more impactful and worthwhile, while also encouraging players to more often consider to cut or run. While small on paper, these improvements are quite noticeable compared to how melee felt prior!
Adjusted weapon reach per weapon to better convey and ensure attack hit registration.
Tuned blunt & sharp melee animations to help differentiate between attack types.
Windup times have been standardized to 0.67s from varying values across weapons
Removed slowdown of attacks while stamina starved
Attacks no longer combo while stamina starved
Release times have been standardized to be 1 second from varying values
Developer Note: This is a standardization pass for melee weapons before improving weapon uniqueness per weapon in a future update.
Reintroduced camera shake on melee swings.
Defaulted to 50%, can be adjusted in Settings under Gameplay as “Melee Camera Strength”
Initial Target hit will not incur any Damage reductions, Secondary hit will reduce all damage output by a percentage based on weapon type. All subsequent hits will incur a further reduction of damage based on weapon type, but will not be reduced any further for hits beyond the third.
Blunt weapons will primarily reduce damage each hit
Bladed weapons will primarily reduce stability damage each hit
Developer Note: This change was introduced to reduce player effectiveness at killing large crowds of zombies on their own without much resistance. Player engagements with one to two zombies should remain unchanged. Groups three or larger should pose a larger danger to a single player.
As we shared in the 0.7.1 notes, perks overall were providing a bit too strong of a benefit and discouraging players from engaging with aspects of the game. This pass is meant to compliment the larger changes we are making to combat and progression this update to still allow high-level Responders to feel powerful while also ensuring that all gameplay mechanics remain relevant even for fully-kitted characters.
We’ll continue to read all the feedback players have provided as well as look forward to hearing how these feel in conjunction with the sandbox changes to inform our future adjustments to perks!
With the above Perk changes lowering their power, we’re updating Responder progression to allow even more investment into them for a character’s build as well as importance to preserving their lives. Responder levels are now uncapped with two new perk slots added at levels 75 & 100 to bring the total amount of perks a Responder can have to 10.
Responder levels should now feel a bit more meaningful especially as they rise to meet the challenges of Hard & Nightmare difficulty, with the right balance of power being brought in while still having tension throughout a match until extraction.
Player walk/sprint speed reduced by 15%.
Walker speed reduced by 20%
Runner speed reduced by 10%
Developer Note: These changes are meant to allow for more deliberate pacing, reducing twitchy gameplay, and put a bigger focus on proactive, strategic decisions.
Zombies will be stunned for slightly longer when interrupted during an attack.
Adjusted the Hospital morgue to include more loot in place of bodies.
Made it possible to sprint while holding C4.
Improved transition times on weapon actions to sprint state
More classic unused music from ThoughT has been added at some lower intensity levels to expand on the melancholic hopeless atmosphere
Fixed an issue where zombies use an improper walking animation when running.
Fixed an issue where Prime zombies could look like normal Walkers.
Improved some animations with the Gruber 922.
Improved some animations with the DB12 when shooting during reload.
Fixed an animation with the M9A3 where the flashlight would disappear.
Responders should no longer stay in the carrying animation after dropping an air filter.
Overall polish on zombie walk animations.
Adjustments and fixes to cases where zombies could sound too quiet and sneak up on players, contributing to the feeling of zombies spawning right behind you.
Fixed an issue where responders could lose the ability to use VO after using their tagline.
Reduced reverb intensity in some locations
Improved runner alert sound to be more consistent at distances
Fixed an issue where responder VO would not match.
Adjust the volume on some ammo check callouts with certain responder VOs.
Added more infection hallucination audio.
Adjusted glass shattering sound effects.
Various fixes due to the broad reworks to the melee combat system including animation and queueing issues. Please let us know if you encounter any problems, and we will continue to address them!
Made it easier to queue a shove after a kick input with some weapons.
Holding the Unload input should properly allow you to unload a firearm on the ground while holding another firearm.
Army Runners take damage from attacks to their arms, and now take reduced damage on the waist and torso, as intended due to their body armour.
Attacks should no longer be delayed after opening doors.
Significantly reduced frequency of zombies using lunge attacks
Textures for maps, signs, and screens with lots of details should load in much faster, preventing blurry textures.
Blocked off an area where responders were getting stuck near the Fountain spawn point, and another nearby the Ranger Station, and another nearby the HQ building in Power Plant.
Loot placed on sliding morgue drawers should move with them.
Fixed an issue in Broadway where zombies could block sewer ladders unintentionally.
Fixed lighting artifacts around the Cooling Tower in Power Plant.
Fixed loot clipping in Hospital.
Fixed some floating assets in Lewiston.
Fixed some loot which could not be picked up in Hospital.
Fixed some floating loot inside a house in Pottsville.
Fixed floating foliage in Broadway.
Fixed some floating loot near a spawn point in Power Plant.
Fixed an issue where some random objectives in Lewiston would never be selected.
More adjustments to spawning to avoid issues where zombies spawn too close to players.
Fixed an issue where responders could not sprint after reconnecting to a match.
Fixed spawners in Hospital so that more types of loot spawn.
Fuel Puddles should ignite faster. Look out!
Optimized character rendering
Optimized shadowing in levels
Improved level streaming
Fixed a bunch of hitches in Beaulieu Hospital map
Other general performance optimizations
Fixed an objective log entry which was showing the incorrect objective in Power Plant.
Customization colour options should be consistent during mouse hover.
Improved the appearance of glass materials while infection overlays appear on screen.
Fixed an issue where players who reconnect into a private match consistently see the Group Up UI.
Fixed a clipping issue with the skills on the pause screen in Nightmare Mode.
Applied tentative fixes to prevent further cases where players would be disconnected from servers with a ‘Lost Connection to Host’ warning. Please let us know if you continue to encounter this issue!
Fixed some rare crashes.
Applied more optimizations to character materials and gore, to improve performance overall.
It’s possible to lose the ability to attack with melee weapons, when picking up a fuse then dropping a melee weapon. We’re working on a fix.
If this occurs, a potential workaround is picking the weapon back up and equipping it to resolve the invalid state.
Accepting a squad invite more than once will have you join then leave the party in quick succession. Accepting only once works as expected.
After our overhaul, we expect some animation quirks with the melee system. Please let us know about these as we iron out combat.
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, on Discord, or at nmrih2.com/support!
Stay safe out there,
The NMRIH2 Dev Team
Welcome to the year of 1.0 Responders!
We’re so excited for 2026, and all that the year will bring to No More Room in Hell 2. 1.0 is still on track to launch in the first half of the year (more on 1.0 below) but we’ll have a couple of Early Access updates leading up to 1.0 launch!
Exact dates for these updates are still not set in stone. We spent all of 2025 working to get monthly Early Access updates to players, and we’re really proud of what we accomplished! However with hindsight, that push did come at the cost of optimization, and at times the quality of the content that made it into the live game.
This newspost is hefty, as we’re looking to cover multiple topics! So go make yourself a coffee, grab one of those sweet treats you snagged over the holiday, then lock in for a lot of No More Room in Hell 2 Early Access and 1.0 information!
All of our hard work, the countless hours that you’ve played, and the feedback that you’ve provided will culminate at our 1.0 launch. This update will be our official “feature complete” version of the game (We still plan on releasing post-launch/live content, more on that below!)
We’re still not ready to share everything, but here are 2 big things coming with 1.0 -
Survival Game Mode:
Survival will be our second game mode, and a brand new way to play No More Room in Hell 2. Survival plays like your favorite classic game modes from the late 2000’s. Responders will have to secure objectives then hold out against an onslaught of Zombies with increasing difficulty. Unlike our current game mode, Survival will push our players into fights!
1.0 will ship with multiple Survival maps, which are quite more compact than existing objective maps.
Solo Training Mode:
We’re excited to announce that the 1.0 version of No More Room in Hell 2 will feature solo play! Solo Training Mode will have its limitations, as you’ll be going into maps alone natively on your pc and not on servers. We also have to remove all progression (and character permadeath) from the solo training mode, as it can easily be turned into a farming tool that breaks the economy and progression of the larger game.
In September, we announced that 1.0 would be coming with an account wipe, and that is still the case. 1.0 will completely change the way our economy and progression work, and a lot of the rewards that you’ve earned in Early Access will either be obsolete, overpowered, or even meaningless in the 1.0 system. We will however reward you for the hard work that you put into Early Access!
Players will be rewarded for participating in Early Access, their account level, and their number of Nightmare tokens. These rewards will also feature 2 brand new customization items, logos and patterns that can be placed on most customization items!
These items are only available to players who participated in Early Access, and will not be available to earn or purchase as of the launch of 1.0.
Early Access Participation
All Early Access Participants will receive this very cheeky icon (wait until you see what it does in the dark!)
Account Level
Players who reach account level 20 will receive a mask that reflects the battle they went through during Early Access
Players who reach account level 50 will also receive matching gloves
Players will also receive a logo that highlights the account level that they reached during Early Access! We’ll have patches for 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, and 100, your rewarded patch will be the closest to your level, rounded down.
Nightmare Tokens
Players who earn 10 Nightmare tokens will receive this unique pattern.
Players who earn 100 Nightmare tokens will also receive this pattern.
Players will also receive a logo that highlights the number of Nightmare tokens they earned during Early Access! We’ll have patches for 1, 10, 25, 50, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1500, and 2000, your rewarded patch will be the closest to your level, rounded down.
Remember that 1.0 is planned to launch during the first half of this year, so you still have a few months left to earn rewards!
1.0 is very exciting, but we’re still a few months and a couple of really exciting patches away from that big moment. Updates preceding 1.0 won’t feature a ton of new content, and will instead prioritize optimizing the current state of No More Room in Hell 2’s gameplay and performance.
Our early February patch will consist of a lot of updates to current features, and a classic inferno-inducing explosive throwable that we are very excited about!
Melee Combat
Genesis is going to bring a lot of changes to melee combat, which should have a big impact on the feel of close quarters combat in No More Room in Hell 2.
Changes include:
Combat and movement are now slower for both zombies and Responders, bringing it closer to the feel of the original.
Small changes to weapons reach, which should help hits feel like they register correctly more often.
Slight animation changes to help differentiate between attack types.
We’re reintroducing head shake, and giving players the option to enable it and control it’s strength via an in-menu slider.
Slight balance refinement to stamina
Perk Pass #2
At the end of 2025 we took a pass at heavily nerfing some of our strongest perks, and now we’re back in 2026 with perk pass #2. These perks won’t be receiving nerfs to the extreme degree that perks in the first pass had, as those were the “baddest actors”, but each of them will be nerfed. This pass isn’t the finish line, but will act as a bridge between what came in 2025 and some more Perk changes coming at a later date.
The Perks that are getting a pass with Genesis:
Limbo
Quiet Steps
Resilience
Longer Battery
Vulture
Grenadier
Builder
Hard Blow
Teddy Bear
Hitman
Eagle Eye
Penetrating Shot
Steel Chamber
Steady Hand
Overkill
Tight Shot
Mohawk
Steady Shot
Hellfire
Locked On
Averaging
Responder Progression Update
Currently Responders hit max level (50) fairly quickly, and earn 8 perks by that level. Hitting max level quite quickly makes the permadeath game loop feel a little shallow, as players have limited progression past that point. Genesis will uncap Responder levels, and offer players 2 additional perk slots at level 75 & level 100.
These changes work in tandem with our scaling down of the power level of perks, so that a level 100 character with 10 perks feels just right for Nightmare.
Avatar Customization
In our preparation for 1.0, and this is a big one, Genesis will finally allow players to customize their characters!
Customization will include:
Head
Hair
Eyes
Skin Tone
Voice
Molotov Cocktail
Genesis will also bring a new throwable explosive, the fan favorite Molotov Cocktail!
This one works exactly as you expect: throw the bottle, and awash hordes of zombies in FLAMES!
That is not all though, even more is coming with Genesis so stay tuned!
We are way too early to reveal any post 1.0 launch content, but we’re already working on content for 1.1 and beyond!
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders,
We’ve deployed a hotfix to address some issues that appeared with patch 0.7.1 Health Update 2 - please make sure you have updated your game to be on the latest build.
Patch Notes
Gameplay
Fixed Nightmare Levels being reset after completing a Nightmare match. We also plan to correct any players who have been impacted. Note, any Nightmare Levels earned after the Dec 2nd 0.7.1 update and prior to this hotfix may see lost progress for any nightmare medals earned during that time.
Characters
Fixed an issues where zombies go into t-pose or strange poses if killed by explosives
Fixed an issue where player characters may have overly light or dark skin tones
Known Issues
Sometimes Nightmare medals won't update immediately after a match, and require the player to reload the game to see them update
The account widget in the spectate and end of match screens shows the player's current Nightmare level as 0. This issue is only visual and the correct nightmare level is shown in the scoreboard and in account widget in the frontend.
We were aware of an issue where players may have been earning more account XP in NMRIH2 than intended after matches complete. After this hotfix was released, the issue was addressed with a server-side fix.
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders,
0.7.1 is live, and with it comes a large number of updates intended to make No More Room in Hell 2 a more polished experience as we move ever closer to 1.0. A major change in this patch, our Unreal Engine upgrade, won’t be felt immediately by players, but acts as the first step to larger change coming over the next few months.
The rest of 0.7.1 should be felt instantly, as we’ve put a lot of effort into tackling bugs impacting gameplay experience, took a first pass at a large number of perk balancing tweaks (more to come!), and made an update to runner crawlers which should turn up the lethality and danger around crawlers.
On a final note before we get into the "meat and potatoes" of 0.7.1, this will be our last update of the year! 2025 was a year of transformation for the game, as we moved from a single map to five unique and challenging levels. We also introduced new weapons and mods, loadouts, private lobbies, character rosters, individual extraction, difficulty preference, casual difficulty mode, customization, a tutorial, skill and character reroll, and much more!
Moving into 2026, our focus lies entirely on launching the best possible 1.0 version of No More Room in Hell 2. Updates might skip certain months as our QA team takes the time it needs to polish the game, and the rest of our team is more selective in the content that finds its way into the game during Early Access for feedback from our community before the 1.0 launch.
There’s a lot of exciting changes coming to No More Room in Hell 2, and we’re excited to start giving you more details in January of next year, now onto the patch notes!
Developer Note: Unreal Engine Upgrade
Unreal Engine 5 is an extremely powerful game engine, and each UE5 update gives us more tools for game optimization. Unreal released its latest update in June with 5.6, and we’re ready to update No More Room in Hell 2 to 5.6 with our 0.7.1 update. As we use 5.6 players should feel improved performance update after update.
Developer Note: Perk Pass #1
Perks in No More Room in Hell 2 act as one of our major progression tools, giving players something to work on round after round (if their character survives!). Unfortunately, in their current state they’re much too strong, particularly abilities that increase a responder's survivability or stamina tend to make them stronger than intended and let players more or less circumvent or plow through systems in the game that we want them to engage with.
We want to go even further and rework the way perks work for 1.0, but in the meantime, it’s important that we lower the powerscaling and ground the perks in realism. This is the first of multiple passes, and its major focus is on the “baddest actors” within our perk pool.
Developer Note: Runner Crawlers
Crawlers in No More Room in Hell 2 work well in theory: the idea of slicing off legs of the living dead but them still coming towards you can be terrifying — unfortunately they currently come without threat.
Our upcoming update looks to change the Crawler dynamic. When Runners lose one of their two legs they will fall to the ground and maintain almost all of their speed. If a Runner loses both its legs it will become a regular crawler.
Lost Connection Issues:
Starting last month before our October update, we began to see more players report seeing a “Lost Connection to Host” message. The issue is complex with multiple contributing factors, including load time and geographic location. We’ve been reading each and every report to track down this one and while we’ve made the fixes we can so far, it does appear that players who have the game installed onto HDD experience the bug more often. We highly recommend you install the game on a SSD if you have seen these errors in the past, as it could resolve the issue.
If you continue to experience this issue, please reach out and let us know your PC specs, where you are in the world, what you were doing leading up to the crash (including video if possible!) and what type of drive you have the game installed on. Thank you!
Balance Changes
Reduced the required time for Bio Scanner holdouts in Power Plant to 40 seconds
Reworked a number of perks
Added stimuli to distract zombies when items are thrown
Bug Fixes
Account & Progression
Applied a fix to an issue where rarely, account level would reset for some players between updates. If you’ve encountered this issue and are missing levels, or encounter it again, please reach out!
Changing the colour of boots should work properly and no longer change the colour of your pants instead
Animation
Responder models should no longer break while idling on the character menu
Swapping from a two-handed to a one-handed weapon should no longer make the flashlight disappear in third person
Polished the attack animations for zombie runners
Audio
Fixed missing CRC voice lines in Broadway after completing the interior train station objectives
Fixed an issue where footsteps from other responders would play multiple times when behind you
Reduced the reverb intensity in the morgue in Hospital
Added and polished swinging sounds when zombies are attacking
Combat
Increased the M7A1 semi-auto fire rate
Runners should react consistently when being kicked
Fixed delays when entering ADS after reloading
Fixed an issue where grenades would bounce off invisible collision when thrown
The X12 shotgun shell count should be synced with the animation as individual shells are reloaded
Environment
Responders should no longer be able to get stuck inside the mortuary cabinets in the Hospital
Responders should not be able to get stuck nearby the respawn truck in the Hospital map
Fixed a location in Power Plant where responders could get stuck by falling behind a fence near an electrical transformer. We typically recommend trying not to touch the transformer
Fixed an issue where some players would not see certain walls explode on Broadway
Patched holes where it was possible to see through the ceilings in some wards in Hospital
Blocked an area in Hospital where it was possible to escape the map around the southwest quadrant
Prevented shortcut ladders in the Hospital to access the morgue from being triggered too early
Fixed an area where runners could get stuck near the helicopter extraction in Broadway
Fixed the rotation of spawned revive syringes
Fixed an area where zombies could get stuck in the Stacker Reclaimer in Power Plant
Fixed floating loot in the morgue in Hospital
Fixed floating loot in the ICU ward in Hospital
Fixed a gap around windows in the houses in Pottsville
Fixed a gap where players could see through the wall behind open mortuary cabinets in Hospital
Removed glowing keys inside a display case in the Admin Wing in the Hospital
Fixed floating assets in the Admin Wing in the Hospital
Added VFX throughout the Hospital
Fixed intense shadows and black decals in the Checkpoint stash room and HQ in Power Plant
Fixed some clipping tires on vehicles in various maps
Fixed a spawner in the forest in Power Plant where two-handed weapons were spawning with incorrect rotation
Fixed invisible doors on a HERA truck van
Fixed clipping and floating loot inside lockers in the Wetlands biome in Power Plant
Fixed missing garbage inside lootable garbage bins. We added more junk back to the game, just like you wanted
Gameplay
Added extra failsafes in the Broadway train extraction and zombie clearing objectives to make sure that responders won’t be blocked in these areas. Thank you to everyone who reported these issues and helped us investigate!
Players who reconnect to a match should no longer be instantly targeted by zombies before they move or act
Vulture skill now applies to .22 LR ammo
Removed an unintended safe spot in Broadway nearby the helicopter extraction point
Removed an unintended safe spot inside the Pottsville community center
Improvements to make vaulting smoother
Fixed an issue where other responders would fail to see padlocks open when you complete them
Localization
Fixed an inaccurate translation for a Power Plant objective in Simplified Chinese
Fixed a missing translation for a Power Plant objective
Fixed an inaccurate translation for the Credits button in Simplified Chinese
UI & UX
Fixed missing objective markers on panels in the Power Plant map
Fixed an issue where interacting with a morgue body in the Hospital when the timer is almost over caused the banner to disappear
Fixed missing objective markers in Brights Park in Pottsville
Fixed a bug where low stamina visuals would disappear too early
Extraction markers should be visible when responders reconnect to a match
Fixed the camera jittering when picking up boat parts in Lewiston
Fixed inconsistencies in Squad terminology in dropdown menus
Fixed an issue where the extraction countdown banner in Lewiston could be overridden and not come back if replaced by the early extraction banner
Glow on hard drives should disappear when the objective is complete in Pottsville’s finale
Server & Client Stability
Various crash fixes
Lengthened the timing window for clients attempting to connect to a match, to try and prevent users on slower drives such as HDDs from seeing a Lost Connection to Match message
Optimizations to the loading time when entering a match, to reduce the number of Lost Connection to Match errors
Improved hitches when many zombies are blown up at once. Pipe bombs away!
Tutorial
Swapping from a two-handed to a one-handed weapon should no longer make the flashlight disappear in the tutorial
The fire hazard in the tutorial should damage players appropriately
Known Issues
In some cases the post-match results screen can show discrepancies with the actual amount of XP or Credits earned
Responder skin can appear to be overly shiny
The extraction helicopter sometimes appears to hover a bit higher for some players in a match
CRC VO when reconnecting will replay VO up until the current match progress point
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders,
Health Update #2 is coming December 2nd, and with it comes a bevy of changes that should impact your gameplay experience at every level of play. Similarly to our September Health Update, we’re focusing entirely on the current state of the game, without introducing new content and features.
Where this health update differs from the first is us looking at other aspects of players experience besides optimization and bugfixes. 0.7.1 also brings big changes to perks & a new faster crawler threat.
We’ve been reading your feedback, and realize that Hospital came with a large number of bugs, this update is coming slightly later than intended to give our Dev team more time to polish the issues that came in 0.7.0 with our 0.7.1 update.
We are still investigating the issue a number of players are having with timing out either before entering, or during a match, and eventually seeing a “Lost Connection to Host” message. The issue is complex with multiple contributing factors, including load time and geographic location. We have multiple fixes on the way, but it also appears that players who have the game installed onto HDD experience the bug more often. We highly recommend you install the game on a SSD if possible, as it could resolve the issue.
If you continue to experience this issue, please reach out and let us know your PC specs, where you are in the world, and what type of drive you have the game installed on. Thank you!
Unreal Engine 5 is an extremely powerful tool, and each UE5 update gives us more tools for game optimization. Unreal released its latest update in June with 5.6, and we’re ready to update No More Room in Hell 2 to 5.6 with our 0.7.1 update. While 0.7.1 will only launch us into 5.6, we have plans over multiple updates to fully take advantage of the new optimization opportunities to improve players' experience.
Perks in No More Room in Hell 2 act as one of our major progression tools, giving players something to work on round after round (if their character survives!). Unfortunately, in their current state they’re much too strong, particularly abilities that increase a responder's survivability or stamina tend to make them stronger than intended and let them more or less circumvent or plow through systems in the game that we want them to engage with.
We want to go even further and rework the way perks work for 1.0, but in the meantime, it’s important that we lower the power scaling and ground the perks in realism. This is the first of multiple passes, and its major focus is on the “baddest actors” within our perk pool.
Perks getting a stat adjustment with 0.7.1 include:
Sturdy Body
Adrenaline Rush
Athlete
Thick Skin
Acquired Immunity
Resident Genes
Lucky Pathogen
Mule
Caravan
Deprived
Scavenger
Marathon Runner
Rush
Guts
Butcher
Wicked
Foreman
And all of their expert counterparts
Crawlers in No More Room in Hell 2 work well in theory: the idea of slicing off legs of the living dead but them still coming towards you can be terrifying — unfortunately they currently come without threat.
Our upcoming update looks to change the crawler dynamic. When runners lose one of their two legs they will fall to the ground and maintain almost all of their speed. If a Runner loses both its legs it will become a regular crawler.
The update will also feature a large number of bug fixes, a couple optimization passes, and more!
If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit
Hello Responders,
Hospital launched one week ago, and player feedback highlighted a few glaring issues that we wanted to address with a hot fix (0.7.0.1). These fixes focus on combat, the legibility of an objective in Beaulieu (in all languages) and an uncommon crash issue.
Bug Fixes
Combat
Fixed an issue where hits against zombies would register inconsistently
Gameplay
Reduced the number of bodies required to complete the Beaulieu Hospital wards.
Fixed an issue where players who entered deep water would continue to experience water effects, including getting killed if they go too low in the map which could block players in Power Plant and Hospital.
Localization
Updated some objective strings to ensure that the English names of objective are shown in the compass and match the in-world English signage for the ward (for example, “Emergency Room” will be present in the compass and lobby signage regardless of language set).
UI & UX
Increased the range where objective markers would appear for bodies in Beaulieu Hospital.
Added objective markers to guide players to the wards in Beaulieu Hospital.
Server & Client Stability
Fixed an uncommon crash during extraction in Beaulieu Hospital.
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders,
The doors to Beaulieu open and 0.7.0 is live! Hospital began its conception in 2024, and over time it’s been honed down and refined into our game’s fifth map!
Hospital is an update that touches upon every aspect of No More Room in Hell 2. 0.7.0 features new features like the Beaulieu Hospital map and Match Reconnect, reworks to parts of Powerplant, balance changes that impact combat, health, and inventory, an optimization pass to character models, and a large swath of bug fixes.
Developer Note: Beaulieu
Beaulieu is a large multistory hospital that features a courtyard at its center. Over time, renovations of different sections of the hospital have created an old-meets-new aesthetic. The street facing exterior and lobby all look and feel brand new, while setting foot into the courtyard feels like you’re walking into the ‘50’s.
Research at Beaulieu looked promising, and rumors of a breakthrough made their way to the CRC right before the world went dark. Responders, you’re tasked with getting into the hospital, doing what you can to secure the location, and collecting research that could be pivotal to our survival.
Our first daytime objective map
Randomly changing floor layout
New “bio scanner” objective type
Developer Note: Powerplant Changes
Powerplant is by far our largest map, and we feel that it still has a lot of potential before reaching its final form. Our level design team has put a lot of work into the map with updates including:
A couple of updates ago we made a major zombie spawn rework to every map except Powerplant. We’re excited to share that Powerplant’s new spawn rework is completed, and ships with 0.7.0.
We’ve replaced our 3 radios to find a body scenario with a new scenario featuring bio scanners, a new objective type debuting in Beaulieu Hospital.
Updated the “fix machines” end scenario, where you now have to fix one machine instead of three.
Fast rope added to extractions inside the powerplant, to make them a bit more tense.
Update to all extractions, raising the intensity and danger during your escape.
Developer Note: Match Reconnect
Our match reconnect feature will detect when you lose connection due to a crash and/or network issues, and place your Responder into an “invisible” state, where you’ll be impervious to damage and undetectable to zombies.
Once detected and activated, players will have a limited amount of time (2 minutes at launch) to get back into the game before their character would be lost like normal.
Developer Note: Combat Changes
Community feedback is constantly helping us refine No More Room in Hell 2, and combat 2.0 still isn’t hitting the mark. Hospital comes with three changes intended to make combat feel more challenging and realistic.
Zombies are going to be tougher at every difficulty level and players are going to have to choose their fights tactically, as zombies are now ready to take an additional hit.
Moving forward swinging into a crowd of zombies will cost additional stamina for each zombie hit. We see this as a change that should make the gameplay experience feel more realistic and grounded (and more difficult).
Shoves and kicks are now slower when out of stamina and also deal less stability. We are testing combat changes to make stamina management a crucial part of the experience by limiting more player capabilities
Balance Changes
In addition to the changes above, we made a few other balance changes with this update, alongside our suite of bugfixes, to keep making No More Room in Hell 2 as thrilling as can be.
Streamlined zombie spawning in the entire Power Plant map. Zombies should spawn more consistently and be more concentrated in the objective areas. Good luck!
Shoving will hit just one zombie at a time, and kicks will hit up the three zombies
Zombies with helmets take fewer shots to remove the helmet
Adjusted hitboxes to make it easier to hit zombies which are knocked down
Ammo purchases in loadouts grants 20 bullets, up from 10
Bug Fixes
Account & Progression
Fixed an issue where the Diner in Broadway was awarding too much XP
Applied more fixes and safeguards to prevent rare instances where responders could be lost when launching the game
Animation
Adjusted animations used by Shamblers when they navigate
Fixed an issue where Broadway objective items would disappear when held and shoving
Muzzle flash vfx should be more consistent on guns with different fire modes
Responders who turn should have more visible infection features
Fixed an issue where fire could pop into view when turning the camera
Prevented the flashlight from moving so much when throwing some weapons
Audio
Added more prominent audio feedback when getting hit by zombies and environmental hazards like fire and gas
Audio from special encounters such as zombies emerging from coffins or body bags should play more reliably
Increased attenuations and presence of audio in zombie spawn encounters to help player awareness
Adjusted reverb volumes in Lewiston
Prevented the ping sound effect from playing when opening certain doors
Polished the glass breaking sound effects
Fixed an issue where players could get stuck making squishy footstep sounds
Fixed a sound effect for inserting fuses which would not play reliably
Fixed ping voice lines not playing when pinging a wiring box from too far away
Fixed gunshot audio being muffled when crouching
Combat
Updated Tree Trimmer attack tracers to better match the animation of the weapon swing
Zombies can take damage from thrown weapons while vaulting
Hip-firing with the Gruber MKVII now cancels sprint properly
Fixed self-sacrifice animation with the MP5 so that the gun does not clip
Fixed zombies not flinching when throwing the gene therapy at them. That’s some expensive hardware though, I wouldn’t be tossing that around if I were you…
Overall improvements to one-handed blunt weapon animations
Environment
Updated the behaviour of various double doors across Power Plant
Fixed some sewers in Broadway which could be blocked by invisible collision
Fixed invisible collision inside a store in Broadway
Fixed some clipping vehicles in Pottsville and Broadway
Fixed some cases where vehicles would pop into view on Broadway
Fixed some duplicated and clipping assets on Broadway
Fixed a spot in the Train Derailment area in Power Plant where players could get stuck
Fixed some floating assets in Power Plant
Fixed some spots where items could not be picked up on Power Plant
Fixed missing terrain around the edges of Broadway
Fixed a visual issue with the objective monitors in the Food Storage building Lewiston, where the code would appear as the default until very close to the screen. You’ll strain your eyes like that!
Fixed some floating loot in the Power Plant Radio Station stash room
Gameplay
Prevented an issue where zombies could fall into inaccessible areas and block the completion of the Fire House in Broadway
Applied a tentative fix to prevent the issue where the Broadway subway station tracks cannot be cleared and extraction is blocked
Fixed a case where fuses could be inaccessible in some stores in Lewiston
The extraction helicopter should now take off promptly if the last remaining player outside of it dies
Fixed some locations in Power Plant where zombies would not spawn
Adjusted zombie spawning in Broadway to prevent zombies spawning out of play
Fixed an issue where the flashlight could fail to appear when starting a match with certain loadout items
Made sure Early Extraction unlocks properly later in the match in Broadway and Power Plant
Made it so that doors can be interacted with more reliably, and can be closed while partially open and vice versa
Players should experience less movement corrections while inside helicopters
Prevented alarms from being broken through walls
Localization
Warnings for leaving a match properly indicate that the character will be lost in all languages now
UI & UX
Fixed objective markers in the Power Plant repair scenario to point to the correct place
Made sure the Message of the Day cannot block matchmaking buttons on the main menu
Fixed an issue where end-of-match screen UI would not appear correctly when a player was left behind
Fixed an issue where the XP bar would not update properly at the end-of-match screen
Made sure the objective log appears and updates when completing objectives in Full UI mode
Fixed an issue where location name UI would not pop up in Pottsville and Lewiston
Fixed an issue where respawned players would see incorrect account XP info at the end-of-match screen
Prevented an issue where voice lines and extraction animation could play again on the Broadway end-of-match screen
Server & Client Stability
Various crash fixes
Applied optimizations across the board to character textures, hair, and gore
Fixed a case where players would not see all the users on their friends list
Squad members who leave or from a disbanded party should not linger around in the front-end. Get outta here!
Squad member nameplates should always update when they leave your squad.
Squad members who join will have their responder models and nameplates update more consistently
Tutorial
Added the new Bio Scanner objective to the tutorial
Added some text to give more information about different weapon tiers in the tutorial
Fixed some typos in the tutorial
Known Issues
Some doors in the Hospital can rarely get stuck in a falling state
Sometimes, not all players will see a wall get destroyed in Broadway
Players who lose internet connection may need to restart the game to rejoin an ongoing match, even if the game did not crash
Players in Beaulieu Hospital standing on top of the mortuary cabinets when they are closed can get stuck
Players reconnecting will hear the radio replay VO that has already been played in the match
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders,
With 0.7.0 just around the corner, and with it the launch of our 5th map Beaulieu Hospital, we thought this would be a great time to take you behind the scenes and showcase how our team goes about creating the maps in No More Room in Hell 2.
NMRiH2 is set during an active apocalypse, as players are placed at the center of civilization's downfall. Our Environmental Artists have the huge task of immersing you in that chaos. Along with Environmental Artists, our SFX & VFX Artists, Animators and Technical Teams help bring our different concepts to life.
Our Level Designers are the architects of our different maps. They ensure that each map offers a challenging and fun experience while giving a strong foundation for our artists to create upon. Both teams work in sync, and a large amount of back and forth goes into making sure everything works together.
Design Pillars are generally found in every department, and at every level of a typical game production. These tenets act as guidelines that ensure a quality benchmark is hit and new content fits seamlessly into the game.
Our Map teams work with 3 core Pillars:
Grounded in Reality: Realism is the strongest tool that we have to create immersive and terrifying maps. Players need to feel like they’re moving through spaces that were recently lived in, and those spaces should feel true to the real world around them.
Iconic Locations: Our biggest inspiration comes from Romero films, and we strive to create our worlds in the same way he chose settings for his film. Iconic locations that feel both exciting and personal.
Replayability & Variety: Maps act as the playground on which gameplay happens, and it’s important that you get as much play as possible. Each of our maps needs to be fun and challenging after multiple playthroughs.
“We take inspiration from NMRIH1 and Romero’s world, then ask ourselves: what iconic spaces would feel both real and terrifying when filled with the undead?” - Shelllzey, Level Design Director
The majority of No More Room in Hell 2’s story is told within the maps that players traverse. Our Environmental Artists go to great lengths to make sure that each map is packed with stories; players just need to look for them.
Those stories only come after the level design foundation is set, and sometimes level design and narrative clash. Whether it be the flow of objectives not supporting the story or a cool bit of lore that breaks up a level's pace.
“Our narrative and commitment to lore are part of what makes NMRIH2 special, but gameplay has to come first. You’ve got to be having fun.” - Maxx, Creative Principal
Every map that we create starts as a lot of different ideas on our virtual whiteboard tool Miro. Members of our team look at the prospect of a new map at the highest level and try to create a proposal that nails our map pillars by answering a lot of questions:
Grounded in Reality: Does our proposal feel real, do we feel confident that we can make playing a round of this new map feel tactile and fully immersive?
Iconic Locations: Are we creating a new location that fits within the Romero ethos? Will players be captivated and excited by the fantasy?
Replayability & Variety: Are we creating something novel and replayable? What unique gameplay features are we bringing to make this map feel unique from the others in our Library?
When our entire team feels confident with the concept it’s time for the virtual rubber to hit the road. Our team needs to work quickly to create a WIP (work in progress) version of the map that’s playtestable, then the feedback and refinement loop starts:
Weekly review meetings - These are internal “map team” meetings, where the team members who are working on the map play with directors and assess their current thoughts on the state of the map.
Internal and external playtests - These are playtests held with the entire Torn Banner studio and our CT Testers, feedback is compiled from both sources to get a bigger picture perspective.
Continuous feedback from multiple departments - That feedback is integrated into the loop, assessed, and integrated into the iteration work of a maps development.
We stay in the loop until the map is fully polished, and we’re excited about the final product that we’ll offer to our players.
“You can have a great idea on paper, but only when it’s in 3D and someone breaks it during a playtest do you really know what works.” - Shelllzey, Level Design Director
No More Room in Hell 2 supports up to 8 players, and that brings challenges. We push diverse playstyles and situations where you find yourself split up from your 7 teammates, and objectives and zombie spawn rates need to work whether you’re by yourself or with a giant group.
This is one of the more difficult challenges that we’ve run into during Early Access, and while we still have a lot of opportunity for growth, we’ve solved a lot of our issues through objective design, gating, and pacing tricks, plus the occasional branching path or surprise.
“Randomization is a core tenet from the original mod. It adds replayability and keeps players alert. Every new map tries something new with it.” - Maxx, Creative Principal
Mike Tyson once said “Everyone has a plan before getting punched in the mouth” and the realities of game development make releasing a map to the public feel like a haymaker. It’s important that we roll with the punches, and fortunately enough every one brings insight that we can use to improve the game. Along with feedback from the Community and support tickets we have in game metrics that monitor heatmaps, deaths, extraction rates along with other stats.
“The community helps shape every map, whether they know it or not. We adjust based on feedback every step of the way.” - Shelllzey, Level Design Director
“What always surprises me? The hacks players find to do something you didn’t intend. Even though that often means the game is being broken or exploited, it keeps us on our toes.” - Shelllzey, Level Design Director
One example: In Pottsville players found a way to get out of the Community Center early and get Downtown before the Community Center objectives were done, then they could complete Downtown objectives well in advance of the intended flow. This is something we had to fix, but was interesting to see how players found paths we didn't intentionally make
It’s less about massive reworks and more about constant tuning. Nearly every map is touched multiple times post-release.
“Power Plant went through so many changes. We redesigned the gate section alone countless times. Now it flows much better, but it was a journey.” - Maxx, Creative Principal
Just like with our game health and optimization work, your feedback directly influences the future of our maps.
If you hit a wall (literally), find a stuck spot, or something just feels off, let us know. Here’s what helps:
What happened?
On what map, and where on the map?
Who were you with?
What were you doing just before the issue?
Screenshots or videos, if possible
Your rig specs and ping
Submit feedback via NMRIH2.com/support, post in our Discord, or use the in-game feedback tool.v
As we march toward 1.0 in 2026, our goal is simple: maps that immerse, challenge, and surprise you, no matter how many times you’ve played them.
We’re proud of how far our environments have come, and even more excited about where they’re going next.
—The NMRIH2 Team
Hello Responders,
We are just over a week away from our next update, Hospital, which will bring No More Room in Hell’s fifth map, along with a large number of gameplay changes to Powerplant, Match Reconnect, and more!
Beaulieu is our fifth map, and first that takes place during the day. The map also features a layout with wards that randomly change location, making the map feel fresh and challenging match after match.
Nestled in the heart of Manhattan sits one of America’s oldest hospitals, Beaulieu. Beaulieu's proximity to millions, the hospital's size, and New York City's infrastructure made it an ideal candidate for research at the onset of the epidemic.
Beaulieu is a large multistory hospital that features a courtyard at its center. Over time renovations of different sections of the hospital have created an old meets new aesthetic.The street facing exterior and lobby all look and feel brand new, while setting foot into the courtyard feels like you’re walking into the ‘50’s.
Research at Beaulieu looked promising, and rumors of a breakthrough made their way to the CRC right before the world went dark. Responders, you’re tasked with getting into the hospital, doing what you can to secure the location, and collecting research that could be pivotal to our survival.
Powerplant is by far our largest map, and we feel that it still has a lot of potential before reaching its final form. Our level design team has put a lot of work into the map with updates including:
A couple of updates ago we made a major zombie spawn rework to every map except Powerplant. We’re excited to share that Powerplant’s new spawn rework is completed, and will ship with 0.7.0.
We’ve replaced our 3 radios to find a body scenario with a new scenario featuring bio scanners, a new objective type debuting in Beaulieu Hospital.
Updated the “fix machines” end scenario, where you now have to fix one machine instead of three.
Fast rope added to extractions inside the powerplant, to make them a bit more tense.
Update to all extractions, raising the intensity and danger during your escape.
Match reconnect is a feature that we were really hoping to ship this summer, but an unforeseen complication forced us to push it to October.
Our match reconnect feature will detect when you lose connection due to a crash and/or network issues, and place your Responder into an “invisible” state, where you’ll be impervious to damage and undetectable to zombies.
Once detected and activated, players will have a limited amount of time to get back into the game before their character is killed.
Our Hospital update will also take a surgical pass on our combat system and bring a few updates intended to make the game feel more difficult and realistic.
Zombies are going to be tougher at every difficulty level and players are going to have to choose their fights tactically, as zombies are now ready to take an additional hit.
Moving forward swinging into a crowd of zombies will cost additional stamina for each zombie hit. We see this as a change that should make the gameplay experience feel more realistic and grounded (and more difficult).
Shoves and kicks are now slower when out of stamina. and also deal less stability. We are testing combat changes to make stamina management a crucial part of the experience by limiting more player capabilities
The update will also feature a large number of bug fixes, a couple optimization passes, and more!
If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit
Hello Responders,
Update 0.6.1 is a game health targeted update focused on quality-of-life and fixing some of the more elusive bugs that have been plaguing your sessions. From healing logic and fire damage to objective scripting and zombie AI, this update prioritizes smooth play and correct behavior across core systems.
This update lays foundational work for what’s ahead, including new content arriving in October and a second Health Update landing in November. It’s all part of our continued reinforcement effort as we head toward 1.0 in 2026. Update 0.6.1 is another step forward in that direction, improving reliability, responsiveness, and the systems you rely on most.
Developer Note: Environment Optimization
Broadway and Lewiston received a major performance improvement. Using an automated process, we have made significant changes to the performance “cost” of game assets. In one example, we reduced a complex building from over 250 individual meshes to just 53, an 81% reduction. While this represents a single structure, similar improvements are being applied across all environmental assets for broader gains in performance and asset management. This helps streamline performance and asset management going forward. Expect smoother loads and fewer rendering hitches.
While this optimization is currently focused on two maps, we plan to apply this improvement across all maps in future updates.
Developer Note: Animation Optimization
We’ve reworked how animations are evaluated under the hood, reducing how much they strain the CPU, especially during high-intensity moments with lots of movement and enemies. These changes improve framerate consistency across encounters, helping gameplay feel smoother when things get chaotic.
This is part of an ongoing effort to optimize core systems without altering how they feel to play. Expect more invisible-but-impactful improvements like this in future updates.
Quality of Life
Player status on the scoreboard now shows "Waiting For Respawn" if a player is eligible for revival
"Save as Preset" has been added to Customization so players can more easily reapply their favorite look
Improved pickup sounds on many items
Polished the sound of player footsteps while walking and running
Improvements to some UI sound effects
Balance Changes
Update 0.6.0 brought a major shift in difficulty. While it brought us closer to the challenge we want, it's not quite dialed in yet. We're continuing to apply tuning and feedback-driven balance adjustments across future updates. Expect more refinements as we close in on that sweet spot!
Stores and Houses in Pottsville should fill more consistently with zombies before players arrive, and should not respawn zombies while players are inside the buildings.
Tweaked zombie spawns on Lewiston to ensure spawns are not spread out too much.
Tweaked zombie spawns on Broadway to bring it more in line with other maps.
Adjusted many animations and hitboxes on slashing melee weapons.
Tweaked the horizontal impulse on melee kill ragdolls. Zombies shouldn’t fly away so aggressively anymore.
Bug Fixes
Account & Progression
Applied a tentative fix to a rare issue where the account level would appear reset after major updates. Please let us know if you still see this occur!
Fixed an error that could occur when trying to reroll a recently acquired skill
Animation
Players who have respawned now animate properly after entering DBNO
Responder hand no longer pops when winding up to throw a two-handed firearm
Zombies should react to hits while standing up from being downed
Fixed a case where responders’ corpses would float if self-sacrificing late in the match
Responders on the main menu should consistently appear with higher-quality models
Audio
VO indicating that Early Extraction is available should now play properly on Broadway
Full-Auto gunfire reverb should sound the same as other fire modes now
Zombie footsteps should be more audible when behind the player. Don’t stop checking over your shoulder, though…
Combat
Army and Police zombies now properly take reduced damage and lose armor-based headshot resistance when helmets are destroyed
Fixed an issue where zombies would not properly get hit by a responder’s shove or kicks
Fixed an exploit where players could equip both regular and expert Steady Hand simultaneously
Dropping an item no longer causes previously equipped loaded weapons to appear empty in the inventory
Fixed an exploit where players could pick up a Radio that had already been deployed to distract zombies
Environment
Fixed a gap in the Ranger Station that could trap players
Fixed a location where zombies could get stuck behind the double doors in the Diner in Broadway
Fixed some cases where loot in Broadway could not be interacted with
Fixed a location in the Power Plant HQ where zombies could get stuck on the upper catwalk and a pallet
Fixed floating headlights in Power Plant
Fixed various items in the Diner in Broadway which clip through the desk
Zombies can now navigate through the Broadway C4 wall breach
Players can now shoot through the Broadway C4 wall breach reliably
Flames should fade out more smoothly
Gameplay
Fixed an edge case that could block the transformer objective in Pottsville
Fixed an issue where players could not heal each other unless at critical health
Healing other players will not consume both a medkit and bandage when both are in the inventory
The burning effect now properly extinguishes after a duration
Fuel puddles now deal damage and extinguish correctly
Broadway electrical parts no longer bounce under trains when dropped
Applied fixes to some areas and objects that could cause the player to get caught on fire and take damage indefinitely
Applied a tentative fix to the Fast Rope helicopter extraction in Broadway to ensure that all players see the rope at the same location
Applied some fixes to prevent items from shifting after being thrown or falling under the floor
Localization
Fixed strings in the options menu for DLSS, XeSS, and FSR for all languages.
Fixed some banners in the Tutorial not being set up properly for translations
Improved some Simplified Chinese translations in the Tutorial and Roadmap
Fixed overlapping text in German in the Roadmap
Fixed missing translations in the Roadmap
Fixed a missing translation in the Customization menu UI
Fixed an inconsistent translation in Simplified Chinese on the Difficulty Select screen
Fixed the inconsistent capitalization of a string in German
UI & UX
Final stage infection lines now remain visible even at critical health
Fixed cases where the Nightmare level on the scoreboard always showed 0 or scaled incorrectly with large numbers
Pinging items will not just use the generic ‘ping’ voice line anymore
The end of match countdown timer now appears for players who have respawned
Players who leave a match while Waiting for Respawn will have their scoreboard status changed to Deceased properly
Removed glint from a non-interactible item in the Checkpoint in Power Plant
Mute status indicator for players should update without having to reopen the social menu
Data Drives in Broadway should no longer glow before they can be interacted with
Broadway electrical parts no longer lose their HUD markers when dropped
Server & Client Stability
Fixed a number of crashes
Applied a fix to prevent login errors during the launch flow for some clients
Tutorial
Fixed a location with invisible collision in the Tutorial
Made foliage stop floating in the Tutorial
Fixed several typos in the Tutorial
Tweaked zombie spawn rules in the Tutorial so that zombies will not spawn in the player’s line of sight
Known Issues
We are aware it’s possible for the Broadway train extraction to be blocked in some cases. We’re working on investigating this issue and looking for a fix as soon as we can!
Rapid selection of multiple new skills may still block further selections until game restart
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
Stay safe out there,
The NMRIH2 Dev Team
Hello Responders,
Earlier this week we launched the first of our two game health deep dive blogposts, which focused on bugs, how we triage between different severities of bugs, and the work QA does to deliver the best quality of game for our players.
This blogpost focus is on the work our programmers are doing to optimize the game to run at a high quality on as many rigs as possible. The EA launch version of No More Room in Hell 2 featured beautiful environments, realistic animations, and high level visual effects that really captivated players, but at a high technical cost. High level rigs were able to get the full immersive experience (most of the time) while a large number of players were stuck trying to play the game while dealing with a roller coaster FPS ride that sometimes crashed, killing responders.
The game has come a long way from its EA launch version, but there’s a lot more opportunity for improvement before we reach our 1.0 candidate.
Game performance is measured in how many frames a player sees in a second (FPS), and everything on a player's screen contributes to the weight of a frame in milliseconds (one thousandth of a second) and microseconds (one millionth of a second). If we’re looking to get a stable 60FPS each frame needs to happen in 16.667 milliseconds.
All of the individual assets, animations, and vfx that show up on a player's screen have a millisecond (or microsecond) cost that impacts the time it takes for your computer to process a frame, and leads to the number of frames that you see in one second.
Strong game performance is a difficult goal to achieve when you’re a smaller studio with big aspirations. Our artists and designers work much closer to the game build, and generally priorities a high quality threshold over game performance.
Our performance specialist programmers have been using new tools, ingenuity, and the growing strength of Unreal Engine 5 to further optimize performance while mitigating the sacrifice of quality.
Game performance becomes exponentially more difficult with each different each different computer's hardware combination, and almost every computer is a little different. We run our performance tests on multiple rigs representing minimum specs, recommended specs, and a high powered unit, but that still leaves a lot of room for players' unique computers to impact their individual performance.
Performance problems can sometimes be obvious, but sometimes they're not as obvious as well. Things that may seem fine in a vacuum can be problematic at scale; when many characters are active, performance issues can compound - even microseconds can matter! Some of the optimization work we've done recently may seem fairly minor, but when applied to many characters at once can actually lead to significant savings. We have to be careful though when making certain changes as there's a delicate balance between performance and visual quality. It's easy to say "just do things less often", but that's not always the answer if it causes unwanted behavior or choppy animation & movement. Sometimes we have to get a bit creative, which means it may take longer than expected to fix problems.
Our next update contains optimizations in many different areas for both CPU & GPU that should lead to noticeable framerate improvements for most players: character animation, shadowing, asset rendering, and more. Optimization continues to be a focus for us, so look out for even more in future updates!
– essbuh - Tech Lead
Optimization has been happening behind the scenes update after update since the launch of early access, but improvements might have gone under the radar, as they’ve come slowly. Over the next 3 months we have a few tricks left up our sleeves to optimize players' experience.
The current in-game building (left) has 250+ individual meshes. Through the use of our automated process we’re able to compress the same building (right) to just over 53 meshes, an 81% reduction!
Our team has been running a new automated optimization tool that looks at unique environmental assets and compresses as many meshes together as possible. The quality of the assets shouldn’t go down, but your computer will have less meshes to render, giving a big boost to performance. We’ve finished our pass on Lewiston and Broadway, and players will be able to experience the changes with our upcoming September update. We’re currently working on bringing the same updates to Powerplant and Pottsville in the near future.
Another example of our automated process at work, the building above went from 301 meshes to 24, for a 92% reduction.
Unreal Engine 5 is an extremely powerful engine that’s still relatively young, making each UE5 update a potential powerful tool for game optimization. Unreal released its latest update in June with 5.6, and we’re almost ready to make the leap. While it may take multiple updates for us to fully take advantage of the new optimization opportunities, the update should further optimize players' experience.
If you find yourself experiencing giant FPS drops during intense moments of the game there are some quick win setting adjustments that you can make:
Shadows
Motion Blur
Bloom
Lens Flare
Depth of Field
If you experience FPS drops that feel off for your rig and usual gameplay experience a Customer Support ticket is always helpful.
A reminder of what to add in your tickets:
As much context as possible
What happened?
With who?
What map?
What location of the map?
Any other pieces of information that help further flesh out the situation you found yourself in
A description of your rig and technical situation
GPU and CPU
Ping and the region you’re playing in
~FPS
Video or photo (if possible, they help a lot!)
If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit
Hello Responders,
Last week we revealed that 1.0 will be coming in 2026, and we also touched upon a production pivot that has us focusing more on perfecting the current in-game features and offering players an optimized and polished gameplay experience.
September will bring a health focused update, similar to our Reinforcement update last November where we highly prioritize the health of the game over adding new features to NMRiH2. Game health is a mixture of optimization — the art of delivering the highest quality game in the smallest possible package — and polishing of the gameplay experience by removing bugs and confusing or unintended issues.
This first deep dive is all about our QA team, the work they’ve put into the game over the past 10 months to get the game to where it is today, and our ambitious polishing objectives for 1.0 next year. Every Support ticket and crash report is a key component to game health, and offers a tremendous amount of help to our relatively small QA Team.
Every Quality Assurance (QA) team at every development studio works differently, but they all generally have the same mission: supporting the team in delivering the best possible product to its players. At Torn Banner, our QA team wears many hats, which include but are not limited to:
Finding as many bugs as possible in as many iterations of each upcoming feature and update as possible.
Troubleshooting those bugs and finding the root cause, then giving as much information as possible to the correct developer to fix the issue.
Working with our Community team to track customer support tickets, feedback on platforms with Twitter, Reddit, and Discord, and triage and troubleshoot issues as they come up.
Entrench themselves within different development groups and support feature development as it happens
Support and run internal and external playtests every week
Generate game analytics reports & QA reports
“We have a lot to do as a QA team at Torn Banner, which can be a perk of the job! For me, being a liaison to every different department and developer at the studio is why I enjoy games testing so much. It also means our team has a responsibility to find bugs and feedback in each area of the game; in one day we might need to hunt down an objective bug blocking our next map, places you can get stuck in our live maps, and test a new weapon, new customizations, and new progression features. It’s a lot to juggle!”
—TornSheep, QA Tester
Torn Banner is a small studio, with a relatively small QA team, and that makes managing a large list of tasks difficult, No More Room in Hell 2 being an 8 player game makes everything more complicated, because so much testing has to be done in groups. We cannot be everywhere at once, and that makes triaging issues the most important part of the job.
We have to take a few things into account:
How bad is a bug if it happens (total blocker, there are workarounds, just a blemish)
How often a bug happens (every single game, some players might see it, you really have to look for it)
Balancing our time between live bugs and bugs in upcoming features
With all of the factors above bugs are categorized as either minor, moderate, or blocker/major severity.
“Severity is our shorthand to assess: “how bad is this bug going to be for a player?” As a QA team it’s important for us to be in alignment and test the most severe potential problems first, and it’s also key for us to communicate each bug’s Severity to the Production team and other departments, to understand the impact that any bug is having on the experience.”
—TornSheep, QA Tester
Figuring out the cause of every bug can be an extremely difficult and time consuming task. Sometimes it takes a lot of investigation, or just plain dumb luck, to recreate a bug that a player has seen and get the data we need to fix it.
Critical Objective bug:
For a while now players have been running into a severe issue where players on Pottsville were unable to interact with a transformer that was critical for opening up the next segment of the map. Through tedious trial and error the team eventually figured out that if you collected the objectives under CRC Responder body 2 & 3 at the exact same time it would cause the bug.
When testing maps, the stereotype is often "Time to run into this wall 300 times to see if it breaks!" - and while this absolutely is a part of what we do, we also have to look at objectives, replication (ensuring the game state is shown equally to all players on a server), and more subjective QA work like loot and zombie spawn balance. The biggest new content we add to the game are our maps, and they get developed and iterated on over the course of many months. Because of their size, there are *hundreds* of map-specific bugs that get found and fixed, but some bugs are rare, or introduced late in the development cycle. Unfortunately, no studio in the world can match the sheer number of in-game hours that thousands of live users will put in on a content launch day. There's always one missed hole in the wall, place someone can get stuck, or rare misbehaving objective.
— TornPotassium, QA Tester
This is a prime example of the type of “meat and potatoes” investigation and problem solving QA does on a daily basis, and it also shows how seemingly simple issues can be extremely difficult to solve. This specific bug has a fix that will go live in our September health update.
“Almost every single bug report — whether that comes from someone inside the QA team in our morning smoke test, from a developer in a weekly full-team playtest, or from a player reaching out on Discord or our ticketing system — gets a QA ticket for investigation. Sometimes these problems are easy to find and ping a developer to fix, but other times when we need server logs and performance profiles and the steps to recreate the bug are so rare, it can be a real collaborative effort to solve the problem. It can be like feeling around a dark room for a light switch.”
—TornSheep, QA Tester
Hit Registration:
Another really important, and complicated issue that our QA and Programmers are constantly dealing with is hit registration. A lot of independent variables go into hit registration, but the biggest is ping and servers.
To try and get a deeper understanding of the issue our QA team started the tenuous task of testing each and every weapon in various settings to gain a deeper understanding of how they all interact with the game and our servers. Through this, we’ve already fine tuned multiple factors related to combat and hit registration (we hope you’ve noticed!) but we’re not done yet.
At the end of the day, your ping causes latency, and that latency causes hit registration “mis-hits”. We’re hoping to be able to further refine and update the way our servers interact with players to trim down players ping and lower the amount of hit registration issues.
Our QA team’s primary goal still remains finding critical bugs and helping developers to remove them from the game, but we’re also starting to put a stronger emphasis on “polish” bugs, those that take away from players immersion but don’t necessarily impact the core gameplay loop of the game.
Often in the gaming community there can be a sentiment that bugs get into the live game because QA testers ‘aren’t doing their jobs.’ But our testing team has a lot of ground to cover every day, and we have to make trade-offs about which bugs to investigate and log. Knowing about as many bugs as possible is just the first step. Helping developers and producers understand the most important fixes to make first is the other half of the battle. On top of it all, it’s very hard to predict exactly how complicated and time consuming a given bugfix can be! A lot of hands touch every single bug – from Community team members, to QA, to Production, to Developers, and back to QA again.
—TornSheep, QA Tester
The “polishing” and focus on our game health works hand in hand with our goals to prioritize getting the current features in No More Room in Hell 2 just right, and offering players a fully immersive, engaging, and replayable 1.0 experience.
During this Early Access period your help with tickets and technical support feedback is more important than ever. While our priority needs to remain triaging tickets and targeting critical game breaking issues, we want to use this newly earned time to drop the overall “sitting” ticket number, and polish No More Room in Hell 2 until it’s in a place where it truly shines.
A reminder of what to add in your tickets:
As much context as possible
What happened?
With who?
What map?
What location of the map?
Any other pieces of information that help further flesh out the situation you found yourself in
A description of your rig and technical situation
GPU and CPU
Ping and the region you’re playing in
~FPS
Video or photo – if possible, they help a lot! – especially videos of things you did leading up to the bug, not just a video of the result!
If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit
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Hello Responders,
As a studio we have made the decision to prolong our Early Access window past our one year Early Access release anniversary, and we couldn’t be more excited! Looking at the state of the game, community feedback, and our aspirations for the title, we’ve come to realize that October of this year won’t give us the time we need to launch the 1.0 version of the game that we envision. We still have a mountain of work that we want to fit into the game before 1.0 launch, which we’re now targeting for the first half of 2026.
Moving forward production and updates will look slightly different. Up to this point we’ve pushed to get big bulk features into the game as fast as possible in an effort to give players a “fuller” experience. The game is getting closer to 1.0 feature complete (we’re not there yet, more on that below!) and we’re now really looking to fine tune a lot of individual pieces within the game, and make the experience just right. Our new difficulty system is a great example of the type of changes we’re looking to make, and the levers we’re hoping to give our development team. Players should still expect monthly updates right up to 1.0 launch. Over the next few months you’ll experience a lot of changes to the game, and they won’t always hit the mark on the first pass. Our goals and expectations for the 1.0 version of the game are extremely high, and getting it right might take some experimentation.
As we continue our development of No More Room in Hell 2 in Early Access and move ever closer to 1.0, we want to confirm to the community that child zombies will not be present in the final product. Our top priority is the long-term success and growth of No More Room in Hell 2, and including child zombies would jeopardize that. Whether it’s losing opportunities to be featured in major game showcases, being unable to sell the game in certain regions, risking platform availability, or alienating prospective players, the risks are far too high for a game still finding its footing. We understand that some fans may be disappointed by this news, but we want to assure everyone that we're committed to portraying a gritty and grounded zombie apocalypse—and we're incredibly excited about what the future holds.
Since our Early Access launch in 2024 we’ve put a lot of work into getting the core gameplay of our original game mode to its most challenging and fun place, and the game has seen giant changes since its genesis iteration.
Zombie Spawning
We’re still hunting for the gold-standard of zombie spawning in No More Room in Hell 2. Our maps are very open and each is different, which makes creating the perfect zombie spawning system difficult. We took a big pass during August’s Spawn update, but we know there’s a lot of work left to do.
Difficulty Balancing
Difficulty balancing also saw a giant change with difficulty preference & difficulty 2.0 in Spawn. The changes feel promising, but moreso act as tools to help us further refine our difficulty tiers. Players should expect more changes to difficulty balancing in the coming months. We feel that zombie spawning and proper difficulty balancing are the most important keys to unlocking the full potential of No More Room in Hell 2 before our 1.0 launch
Progression
Progression in No More Room in Hell 2 is another aspect of the game which needs a fair bit of love, along with the economy system that accompanies it. Players should feel an added desire to play round after round of No More Room in Hell 2 because of short (perk system, permadeath), medium (more on this in the future), and long (nightmare levels) forms of progression, and all of these are currently not hitting the mark. Our economy system also lacks balance that allows us to properly reward players for their play while giving them ways to appropriately spend those credits, so players are currently stockpiling a lot of credits, and that removes a lot of the fun. When 1.0 launches and our new systems are properly in place we intend to perform a wipe of accounts, but also find meaningful ways to reward players for their time spent in Early Access and their earned nightmare levels.
We feel strongly that nailing these 3 initiatives will be the biggest driver for our long term success.
Setting our sights on a 1.0 launch also requires that we take a much deeper look into the health of No More Room in Hell 2. The last 10 months of updates have really transformed the quality of players' experience, but we know that glaring issues still remain. In the next 3 months we will have 2 “health” specific patches, and we expect to have more as we move closer and closer to launch.
Optimization
The current in-game building (left) has 250+ individual meshes. Through the use of our automated process we’re able to compress the same building (right) to just over 53 meshes, an 81% reduction!
Game health starts with optimization, the technical art of finding innovative ways to make our game run at its absolute best on as many PC configurations as possible. Our major focus up to this point has been getting the game close to “feature complete” but at times that has come at the cost of optimization. This work will raise players' FPS and lower frame drops. Moving forward, features will enter the game at a slightly slower pace, giving our team more time to optimize players' experience.
Bug Fixes
This adjusted timeline will also give our QA team more time to tackle some of the nastier bugs that have been prevalent in players' gameplay experience. New features eat up a lot of our team's time, and new maps, gameplay tools, and quality of life improvements usually need some extra polish when first introduced to the game. Gradually weapon animations, in-game interactions, progression feedback, our existing maps, and more should see a large reduction in technical issues, delivering a much more polished experience.
We also feel like the game’s a few key features away from being a “complete” 1.0 title, and we’d be doing ourselves a disservice in launching 1.0 without them.
Game Mode #2
Very early work in progress image.
Another big change that will be coming to No More Room in Hell 2 before our 1.0 launch is a second game mode. We want to give players a new faster paced way to play No More Room in Hell 2 that pays homage to a specific game mode in the first game. We don’t have a solid hold on a due date for our second game mode, but we expect it to come near the end of 2025/start of 2026, and before 1.0 launch.
New Maps
We’re also excited to take this time to add more maps to our library! We know that maps are our strongest tool to add replayability to the game, and further showcase the active apocalypse that envelops our survivors. While we’re still figuring out the number of maps that we can ship before 1.0 (along with our designers and artists working on a second game mode) players should expect more than 1.
This is not an expansive list of everything new coming before 1.0 launch, and we have a lot more planned & in production. Stay tuned in the following months and find out even more of what’s to come for No More Room in Hell 2!
If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit
Hello Responders,
Yesterday, we published our update confirming that No More Room in Hell 2 will be staying in Early Access until the first half of 2026. That post also included news about one of our toughest decisions yet: Zombie kids will not be part of the 1.0 launch.
Since then, the community has raised a lot of valid questions. This post is meant to offer more clarity and insight into our thinking.
Here’s a first wave of Q&A responses. We’ve distilled recurring community concerns into a few big-picture questions.
A: We know how important this element is to many players, especially those who’ve been with us since No More Room in Hell 1. It’s not something we cut lightly.
There are many reasons for this decision (detailed in the blog), but they all come back to one thing: giving NMRIH2 the best chance at long-term survival. Early Access launch was rough, and since then, the team has worked incredibly hard to improve the game, and we’re proud of how far it’s come.
The reality is, including zombie children would block us from major opportunities, including showcases, platform approvals, and even regional availability. In the short term, it might generate buzz. But in the mid and long term, it puts the entire game at risk.
The original No More Room in Hell was built by a passionate, volunteer-driven team who weren’t bound by commercial constraints. Today, No More Room in Hell 2 is being developed in a different world, one where we need the game to grow, survive, and thrive.
A: We want to be honest with you: The decision is final. The risks are too significant at this stage of development, and we’re fully committed to delivering the best possible experience within those constraints. We’ve seen player feedback about how child zombies contributed to gameplay, things like line of sight, tension, and target variety. While we don’t have anything to share at this time, these are elements the dev team has spent time thinking about.
A: We get it, nobody wants to feel like their time was wasted. That’s why we want to be clear: this isn’t about erasing progress, it’s about resetting a system that has outgrown its original design. Since launch, we’ve layered in systems like Nightmare Levels, Loadouts, skill rerolls, and upgrades. These features were added over time without a unified foundation, and now they need to work together. To deliver a more meaningful and rewarding progression system at 1.0, we need to rebuild with all these moving parts aligned. For players who’ve already min-maxed their builds, we want to give you something new to chase, a reason to keep pushing after you’ve perfected your character.
Right now, the progression and economy systems aren’t balanced. Nightmare tokens were meant to be rare, but high-skill players are swimming in them. Same with credits, some players have hundreds of thousands. That kind of inflation makes meaningful rewards almost impossible.
We need progression to feel challenging, rewarding, and worth investing in, and right now, it doesn’t. Fixing that means overhauling systems in a way that, unfortunately, makes account wipes necessary.
We’re not just wiping the slate clean. Players who’ve joined us during Early Access will be recognized and rewarded. We’re still finalizing the details, but those rewards will roll out alongside the launch of 1.0. If you’ve been here, it’ll matter, and we’ll have more to share as we get closer.
A: Yes, monthly updates will continue, but you’ll notice some of them are more focused on game health than new content.
Expect a few patches that prioritize optimization, polish, and bug fixes. These updates give our programmers more time to improve performance and allow QA to address issues beyond just critical bugs.
The next update will be one of these “health” patches, and we’ll share more soon on what’s included and what’s next.
A: 100%. Our team reads everything, especially in the hours and days after major updates or announcements. You may not always get a reply, but your feedback is constantly being gathered, discussed internally, and shaping what comes next. We're not going quiet. We're right here with you.
A: Here’s a few of the big ones we’re working toward:
Second game mode (ETA late 2025 / early 2026)
More maps (goal: expand replayability pre-1.0)
Overhauled progression and perk systems
Two health-focused patches addressing optimization and bug debt
Finalized economy rework and account wipe prep We’ll keep the community updated with regular posts and patch notes as we move through each of these.
A: The short version: Systems weren’t ready. Features like progression, economy, difficulty scaling, and performance just weren’t where they needed to be. We could have hit a deadline, but it wouldn’t have been the version of NMRIH2 we’re proud of. The extra time lets us refine what we’ve built and make the game feel complete.
A small update is now live with difficulty tuning, progression adjustments, and targeted bug fixes. Gameplay Adjustments:
Increased zombie caps and spawn refill rates on Hard and Nightmare
Reduced ammo and weapon pickups on Hard and Nightmare
Rebalanced XP curve globally for smoother progression
Fixed a crash caused by the AI Spawn Manager
Fixed an issue where dead zombies could block spawns
Fixed audio occlusion when mantling or crossing certain level volumes
Known Issues:
Spawn rates on some maps are still lower than intended. We will continue tuning zombie density in the next update.
Hello Responders,
The dead don’t rest, and neither do we. The Spawn Update brings some of the most transformative changes to No More Room in Hell 2 since Early Access began. We are reshaping how you choose your challenges, introducing a whole new difficulty tier, giving you more control over your Responders build, and handing you a brand-new weapon to swing at the undead.
If you have been waiting for the game to give you more freedom in how you play, from difficulty to skill specialization, this is the moment.
Every difficulty tier now feels distinct, turning your choice into a true test of survival. With Difficulty Preference in place, we can finally give each tier a distinct identity without holding back. Difficulty 2.0 introduces a complete overhaul of difficulty tiers, allowing us to make each mode unique and true to its name.
What’s changed in Difficulty 2.0:
Melee Weapon Damage Scaling – Casual boosts even basic melee weapons, Nightmare demands the best gear.
Weapon tiers are now visible in the inventory, making it easier to tell which weapons should be an improvement.
Loot Scaling - Supplies are plentiful in Casual, scarce in Nightmare
Zombie Threat Level - Expect more zombies and more aggression as you climb tiers
In Nightmare, zombies are faster and more aggressive than ever
Respawn System (Casual only) - Downed players can return when teammates complete the current objective, respawning at the nearest CRC Station
Pick your fight. This new matchmaking option lets you set your preferred level of challenge before loading in, though matches may place you in other difficulties if needed to keep queue times short.
How it works:
Choose one or more preferred difficulties before queuing
Matchmaking prioritizes your selected difficulties while keeping queue times efficient
Casual is more than just “easier.” It is a forgiving way to learn, experiment, or just relax while still facing the undead.
Casual difficulty features:
Respawn - If your teammates complete the current POI, you will respawn at the nearest CRC Station.
Matches only fail if your entire squad is wiped, and respawns stop when only the mission remaining is extraction.
All modifiers are tuned to their easiest settings for new and relaxed play.
Joins Casual, Classic, Hardcore, and Nightmare as the complete lineup.
The undead are coming for you in smarter, deadlier ways. This update overhauls how zombies enter the fight, creating a better flow and more varied encounters.
What’s changed:
Better pacing between spawns so action and tension feel more balanced.
Smarter spawn placement to reduce cheap ambushes and create more dynamic engagements.
Population control – Killing zombies in an area will temporarily reduce the local population, giving you short breaks in the action.
Note: The Power Plant map does not use the new spawning system in this patch. Its larger, more open footprint requires additional tuning, so it needs a bit more time in the oven.
Your Responder’s growth is now in your hands. Shape your build exactly as you want it, without relying on pure luck.
How it works:
Upgrade perks with in-game credits, improving them from base to expert, provided your account level meets the requirement for that expert skill.
Reroll perks using in-game credits to find your ideal combination, with effort driving the outcome and luck offering shortcuts
Two hands. One stick. Endless possibilities.
Weapon details:
Heavy two-handed melee with wide swings and strong knockback
Great for crowd control in tight spaces
Available now in loot pools, loadouts, and training
Increased the illumination on lanterns and worklights.
Objectives Completed is now counted as intended - per objective area completed, rather than individual objectives.
Players use less stamina when they start sprinting, and can therefore sprint for slightly longer.
Melee arcs have been tightened to reduce overly effective crowd control
Melee ranges have been shortened slightly for more realistic reach
One-handed weapons: rande reduced from 200 to 170
Two-handed weapons: range reduced from 250 to 220
Credit and XP multipliers at different difficulty levels have been reworked.
Zombies attack from more variable ranges, which should make melee combat a bit less predictable.
Tweaked the VOIP and text chat distance on each map, to be around 70m.
After the launch of Broadway, we gave ourselves a little bit of time to round up some outstanding bugs and put more time into improving the quality of the game. In this update, we managed to fix around 100 bugs!
Animation
Fixed a case where zombies could A-pose while ragdolling.
Improved zombie animations and prevented them from contorting when kicked down.
Fixed distorted textures on zombie ragdolls.
Fixed some missing animations and improved animations for throwing certain two-handed weapons.
Improved animation for interacting with valves while items are being held.
Fixed the flashlight floating in the player’s hand during some throw windup animations.
Burning effects are now applied properly to both clothes and skin.
Audio
Fixed an issue where responders would play out-of-stamina breathing audio indefinitely.
Zombified responders no longer trigger certain living responder VO lines.
Broadway extraction voiceover lines now play at the correct moments.
Fixed bass SFX being too loud on certain guns when a silencer is equipped.
Responders no longer identify .22 ammo as magnum ammo when pinged.
Made the game intro audio respect the master volume setting.
Added arcade sounds in the Movie Theatre on Broadway. Don’t spend too much time playing pinball, though.
Increased ambient zombie crowd presence on Broadway
Responders are now audibly more reactive to certain in-game events
Zombies now have burning sounds when on fire
Responder audio will now occlude when behind obstacles
Improved weapon impacts across the game
Environment
Blocked some unintended shortcuts in Broadway.
Fixed some locations in Broadway where responders could get stuck at the top of the ladders leading to the sewers.
Removed unintended safe spots in the Broadway extraction areas and the Diner objective.
Prevented zombies from vaulting through barricaded windows in the Broadway Diner objective and locked-down windows in the Clinic objective.
Fixed various floating loot and objective items in Broadway.
Drained the water from an early extraction bunker in Broadway. Sorry about the leak.
Removed invisible collision which could be walked on in Broadway.
Fire extinguishers in the Broadway movie theatre can now be detonated.
Fixed issues with many stores and buildings being visually culled and popping in and out Broadway.
Fixed an invisible wall near the Bar in Power Plant.
Removed a nonsensical doorknob from a push bar door.
Fixed some places where loot could not be picked up properly on Broadway.
Fixed clipping and overlapping environment assets in Broadway and Power Plant.
Fixed a spot where responders could get stuck in the Pharmacy in Broadway.
Fixed flickering on some static zombie corpses in the Broadway Courthouse.
The initial helicopter explosion in Broadway will trigger regardless of whether players are looking at it now. Blink and you’ll miss it.
Fixed an issue where some railings in Pottsville could not be vaulted.
Fixed flickering shadows in the Bar in Power Plant.
Adjusted countertops in the Broadway Diner objective to make it a bit easier for zombies to navigate and attack players in this area, and let players move around.
Gameplay
Players will no longer lose their ability to interact when targeted by a zombie grab attack.
Swapping items while carrying an objective item will no longer send the object flying away.
Fixed a case where responders could get stuck while climbing a ladder and attacking.
Fixed an issue where responders could appear naked, and an issue where responders would be missing shoes. No shirts, no shoes, no survival!
Ensured the radio minigame works as intended in the Tutorial.
Code Panel objectives should no longer appear to be active before power is enabled in objectives.
Localization
Added translations which were missing for the Customization menu.
Server/Client
Fixed a hitch after the objectives are completed.
Implemented a fix to try and address an issue where players’ friends lists will not show up properly in-game.
UI
Fixed objective markers not appearing on extraction vehicles in Broadway. Don’t get lost in New York!
Objective markers for objective items in Broadway no longer disappear when items are dropped.
Picking up a radio no longer clears the player’s objective log.
Fixed an issue in Pottsville where the objective log could have a blank objective with a checkmark.
Improved error messaging when squads fail to form properly.
User Experience
The death screen animation will no longer restart if the player is pressing buttons.
Lobby Privacy setting no longer appears to reset to Public when starting a Private match.
Fixed an issue where players could get stuck in the death screen animation for an excessively long time, especially for players running at lower than 60 fps.
Fixed an issue where pressing ESC on the gamma select screen would hide the cursor and make it difficult to navigate.
Weapons
Zombies take damage more consistently from thrown weapons.
Fixed in a delay in firing burst mode with the MP5.
Slash marks and bullet marks now appear properly on zombies.
Shove attack with the Gruber Ranch no longer has an excessively long recovery.
Zombies
Zombies should no longer over-prioritize vaulting over railings instead of going around them.
Improved zombie navigation around the Power Plant.
Fixed a number of spawn points where zombies would spawn on awnings, signs, or windows and get stuck.
Fixed locations in the Tutorial and Power Plant where zombies would spawn naked.
Reduced impulse on zombies ragdolling due to throwing weapons.
Selecting multiple new skills in rapid succession may sometimes prevent a responder from selecting new skills, until you restart the game.
Players are not always able to heal each other.
Responders arriving later to an objective area may see some inaccurate objectives.
Responders who catch on fire may burn for longer than intended.
Responders may animate improperly after entering DBNO after respawning.
No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.
We cannot wait to see how you survive Spawn.
Stay safe out there, The NMRIH2 Dev Team
Hello Responders,
Broadway is just out of the oven, and it’s already time to talk about our next big update, which is just weeks away from launch. Version 0.6.0 titled SPAWN is an update that takes a long, hard look at the state of play in No More Room in Hell 2, and will draw sharper lines between difficulty levels. This allows us to make Casual, our newest tier, much easier for new players (or those looking for a more relaxed experience), while cranking up the intensity of Nightmare, making it a far more relentless experience.
All of our major updates to difficulty levels are made possible thanks to the launch of Difficulty Preference! At the launch of Early Access, our goal was to have players progress from Classic to Nightmare organically. While this worked with our progression loop and permadeath system, it severely limited our ability to improve the game for all players.
Under the current system, we had to keep Classic (our lowest difficulty) challenging enough to entertain hardcore players, while holding back Nightmare from reaching its true potential—since casual or new players might find themselves matched into Nightmare games.
Difficulty Preference removes those constraints and gives each difficulty tier a more distinct identity. More importantly, it gives players the freedom to choose how they want to play NMRIH2. To keep matchmaking fast and efficient, this feature will launch as a preference—meaning the matchmaking system will consider your preference alongside the actual availability in your region's queue.
With Difficulty Preference in place, we’re now able to completely rework our difficulty system and introduce one of the biggest gameplay changes yet: Difficulty 2.0. The game will offer larger rewards for accomplishing missions as you play in higher difficulty levels.
At the launch of 0.6.0, the new Casual difficulty will bring our total to four levels, and Difficulty 2.0 introduces several tools to make each tier feel distinct. Starting with 0.6.0, we’ll begin using these modifiers:
Melee Weapon Damage – Melee weapons will now be categorized into more visible tiers, creating a wider range of weapon damage. Zombies grow tougher in harder difficulties, making it progressively more important to equip yourself with the best weapons possible.
Loot Scaling – Loot quantity will vary by difficulty. Casual players will find plentiful resources, while Nightmare players should expect a significantly leaner looting experience.
Zombie Threat Level – Currently our biggest difficulty modifier. Expect increased threat levels as you move into tougher modes.
Zombie Speed – Zombies will move faster in Nightmare.
Additional Tools – While not present at 0.6.0’s launch, we plan to expand difficulty settings further by tweaking stagger mechanics, refining zombie speed per difficulty, and adjusting the variety of themed zombies.
Casual Difficulty is our newest tier and introduces the biggest modifier yet: respawning. In Casual mode, teammates can respawn downed Responders by completing objectives. Matches only end in failure if the entire team is wiped.
Designed as a welcoming space for both new and relaxed players, all difficulty modifiers will be set to their easiest values. This gives players the freedom to learn the game at their own pace, and optionally move into higher difficulty levels when they feel ready.
These difficulty-specific changes are the heart of what’s coming in just a few weeks—but that’s not all! Players can also look forward to an adjusted zombie spawning system (more info coming soon), a new weapon, and more in the August update.
If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit
Greetings Responders,
The city is calling, and you're running through it this time.
Patch 0.5.0 marks our biggest update since Reanimation. We're introducing the new Broadway map, the CRC Training Facility tutorial gym, the debut of Character Customization, new Army Zombie, our Throw system, and the Gruber Mk VII. Whether you're returning to the fight or joining your first squad, now’s the perfect moment: No More Room in Hell 2 is 25% off for a limited time.
Read on to find out more about everything launching with this update.
The dead never sleep in New York.
Our latest map drops you into the heart of a collapsing city where every route is a risk, and every moment counts. Broadway is a fast-paced, high-pressure scenario built to challenge team coordination, player adaptability, and nerves of steel. It continues the legacy of Broadway maps introduced in the original No More Room in Hell, and has been built with a strong focus on realism and urban authenticity.
Set in the aftermath of a botched extraction across NYC
Battle through city streets, subway tunnels, and Queens’ deadly sewer system
Multiple midgame and ending scenarios for replayability
The momentum from Reanimation and the influx of new players during our March free weekend offered a clear snapshot of how our game is evolving. They also gave us valuable insight into how we can better support newcomers as they take on the game’s challenges. To help new players get their footing and give veterans a place to sharpen their skills, we're introducing the CRC Training Facility, also known among Responders as "The Weather Station." It is located at Nexrad Station NWCX in Pennsylvania.
The CRC Training facility:
Teaches gameplay systems including puzzles, hazards, infections, and zombie types
Includes a live-fire range with all weapons, ammo types, and a close-quarters combat area with every melee weapon
Allows players to test out the new Throw system safely
Is currently available in solo-only mode
Further onboarding features like difficulty preference, Casual Mode with respawning, and more are planned for later this summer.
It’s time to bring your own identity to the apocalypse. Customization gives you control over how your Responder wears, and this is just the beginning. Your Responder should feel like your Responder. Get your fit right. Survive in style.
Equip head, torso, leg, and foot gear from our first customization drop
All current items are available for free
Personalize your gear using color swatches
Future updates will expand available gear and add new customization items
Not everything you throw at the undead needs to be a bullet.
Throwing System: A new gameplay mechanic that lets you throw melee weapons and other objects to disrupt or damage. It’s not a weapon itself, but it changes how you use the ones you already have. Most things that you can pick up, you can throw.
Default key -> Hold G
A .22 caliber sidearm with low recoil and tactical versatility, ideal for backup or early encounters. It includes attachment slots for a muzzle and sight:
Muzzle: Pistol silencer
Sight: Micro holo
A new threat marches in.
Our latest addition to the undead roster is the Army zombie. These units are heavily armored, highly durable, and designed to withstand punishment. They wear full military gear, making them some of the toughest enemies in the game.
No More Room in Hell 2 is currently 25% off for a limited time. Whether you're returning or jumping in for the first time, now's the perfect moment to answer the call and escape Broadway.
Made the Gruber Mk VII available in the Loadout menu.
Leading up to this update, the majority of our QA’s time went into preparing Broadway for players, so we have relatively fewer fixes to report.
Animation
Fixed an issue where Runners would play the wrong animations when roaming around.
Audio
Overhauled the dynamic responder VO system.
Fixed melee impact SFX sounds.
Music during extraction should play the correct track now.
Environment
Fixed some clipping issues with randomized stores in Pottsville.
Fixed zombies being able to walk through certain walls in Power Plant.
Fixed clipping on some trucks and vehicles.
Cleaned up asphalt textures.
Fixed collisions on a cliff-face in Pottsvile.
Tweaked the flight path of the helicopter in Pottsville.
Gameplay
Fixed an issue where kicks were not always knocking back zombies.
Applied some fixes to the Radio minigame in Pottsville to prevent Responders from being teleported back to the Radio.
Localization
Fixed overflowing text in the Loadout menu in Russian.
Server/Client
Various crash fixes.
Applied tentative fixes to character generation and progression to address throttling and ensure characters are updated properly.
UI
Fixed an issue where spectator UI would not fade in or out properly.
Hid the in-game group widget during the end of match and spectator screens.
Fixed flickering on the account level and XP tooltip.
The text chat widget will be hidden properly after an amount of time.
Players with high nightmare levels will be shown properly.
Made it easier to read the skill tooltips over the Message of the Day on the main menu.
Item names in the Loadout menu should not wrap too early.
The button to change the spectated player should always appear.
User Experience
Responders now properly identify .22 ammo when pinging it.
Fixed objective UI appearing multiple times in areas like the Firewatch Tower in Power Plant.
Weapons
Fixed textures on the placeable radio.
Fixed an issue where bullet holes would not appear unless very close.
Fixed an issue where blood smears on walls would smear incorrectly.
Fixed more fences to make sure they can be shot through with firearms.
Zombies
Zombies should navigate better around staircases and railings.
Zombies should be properly distracted by placed radios now. Play the hits!
Ensured that zombies should be able to climb up cars properly.
Improved ragdoll gore and interaction on dead zombies.
As a reminder, No More Room in Hell 2 is in Early Access. Your reports are vital to improving the game. Current major issues we're tracking include:
In some cases, quitting to the front end while your character is still alive, or doing so very quickly after dying, may result in a delay (~30 seconds) before you're prompted to select a new character. This doesn’t affect gameplay but may cause a short wait on the front end.
Some players are experiencing issues where account level appears to reset. We’re investigating the cause of this and looking into rectifying these cases.
Customization assets have not been translated yet into other languages.
One objective in Broadway and one objective in the tutorial are not set up to translate properly in other languages.
Responder faces may appear distorted on lower graphics settings.
Responders arriving later to an objective area may see some inaccurate objectives.
Responders who catch on fire may burn for longer than intended.
Migrating characters from previous versions of the game can take long enough that rarely players will see a black screen or timeout after launching the game.
There's a chance that after leaving a match it looks like your character roster has disappeared, characters will reappear on restart of your game.
Our in-game roadmap has not been updated, stay tuned for more news soon.
Please report bugs via the in-game menu, on Discord, or at
This is the beginning of the next phase of No More Room in Hell 2. We can’t wait to see how you survive Broadway.
Stay safe out there, The NMRIH2 Dev Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for No More Room in Hell 2, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main No More Room in Hell 2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.