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No More Room in Hell 2 Announced at Summer Game Fest 2024!

Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios.

View the announcement trailer, first revealed during Summer Game Fest 2024:
[previewyoutube][/previewyoutube]
No More Room in Hell 2 is an intense permadeath co-op journey into the eerie darkness of zombie-infested zones. As an emergency responder you must survive, scavenge, stockpile and fulfill your mission - then repeat, each time in an ever-changing experience.

No More Room in Hell 2’s original developer, Lever Games, was acquired by Torn Banner, the studio behind Chivalry 1 & 2, and the original “Age of Chivalry” mod. Led by a core team of veterans from Torn Banner and Lever Games, the majority of the previous No More Room in Hell 2 team continues to work at the studio on the sequel.

A commercial release in the same world as the 2011 award-winning Source mod, players start isolated in the dark, find their friends, and try to survive in a dynamic, endlessly replayable zombie apocalypse. With enemies and map locations inspired by classic horror cinema, No More Room in Hell 2 will instill terror into players while offering fresh, tactical gameplay, high-stakes permadeath, and intricate combat design that rewards teamwork and grit.




Find your way to your teammates with proximity voice chat and grow together in power. Each match, you’ll go from spawning in the darkness with a flashlight, to forming a fully stocked 8-player co-op squad with assault rifles and explosives. An ever-present threat remains: if a responder dies, all of their progress is lost.

No More Room in Hell 2 continues the dark, grounded aesthetic and intense action horror approach of the original game while expanding its vision dramatically,” said Steve Piggott, CEO and creative director at Torn Banner Studios. “We’re excited to be the new shepherds of a franchise we adored as fans and we’re thrilled to take up the mission of capturing the iconic horror of classic zombie cinema. We want to blow people away with our first co-op game, pushing Torn Banner’s skill in multiplayer action to a whole new level.”

Powered by Unreal Engine 5, No More Room in Hell 2 is a co-op game with consequences coming to early access on PC via Steam and Epic Games Store this Halloween.


We look forward to sharing more with our community over the next month with more details coming during the PC Gaming Show on June 9th, a Torn Banner Studios Twitch livestream on June 11th, plus multiple blogs exploring details of No More Room in Hell 2.

Join our Discord to stay connected with the NMR2 community and to interact with our community team!

Watch yourselves out there, Responders

Update 1.13.5 Released

An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:

[h2]Additions[/h2]
  • Added mutator configuration, users can now save/load their selections (#1459)
  • Added new game type "Minigame", supported by mg_ map prefix
  • Current map name and game type are now displayed on the scoreboard
  • Experimental: Added item pickup prediction, toggled with cvar "cl_predictpickup" (when enabled, picked up items will move smoothly with lag)

[h2]Changes[/h2]
  • Bayonet can now hit the character hull for more accurate shove detection
  • Deprecated SSAO and depth of field effects due to instability, these settings are no longer saved / visible in options, while cvars "nmrih_ssao" and "nmrih_dof" can still be used
  • Fallen arrow projectiles now expire over time
  • In maps utilizing level transition, player inventories and status effects are no longer restored on round restart by default
  • Reduced installation size by compressing navigation meshes, streamed audio, and voice lines (by ~685mb)
  • Weapons with no audible ammo check will always display information on the HUD (barricade hammer, bow, chainsaw)

  • Updated the localization files:

[h2]Fixes[/h2]
  • Fixed attached arrows causing the "physical mayhem" bug (#1455)
  • Fixed bullet penetration not working properly in realism mode (#1439)
  • Fixed compass visual bug after resolution change (#1396)
  • Fixed controls locking up in ironsight mode after holstering flashlight (#684)
  • Fixed crash when joining a server with cvar "sv_allow_custom_balance" set to 1
  • Fixed current objective not showing after resolution change (#1396)
  • Fixed dead players respawning with 1HP after level transition
  • Fixed dropping a currently equipped item also dropping a currently held physics prop (#1433)
  • Fixed exhausted supply bag station prop continually fading in and out if you keep pressing the use key (#1423)
  • Fixed existing glow on items disappearing when a player gets close and then moves away (#1456)
  • Fixed flashlight remaining visibly equipped even though it's not present in player's inventory (#1424)
  • Fixed ghost flashlights appearing occasionally when other players go out of view
  • Fixed grenades falsely appearing during an ammo check (#1460)
  • Fixed inaccurate chainsaw sound (#1231)
  • Fixed incorrect closed caption when attacking with fists (#938)
  • Fixed instantly spawned zombies not expiring in previous zones, causing the overlord to hit a zombie limit and not being able to spawn more
  • Fixed instructor hints displaying as "No Caption Specified" for players other than activator (#1410)
  • Fixed insufficient amount of zombies being spawned by overlord in high density zones (e.g. Boardwalk's survive section)
  • Fixed issues with closed caption fade-out order
  • Fixed level transition not working with server plugins that deal with level changes
  • Fixed missing sprint animation when holding down fire button with an empty gun (#59)
  • Fixed players and their weapons being networked for no reason when out of sight
  • Fixed prediction error on firing while using a progress trigger
  • Fixed rich presence crash when Steam is unavailable
  • Fixed search path overflow preventing caption files from loading (i.e. fixes an issue with captions disappearing after having a lot of Workshop add-ons)
  • Fixed server name field on the scoreboard being blank after resolution change (#1396)
  • Fixed shadow buffer overflow when rendering flashlight depth textures for other players (#1336)
  • Fixed starting chainsaw canceling its idle sound when shoving (#1252)

[h2]Changes for mappers and modders[/h2]
  • Added ammobox_ entities for each ammo type
  • Added compatibility layer for bugged maps killing the !activator instead of !self (applies to "trigger_progress_use", "trigger_progress_weapon", and "trigger_keypad")
  • Added distant zombie horde models, contributed by Demo
  • Added entity "env_screenoverlay_multiplayer"
  • Added entity "point_viewcontrol_multiplayer"
  • Added entity "trigger_speed", applies overall speed modifier to players who enter the trigger
  • Added input "BecomeShambler" to zombies
  • Added input "SetSound" to "ambient_fmod"
  • Added inventory property overrides for weapons (icon, label, weight)
  • Added keyfield for changing background texture on "item_inventory_box" (#1296)
  • Added navigation mesh compression to reduce file size, existing meshes can be resaved with "nav_compress", or switch "-compress" can be used on existing nav_ commands (e.g. "nav_generate -compress")
  • Added output "OnItemSpawn" for "random_spawner"
  • Added output "OnPlayerDrop" for weapons
  • Added particle precipitation, incl. rain, rainstorm, snowfall, and ash (ported from Mapbase)
  • Added support for custom inventory items with "item_custom" entity (#1297)
  • Added support for loading custom soundscripts
  • Added support for precaching custom particles (#1465)
  • Added support for safe zones outside Survival mode
  • Added support for uncategorized "item_inventory_box" (#1296)
  • Added WAV -> MP3 fallback compatibility for "ambient_generic" (with looping support) and soundscapes
  • Added zombie sound overrides
  • Command "report_entities" now tags server-only entities
  • Disallowed "Kill" input from deleting players and the world
  • Don't clear gag flag on zombies (#1437)
  • Entity "ambient_generic" now supports multiple sound systems, FMOD is used as a fallback for looping MP3 sounds when it's required
  • Fixed "filter_script" missing "Entity scripts" keyfield in Hammer
  • Fixed boards with "Disable item motion" flag unchecked still not having motion (#1422)
  • Fixed crash when using "dumpgamestringtable" command
  • Fixed custom glow colors not working on weapons, tools, and medical items (#1457)
  • Fixed outputs on entities "trigger_keypad", "trigger_progress_use", and "trigger_progress_weapon" not setting player as !activator (#1454)
  • Fixed uncontrollable "func_tracktrain" stealing player use input (#1445)
  • Fixed Workshop locking up when attempting to download maps when an upload is in progress
  • FMOD: Overhauled ambient sound support
  • Free "spotlight_end" entity on efficient spotlights
  • Included entity "npc_maker" in Hammer game config
  • Input "SetCauser" now accepts all entities, it no longer has to be a player
  • NMRObjective: Display warning when boundary isn't a member of a visgroup, or no boundaries exist (#1302)
  • NMRObjective: Fixed memory leak while dragging lines
  • NMRObjective: Made "Objectives" and "anti" visgroup names case insensitive
  • NMRObjective: Now using local help document instead of a wiki link
  • NMRObjective: Now using modern folder selector
  • Overhauled entity "logic_script_proxy", sanitized input by doing raw calls
  • VScript: Added CAI_BaseNPC functions Freeze(), and Unfreeze()
  • VScript: Added CAmbientFMOD bindings
  • VScript: Added CEnvScreenOverlayMultiplayer bindings
  • VScript: Added CEnvTimer bindings
  • VScript: Added CFuncZombieSpawn functions GetSpawnMax(), GetSpawnedCount(), GetSpawnedDead(), GetInterimMax(), GetSpawnDensity(), GetRegenTarget(), and GetZombiesNeeded()
  • VScript: Added CItem_AmmoBox function GetAmmoType()
  • VScript: Added CItem_InventoryBox functions IsDroppedByChopper(), IsUncategorized(), and SetBackgroundTexture()
  • VScript: Added CLogicProgress bindings
  • VScript: Added CNavMesh functions GetAllAreas() and GetNavAreasInRadius()
  • VScript: Added CNMRiH_ItemCustom bindings
  • VScript: Added CNMRiH_Player functions GetCarriedItems(), Get/SetStamina(), Get/SetSpeedModifier(), Get/SetSpeedOverride(), IsDucking(), IsJumping(), and IsSprinting()
  • VScript: Added CNMRiH_WeaponBase functions GetWorldModelOverride(), SetWorldModelOverride(), ClearWorldModelOverride(), SetShootSoundOverride(), and ClearShootSoundOverride()
  • VScript: Added CObjective bindings, used in conjunction with CObjectiveManager
  • VScript: Added CObjectiveManager functions GetObjectiveById(), GetObjectiveByName(), GetObjectiveByIndex(), and GetObjectiveChain()
  • VScript: Added CPointMessageMultiplayer bindings
  • VScript: Added CPointViewControlMultiplayer bindings
  • VScript: Added CRandomSpawnController bindings
  • VScript: Added CRandom_Spawner bindings
  • VScript: Added CScriptNavArea functions GetHidingSpots(), IsCompletelyVisible(), and IsPotentiallyVisible()
  • VScript: Added datamap support for CNetPropManager, contributed by samisalreadytaken
  • VScript: Added Glowable functions to CBaseAnimating
  • VScript: Added KeyValue methods without underscores (e.g. prefer KeyValueFromString instead __KeyValueFromString, compatibility is kept)
  • VScript: Fixed CNetPropManager being nonfunctional, contributed by samisalreadytaken (#1427)
  • VScript: Fixed crash with CScriptNavArea methods IsCompletelyVisibleToTeam() and IsPotentiallyVisibleToTeam()
  • VScript: Fixed entity hooks not being called on Linux (#1428)
  • VScript: Fixed infinite loop with CNMRiH_Player function ThrowAllAmmo()
  • VScript: Fixed memory leaks on function calls
  • VScript: Fixed OnDeath() NPC hook causing errors (#1313)
  • VScript: Ported various enhancements from Mapbase
  • VScript: Removed CLocalize instance since it doesn't work on dedicated servers
  • VScript: Script named "mapspawn_.nut" now runs on map init when available
  • VScript: When the server crashes due to inconsistent VM stack, the call stack is now displayed in the error message

[h2]Changes for server admins[/h2]
  • Added cvar "hide_server", doesn't announce to Steam, i.e. hides from the server list
  • Added cvar "sv_bullet_bypass_player", makes bullets bypass players, it has no effect when friendly fire is on, or if target is infected (#1466)
  • Added cvar "sv_remove_unreasonable_physics", removes entities that fell out of the world in physics
  • Changed ruleset load order, mutators are now loaded before server config
  • Support for level transition is now enabled by default, admins no longer have to toggle it
  • Workshop: Optimized updates by reducing file system calls
  • Workshop: Previous map entry is now removed from the listing if it gets renamed during an update
Maps


[h3]All maps[/h3]
  • Added few unused tracks to music list (also track "Sorrow" has two different parts, so it has been split and added to ambient and tension section)
  • Fixed weird reflection on mud texture

[h3]nmo_anxiety[/h3]
  • Added clips to stairs
  • Added few missing overlays
  • Attempted to fix players getting stuck and turning when escape van turns left
  • Cleaned up nav meshes in unplayable areas
  • Fixed one of the player spawns in the tunnels not working

[h3]nmo_asylum[/h3]
  • Added loading screen (#1429)

[h3]nmo_broadway[/h3]
  • Fixed missing closed caption during evac laptop dialogue
  • Misc. tweaks

[h3]nmo_cabin[/h3]
  • Fixed a bug when with a certain objective chain it was almost impossible to carry watermelon to the extraction point

[h3]nmo_rockpit[/h3]
  • Fixed missing closed caption during radio chatter

[h3]nmo_shelter[/h3]
  • Added filters to VPhysics clips (no more bouncing explosives in arena objective)

[h3]nmo_suzhou[/h3]
  • Added few VPhysics clips

[h3]nmo_toxteth / nmo_toxtethdark[/h3]
  • Removed nodraw texture in breakable brick wall near church

[h3]nmo_underground[/h3]
  • Fixed objective softlock (#1452)
  • Tweaked clips

[h3]nms_arpley[/h3]
  • Attempted to fix train getting stuck randomly due to ammo/weapons

[h3]nms_camilla[/h3]
  • Added few details

[h3]nms_notld[/h3]
  • Added more zombies in the end of the map
  • Added unused music track at the map spawn

Update 1.13.4 Released

An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:

October 6th Hotfix: We've released a dedicated server update that fixes random spawners creating the same loot and occasional crashes with zombie attacks.
This update is optional, but all community admins are encouraged to apply it.

[h2]Additions[/h2]
  • Added backward compatibility to demo files, fixes previously recorded demos not playing
  • Added support for proportional fonts in closed captions (i.e. caption text isn't small anymore on resolutions higher than 1080p)

[h2]Changes[/h2]
  • Optimized zombie ability checks when near players, this improves performance on maps with a lot of attacking zombies
  • Tweaked server networking settings to reduce latency on crowded maps

  • Updated the localization files:

[h2]Fixes[/h2]
  • Fixed melee swings counting characters as obstructions, causing inconsistent hits and not registering all traces from the arc
  • Fixed melee swings not dealing damage to entities you're directly facing (such as breakable boards)
  • Fixed missing blood on view models (#1444)
  • Fixed points not being awarded when killing turned zombies in survival
  • Fixed potential server crashes caused by stale entity references in memory
  • Fixed rare lag compensation crash
  • Fixed server performance issues with zombies and overlord spawners
  • Fixed shadow option reverting to "Medium"
  • Fixed supply boxes closing immediately even when user is within reach
  • Fixed supply boxes not checking use distance when attached to movement parents
  • Fixed workshop add-ons not being properly removed from the add-on manager list after unsubscribing

[h2]Changes for mappers and modders[/h2]
  • Added auto-complete to console command "script_execute"
  • Added "Unlisted" visibility option to Workshop Publisher (#1351)
  • Fixed "ambient_fmod" sounds not following movement parents or source entities
  • Fixed crash on nav generation when bone followers are present
  • Fixed death notices not accounting for modded zombies who change classnames
  • Fixed "nav_generate" not returning to same map after generation
  • Following entities no longer require edicts: env_soundscape, func_zombie_spawn
  • MapHack: Fixed $remove_all not working with server-only entities (#1447)
  • MapHack: Fixed hang on pre-entity $edit_all
  • VScript: Added CBaseEntity functions GetGroundEntity() and SetGroundEntity()
  • VScript: Added CFuncZombieSpawn bindings
  • VScript: Added CFunc_SafeZone bindings
  • VScript: Added CNMRiH_BarricadePoint bindings
  • VScript: Added CNMRiH_HealthStationLocation bindings
  • VScript: Added COverlord_Zombie_Helper bindings
  • VScript: Added nav mesh attribute constants
  • VScript: Added NavMesh functions NavAreaBuildPath() and GetNavAreasFromBuildPath()
  • VScript: Added team constants (TEAM_ANY, TEAM_UNASSIGNED, etc.)
  • VScript: Fixed a crash when using NavMesh methods
  • VScript: Fixed an issue with "logic_script" calling functions it doesn't own
  • VScript: Fixed "filter_script" hijacking one another's PassesDamageFilter hook (#1434)
  • VScript: Fixed potential crash when using debug overlay on dedicated server
  • VScript: Fixed server-only entities incorrectly using the root scope for scripts

[h2]Changes for server admins[/h2]
  • Added cvar "sv_item_give", toggles medical item sharing
  • Fixed "-tickrate" command line parameter not working on Linux dedicated servers
Maps


[h3]nmo_broadway2 / nmo_brooklyn / nmo_cleopas[/h3]
  • Tweaked clips

[h3]nmo_fema[/h3]
  • Fixed wrong tree prop angle
  • Tweaked clips and cubemaps

[h3]nmo_shelter[/h3]
  • Raised the ground in the sewer section to remove "crouch jump" requirement over infected water

[h3]nmo_suzhou[/h3]
  • Fixed floating barbered wire near tire fort
  • Tweaked clips

[h3]nmo_zephyr[/h3]
  • Minor tweaks

[h3]nms_arpley[/h3]
  • Fixed cubemaps

[h3]nms_camilla[/h3]
  • Fixed a bug where instructor hint was following a player who activated the button

[h3]nms_laundry[/h3]
  • Alleys around zone B are now playable areas
  • Reworked zombie spawn area near gas station to prevent zombies getting stuck in a door frame

Update 1.13.3 Released

An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:

[h2]Additions[/h2]
  • Added ability to lift ammo when it doesn't fit in player's inventory
  • Added cvar "cl_melee_impact_effects" to enable / disable melee impact particles

[h2]Changes[/h2]
  • Reduced chainsaw impact effects on characters (#1414)
  • Reduced game installation size by compressing misc. textures
  • Removed friends requirement from the achievement "HAZMAT Team", new goal is "Kill 500 zombies with 6 or more players"
  • Show compatibility warning when playing with Linux runtime on Steam Deck
  • Show loading spinner while downloading user avatar

  • Updated the localization files:

[h2]Fixes[/h2]
  • Fixed alignment when using line breaks on center print text
  • Fixed ambient_fmod's "Play everywhere" flag using entity's sound origin (#1426)
  • Fixed armored zombie spawn rule having no effect on "npc_nmrih_runnerzombie" (#1432)
  • Fixed car model crashing clients (#1436)
  • Fixed chat font drop shadow not being fully opaque
  • Fixed crash on player join when the main fog controller gets removed
  • Fixed excessive impact effects on some props (#1421)
  • Fixed false "Invalid BSP" error in Workshop Publisher (#1416)
  • Fixed god mode if player spawns mid-cinematic (#1411)
  • Fixed melee traces ignoring objects and walls (#1415)
  • Fixed minor performance issues during rendering
  • Fixed mutator dialog displaying an empty list when leaving it open and closing the "create game" panel
  • Fixed observer target FOV not using user settings
  • Fixed point message text not aligning to center
  • Fixed point messages displaying garbage output when updated often
  • Fixed potential crash with "game_ui" entity
  • Fixed several shaders requesting values for undefined base textures
  • Fixed skillshot material not being precached

[h2]Changes for mappers and modders[/h2]
  • Added cvar "sv_ignore_win_loss_state", prevents round from ending on win / loss, useful for custom game modes
  • Added several entities to Hammer game data, including "generic_actor" with model / skin selector, and scripted sequences
  • Added surface prop "bouncyball"
  • Cleaned up unused entities in Hammer game data
  • Entity "point_message_multiplayer" now allows properties to be changed by keyvalues
  • Following entities no longer require edicts: env_instructor_hint, env_timer, game_text, logic_progress, logic_script, player_speedmod, point_message_multiplayer, scripted_sequence
  • Extended entity "prop_sphere" with customizable radius
  • Improved entity "point_message_multiplayer", text now follows movement parent smoothly without jitter, and height offset can be changed
  • MapHack: Fixed $remove server crash (#1425)
  • MapHack: Restricted unsafe entities in potentially dangerous functions
  • Updated "trigger_hurt" damage types to match NMRiH overrides in Hammer
  • Updated VPhysics clip editor texture
  • VScript: Added CNavMesh interface and CScriptNavArea class
  • VScript: Added CNMRiH_BaseZombie::GetShoved()
  • VScript: Added CNMRiH_WeaponBase functions SetViewModelOverride() and ClearViewModelOverride()

[h2]Changes for server admins[/h2]
  • Added cvar "sv_vote_initial_delay", sets time in seconds before first vote can be called after map start (#1431)
  • Added network cvar overrides, new additions are "sv_net_maxcleartime_override" and "sv_net_splitrate_override"
Maps


[h3]All maps[/h3]
  • Fixed hint instructors following players who interracted with objectives

[h3]nmo_boardwalk[/h3]
  • Tweaked clips
  • Fixed zombie shamblers getting stuck in windows during "Survive" objective

[h3]nmo_broadway2[/h3]
  • Tweaked VPhysics clips

[h3]nmo_cabin[/h3]
  • Fixed watermelon not being "debris"

[h3]nmo_cleopas[/h3]
  • Added few VPhysics clips
  • Rotated player spawn on the second floor for speedrunners

[h3]nmo_lakeside[/h3]
  • Little tweak for the ivy texture

[h3]nmo_quarantine[/h3]
  • Added a roof to the diner inside the inner quarantine since it was visible, as well as some additional detail
  • Added boxes near the graveyard FastEx truck that players can use to boost on top of zombies potentially blocking the chokepoint
  • Added VPhysics clipping to areas in the sewers where objective items could be lost
  • Added watermelons
  • Braced a door, please do not open it
  • Fixed a bug where upon grabbing the walkie talkie, players could infinitely trigger the soldier's dialogue and destroy everyone's eardrums
  • Fixed a minor rendering hiccup at the beginning of the sewers
  • Fixed multiple instances where backside of displacements were visible
  • Fixed the red X not properly rendering atop the breakable plywood at spawn
  • Fixed visible nodraw in the Park
  • Large optimization pass throughout the entire map
  • Lowered a building in the skybox that was ruining my immersion, visibly floating in the air at certain angles
  • Players can now get on top of the dumpster in the laundromat alley
  • Removed a clip brush impeding intentional design
  • The dumpster in the laundromat alley is on fire
  • The fire in the inner quarantine is now within the audible spectrum
  • Tweaked the nav mesh to reduce the chances of zombies getting stuck in certain locations

[h3]nmo_rockpit[/h3]
  • Added fade out distances to a lot of props
  • Fixed the surface fire particles sometimes appearing invisible
  • Fixed invalid brushes
  • Improved zombie navigation in the surface building
  • Other minor optimizations and fixes

[h3]nmo_toxteth / nmo_toxtethdark[/h3]
  • Tweaked clips

[h3]nmo_underground[/h3]
  • Added few props
  • Tweaked VPhysics clips

[h3]nms_arpley[/h3]
  • Reduced train damage to players to prevent an instant kill

[h3]nms_favela[/h3]
  • Added glowsticks to make it more clear where players need to extract
  • Replaced unusable ladder prop with a step ladder to prevent any confusion

[h3]nms_isolated[/h3]
  • Misc. tweaks

[h3]nms_laundry[/h3]
  • Added electric trap for zone A
  • Added few details
  • Added kerosine lamp to zone B
  • Changed ammo_min "0" parameter value to "10" on random spawners to prevent the spawning of "empty" ammoboxes
  • Misc. tweaks
  • Moved flamethrower from zone A to zone B

[h3]nms_midwest[/h3]
  • Added hurt trigger to train to prevent it being blocked and not letting other players to extract

If You Like... Left 4 Dead

What’s this? An entirely new genre, you say? Well, arguably that’s exactly what Valve presented to the public in 2008 with the original Left 4 Dead, and its superlative sequel the following year. But was it really a new genre?

Read the full article here: https://www.gamingonlinux.com/2023/05/if-you-like-left-4-dead