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May's REANIMATION+ (0.4.1) Update Preview

Responders - the next update to No More Room in Hell 2 is coming soon!

Our first ever Free Weekend (April 17-21) saw thousands of new players venture into Pottsville, Lewiston and Power Plant and we’ve been thrilled at the overall reception of the huge REANIMATION Update (0.4.0).

Next up around the corner is yet another monthly update for the game. After April’s big update and its two hotfixes, we are calling the May update simply Reanimation+ (0.4.1) and it’s just a few weeks away.

Compared to April, the May update will be smaller in terms of content and features, so we can better focus on balance, bug fixes, and help to stabilize the game ahead of much larger monthly updates to come.



May REANIMATION+ 0.4.1 update highlights


[h2]Bug-fix & Stability Focus[/h2]
Reanimation+ will include well over 100 bug fixes across a variety of game areas, making it one of our biggest fixing passes yet.

The 0.4.0 update and its hotfixes did include over 90 bug fixes, but as many new features (and two maps!) went live with the April update, so too did more bugs arrive to fix.

[h2]New weapon: Rochester X12 Super Shotgun[/h2]
The 12-gauge red devil, a fan favourite from NMRiH1, is back to blast the living daylights out of the undead. This semi-auto shotgun has a 5 round magazine and can use the following attachments: long gun flashlight, holo sight and combat optic.

[h2]New weapon: Gruber Mini Ranch Rifle[/h2]
A ranch rifle that has proven more than adequate for putting down pests of the undead variety, this semi-auto rifle uses 5.56mm ammo with a 10 round magazine. It can attach the rifle suppressor, long gun flashlight, holo sight, combat optic and hunting scope.

[h2]Many New Skills[/h2]
This update will include a large number of new character skills, plus the upgraded versions of each. This will considerably increase the size of the skill pool available to responders.

Some of examples of new skills:
“Resident Genes” - Heal whenever using pills
“Lucky Pathogen” - Take less damage while infected
“Doorbreaker” - Kicks deal more damage to doors and barricades

Expect many more skills too, along with all of their Ultimate upgraded variants.

A major balance pass is also coming with this update to all existing skills, which will make a big difference to how you choose to equip your responder’s skillset!

Top issues we’re addressing next and into the future


[h2]Difficulty Balancing[/h2]
We know that players want to feel like the odds are stacked against them, and to be fully immersed in the grounded, tense setting with challenging difficulty to match that fantasy. You want to feel like desperate survivors - like real people who are dealing with an active zombie apocalypse emergency.

Some overwhelming feedback from the playerbase after 0.4.0 was that this immersion was broken when zombie spawns felt illogical and overly aggressive.

For May’s 0.4.1 update we are aiming to balance zombie spawns to create better pacing in intensity and less sense of cheap deaths. These changes will only target Classic difficulty, not Hard or Nightmare.

We’re taking a careful approach to all of this so as not to drastically reduce the difficulty on Classic - this is still a game where feeling overwhelmed and fighting against the odds is core to the experience.

Not everything will be addressed or perfect for the May patch. We’re trying to make careful changes now so that we can work our way to the right game feel with community feedback. Sometimes changes won’t feel quite right, and that’s ok: iterating on balance and trying things out - then hearing what players think - is part of the purpose of our early access period.

[h2]Melee Balancing[/h2]
The REANIMATION Update came with some major changes to melee in the form of an entirely new combat system. This system has a lot of moving parts and we expect it to take a bit of time before everything feels just right. Melee combat balancing is also deeply tied into zombie spawn balancing, which means we’ll approach any changes carefully.

We’re aware of the feedback players have shared that some melee actions don’t always intuitively result in the realistic damage/interrupt/stagger results they’re expecting, as well as a clear “meta” emerging with the use of certain weapons and certain melee techniques.

While slight melee balance changes can be expected for the 0.4.1 update, we’ll be looking to continue to work on this with each update going forward with the help of community feedback to nail the right feel.

[h2]Progression and Loadout rewards[/h2]
We know that right now the rewards for surviving and extracting in some of the maps feel insufficient and we are looking to address this in Reanimation+ (0.4.1). We also know that players feel that Loadout credit (match-earned credit) costs are too high for items, and that not enough items are available to purchase, which we’re also looking to address in the next update.

[h2]Unfairly losing a permadeath character[/h2]
We know that a number of players are complaining about crashes, disconnections and/or in game bugs that make them lose their character. We’re aiming to prioritize stability while considering methods to smooth out how punishing it is to unfairly lose a character.

[h2]Improved Optimization and Performance[/h2]
Since early access launch last October there have been ongoing efforts to improve the game’s performance on a wider spread of hardware. The Free Weekend and feedback from players on the game’s optimization performance has accelerated these efforts, and we expect this to continue to be an ongoing process as we continue to smooth out performance.

[h2]More maps and content[/h2]
With the April update, we fulfilled the start of our pledge to introduce more urban settings into the game - with Lewiston and Pottsville giving players the opportunity to explore tighter, more claustrophobic classic zombie settings. We’re going to continue to deliver on your hopes for more town and city settings into the future.

With three maps now in the game, we know things are on the right track - and also know that players are always eager for more locations to explore. Naturally, we’re hard at work on the next maps for the game already and are excited to share more details in the future. And players won’t have to wait as long for the 4th map as they did for maps 2 and 3.

[h2]Onboarding new players[/h2]
While No More Room in Hell 2 is meant to be a challenging and intense survival experience, we’re aware (especially after the Free Weekend) that the current early access game does a poor job of teaching players its mechanics and strategies to survive. We’re therefore looking into much better ways of onboarding players in future updates.

[h2]We know you you still want to ‘Play it your way’[/h2]
We are still monitoring everyone’s feedback on having more agency over how to play and enjoy the game the way they like to, such as: making it easier to play with friends (we’ve since added private lobbies with custom options) and having more accessible options to leave a match without being punished (which we’re hoping to bring to players in the near future).

Our team is continuing to work on content, features and improvements all around for the game. Stay tuned for further roadmap updates as development progress during Early Access continues!

We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game through the menu, or in our Discord.

0.4.0.2 Hotfix Patchnotes

We’ve deployed a hotfix to address additional top issues - please make sure you have updated your game to be on the latest build.

You can report further issues through nmrih2.com/support, in-game, or in our Discord.

[h2]Patch Notes[/h2]

Gameplay
  • Reduced friendly fire on IED bomb

Stability and networking
  • Fixed a crash that occurred when clicking one of the arrows in the in-game roadmap
  • Fixed users getting stuck on a black screen on first boot

Free Weekend on NOW until April 21 (plus 20% off)



[previewyoutube][/previewyoutube]

No More Room in Hell 2's first ever Free Weekend is here!

Play the new REANIMATION Update that features:
🔹2 New Maps
🔹New Combat System
🔹Character Roster & Re-roll
🔹New weapons
🔹Weight-based radial inventory

Read the full patchnotes:
https://store.steampowered.com/news/app/292000/view/515206275424846711

Plus, a new hotfix came out earlier today with some fixes for the REANIMATION update.
https://store.steampowered.com/news/app/292000/view/515207543396499677?l=english

Enjoying the game? Get it for 20% off until next week!

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/292000/No_More_Room_in_Hell_2/

Note regarding the BLACK SCREEN ISSUE:
  • Players who are still experiencing a “black screen” on launch of No More Room in Hell 2:
  • Please alt-tab to close the program, and try verifying your Steam files (right click on the game app > Properties > Installed Files in Steam to do so). You can also try rebooting the game. Finally, you could try changing your Firewall settings.
  • We are continuing to investigate this issue.

0.4.0.1 Hotfix Patchnotes

Responders - coinciding with today’s Free Weekend (April 17-21) we’ve deployed a hotfix to address some of the top issues coming out of the REANIMATION Update (0.4.0) Tuesday release.

Please make sure you have updated your game to be on the latest build.

Note regarding the BLACK SCREEN ISSUE:
  • Players who are still experiencing a “black screen” on launch of No More Room in Hell 2:
  • Please alt-tab to close the program, and try verifying your Steam files (right click on the game app > Properties > Installed Files in Steam to do so). You can also try rebooting the game. Finally, you could try changing your Firewall settings.
  • We are continuing to investigate this issue.


We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game, or in our Discord.

[h2]Patch Notes[/h2]

Combat We expect the below changes to have a significant impact on gameplay difficulty and combat balance, while retaining the vision of a challenging survival horror experience - let us know your feedback!
  • Implemented fixes to interrupts and hit reaction intensity animations not playing
    • Interrupts are when zombies can be interrupted from attacking if you hit them with enough stability damage; blunt weapons do more stability damage than sharp weapons.
  • Shove (default “F” key) changes:
    • Increased shove stability damage so it interrupts zombie attacks
    • Changed shove to always do 20 stability damage (up from 15)
    • Shove recovery extended from 0.15s to 0.6s
    • Shoves can no longer combo into more shoves until the animation is complete
    • Reduced shove stability damage when out of stamina
  • Reductions made to quick attack (right or left clicks) stability damage
    • Gameplay note: the first quick attack will flinch zombies, but not interrupt them. Comboing with further attacks will increase stability damage. Shoving or kicking can also be used to stop the zombie in its tracks.
Audio
  • Addressed VOIP bug that caused chat to get dropped
Stability and networking
  • Fixed a crash that occurred when using the Loadout system
  • Partial fix to reduce likelihood of users getting stuck on a black screen on boot
  • Fixed players getting stuck in "Match ready" status
  • Increased replication rate for spectate mode, will provide a smoother experience while spectating

April's REANIMATION Update is Out Now!



Welcome to REANIMATION (Update 0.4.0), our largest content update since Early Access launch!

New maps, new combat, new zombies, new inventory - it’s all here in our April Reanimation Update. We’re excited for all the changes coming in, and without further ado, let’s dive into REANIMATION!

Reanimation Cinematic Trailer:
[previewyoutube][/previewyoutube]

Update Overview Trailer:
[previewyoutube][/previewyoutube]

[h2]New Maps[/h2]

We’re excited to debut Pottsville and Lewiston; new, tighter, more urban maps that will create heart-pounding moments as players check around every corner to make sure they do not get trapped in an inescapable alley with zombies closing in.

[h3]Pottsville[/h3]
Fog stirs around your feet as you creep slowly towards the town limits. A morning silence broken only by the moans of zombies greet you as you make your way to the first neighbourhood, before the crackle of your radio alerts you to a call from the CRC - you are here to verify the reports of civilians sheltering in Pottsville, and if true, figure out the next steps to save them.

Pottsville is a rural small town where Responders will be looking to rescue civilians. You’ll start at the outskirts and explore the neighbourhoods, following leads from the CRC through the streets and alleys that could lead you to the Pottsville Bank, where some survivors attempted to access parts of the bank usually more secured; or to City Hall, where we’re sure the mayor and their staff must have made it out…

Responders will spawn separately into the Pottsville map and should eventually make their way to the formerly bustling downtown square, now empty save for the living dead that have no interest in the decorations or landscaping. Find your way to the community center, and learn the fate of Pottsville’s population along the way.

Randomized houses with different locations for your objectives brings new exploration with each playthrough of Pottsville, along with the introduction of a new minigame - Responders will need to align the radio to the correct wavelength.



[h3]Lewiston[/h3]
Calling all Responders! The CRC has been called in to assist in Lewiston, Maine. The local CRC Team leader, Waldo, asked us to come out his way to lend a hand. Like many in the CRC, he didn’t expect to have to step up for a zombie uprising, and is feeling a little… overwhelmed, so we’ll be sending you in, but you’ll have to find your own way out - by boat or by train.

Lewiston is our surprise third map, as revealed during our Reanimation Announcement on April 8th!

We are thrilled to bring you to Maine, with 2 new types of extractions, randomized stores to explore, and a sunset over the small town giving everything, even the dead, a glow-up. Spawn together with up to 4 other Responders, try to find the rest of your group, and explore Lewiston. Make sure to check if you have overdue books at the Library, or if there are supplies left at the Pawn Shop. Keep an eye on the gathering shadows, watching for any movement in the autumn sunset.



Matchmaking Note - we’ll be adjusting the prevalence of how often each map appears, without the need for game updates to do so. Currently we’ll be weighting the matchmaking percentages more towards letting players experience the two new maps Lewiston and Pottsville more than Power Plant. As always we will listen to community feedback to inform us. Let us know which map is your favourite!

[h2]Character Roster[/h2]

Players will have 3 character slots, and can select 3 different Responders to fill them. Each can have their own loadouts, character levels, and skills. You’ll be able to decide the difficulty of the match you want to play by selecting the Responder with the character level to match.

Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.

Set up your favorite character build and loadout, and keep them ready for your sessions.

[h2]Character Reroll[/h2]

Players will be able to spend match-earned credits to reroll the character selection when creating a new Responder. This will reroll all 3 of the options available.

We’re open to hearing feedback about the amount of credits spent for the reroll, and can adjust this without needing to patch the game, so please share that feedback with us regularly in the Discord!

[h2]Radial Inventory[/h2]

The memorable NMRiH1-style Radial Inventory is back!

This weight-based style of inventory is easier to use dynamically in combat.

Weights are reflected in the size of each "slice" of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more "weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.

You can set up a quick slot by highlighting over an item and pressing a number key (1-9).

Instead of the number of items counting against your inventory, all items will have a weight value that will affect your inventory. This is still being tuned, so please be sure to give feedback, either through our in-game menu or in our Discord.

[h2]Combat 2.0[/h2]

We’ve talked about Combat 2.0 on our Livestream [Insert Link], and we are excited to get it into the hands of our Responders. How you combine your attacks and actions with those of other Responders will be more rewarding, and, we hope, lead to more cooperation between players.

Combat 2.0 will feature:
  • Directional Melee - Left or Right attacks with a melee weapon depending on the left or right input..
  • Strong Attacks - if you repeat the input, the 2nd attack will be stronger. For example, if you repeat a left left attack, the 2nd attack will be the stronger one.
  • Charged Attacks - hold your attack. It will hold the animation, and when you release it, you will deal a massive blow. There will be a difference between a Slashing attack, and a Bludgeoning attack. Try out the different attacks, and let us know which you decide to use.
  • Kick and Shove - both will have a different use in your attacks. Kick, performed by holding the "shove" key, will be an extension of your combo to move zombies. Use it alongside your fellow Responders' attacks to direct and knock down zombies. Shove is usually to be combined with your other attacks to create a combo.


As part of Combat 2.0, weapons have gotten a rebalancing. Slashing and Bludgeoning style weapons will have different purposes. Body shots and headshots will have a different response, depending on the weapons.

Stamina has been rebalanced, and your ‘out-of-stamina’ state will be harsher - Responders will deal less damage and less impact when dealing blows.

Let us know of your experience with Combat 2.0 in the Discord!

[h2]Zombie Variants[/h2]

There are new zombies coming in with the new maps, including Riot Police and Construction Zombies.

We advise Responders to approach with caution and strategy, as both have helmets protecting them from headshots. Riot Police will have body armor to protect them from firearms, and some may also have a shield, protecting their body from attacks, so use your directional melee to deal damage.
You can also run into zombie police officers and even zombie chefs - who are looking to make you their next finely prepared meal.

Along with the new zombie types, there we have made improvements to the Shambler type such as the ability to walk around, summon zombies to help them after a few screams, and release a gas cloud that will increase the infection rate of a zombie in the cloud - plus, the cloud also has a chance to infect players itself. We have also added new styles to the Runner type of zombies. Our ‘Red Eyes’ zombies have also gotten an adjustment. No longer will they have red eyes coming out of the darkness - they’ll have an ‘eyeshine’ to them instead. More dead-like. They also can take damage regularly, instead of relying exclusively on headshots. The CRC does recommend still aiming for them first however - a ‘Prime’ state alters the zombies it affects, giving them more health and higher damage.

[h2]Notable Additions:[/h2]
  • New Weapons:
    • Cleaver
      • Quick and sharp, one-handed bladed weapon
  • Tree Trimmer
    • Two-handed bladed weapon
    • Extended reach, great for removing limbs
  • New Scopes
    • Hunting Scope - Long range rifle scope
    • Combat Optic - military grade, medium range holographic sight
  • Performance Fixes
    • Lighting Optimization
  • Improved Hit Reaction Animations
  • In-Game Early Access Roadmap
  • Loading Screen Tips (with some community suggestions!)
  • Improved Loot Spawning
  • Spawning of items is more dynamic, less predictable
  • Matchmaking with Multiple Maps
    • Map selector available on Private Matches
  • A skill pool that will display all available skills that could be randomly generated for the player at their current level
  • New audio mixing options and sliders
  • Added support for DLSS 4 with Multi Frame Generation
  • Zombie spawning improvements
    • A new spawning system that should improve zombie density and scarcity for better gameplay pacing

[h2]Balance[/h2]
  • Difficulty tweaks


[h2]Bug Fixes[/h2]
  • [h3]Animations[/h3]
    • Zombie animation will not retrigger when in a knocked down state
    • Zombie Runner will move more smoothly while investigating
    • Pushing zombies during climbing animation will cause the proper falling animation
    • Shooting firearms while sprinting will have a proper first shot animation
    • Disconnect panels will trigger lever animation when interacted with
  • [h3]Appearance[/h3]
    • Rocks with moss will not appear pixelated
    • Ground textures will appear more detailed and take less time to stream in when the player is moving
    • Player hand will no longer disappear when crouching with all firearms
  • [h3]Audio[/h3]
    • Added Power Plant Finale music during the final objectives
    • Rebar shove metal SFX will play correctly
    • Auto VO will not trigger twice for fuse panel objectives
    • Roje female VO wheel lines will be louder when triggered in battle state
    • Ammo collection VO has been turned up for Roje male and female
    • Player downed UX audio is louder
    • Radio VO will trigger after extraction for success, partial, or failure
    • Radio VO will trigger when all Responders die
    • Radio VO lines will no longer reference mission success when the mission was failed
    • Locked wire fence gates will play rattle SFX when interacted with
    • Fixed cases where music would not trigger depending on load-in order of responders
    • Improved Melee Impact Sounds
    • Fixed an issue where sounds (particularly zombies) would be inconsistently occluded when there is a wall between them and the player
    • Added meta pickup sounds to objective items
    • Improved presence of audio jumpscares
    • Fixed an issue where reverb was not always applying consistently in interior spaces
    • Sources inside a reverb space will now have reverb applied correctly for the listener irrespective of the listener’s location
    • Slightly increased shambler shriek distance
    • Shamblers now have 2 warm-up shrieks before the third more intense shriek
    • Fix for cases when meleeing or shooting a zombie through an opening would be missing sounds
  • [h3]Environment[/h3]
    • Barricades will no longer float on windows
    • Small shrubs to the south of Hospital POI no longer have player collision
    • Player is no longer able to be attacked through stash room doors
    • Floating wire will be absent near Farmhouse
    • Placeholder door removed from Substation
    • Player will no longer be able to enter a one-way area and get stuck at Substation
    • Player will no longer be able to bypass Substation entrance and softlock self inside Power Plant
    • Players will no longer be blocked in at the space between fuel tanks at the Substation Entrance
    • Floating cones no longer present near Ranger Station
    • Floating loot no longer present at Field Hospital washrooms
    • Floating items on the road between sawmill, radio station and ranger station have been pushed back down and will stop floating
    • Small metal piece clipping through Sluice Gate control monitor removed
  • [h3]Gameplay[/h3]
    • Bar - Wiring minigame can no longer be completed and Stash accessed without doing any prior objectives
    • Fixed explosives occasionally not dealing damage to players. They should be consistent now and deal full damage to the throwing player and reduced damage to other players
    • Improved weapon spreads for all firearms
    • Reworked melee trace functionality to be more reliable
    • Increased grenade throw speed by 100%
    • Bladed weapons and blunt weapons have been rebalanced to deal more damage to world objects such as barricades and doors. Bladed weapons are more efficient at breaking barricades and wood doors. Blunt weapons are more efficient at breaking metal doors
  • Localization
    • Description of Skilled Medic Expert has been corrected
  • [h3]Server/Client[/h3]
    • Resolved a variety of crashes
    • Resolved a situation where the interactable state could become desynced between clients and servers
    • Deployed new client module (on 3/31) to improve Easy Anti-Cheat compatibility, which should help to resolve crashes
  • [h3]UI[/h3]
    • MP5 Magazine had clipping bullets and has been adjusted
    • Nightmare levels will be set properly in the scoreboard
    • "Firearms" loadout category is properly renamed
    • Stamina bar and Interaction prompt visibility settings are no longer locked on Nightmare mode
    • The typo in "Needs Condenser" has been fixed
    • Revive Syringe Description is now accurate
    • Destroying a door after opening it no longer disables the interaction UI
    • Shoving without any weapon equipped will no longer trigger the Heavy Attack hint prompt to show up
    • New character will show up immediately in the character tab when quitting to main menu
    • Opening the inventory while moving will no longer cause a player position jitter
  • [h3]User Experience[/h3]
    • Player movement will continue when the mouse stops focusing an inventory item
    • Alarm box will turn green and replicate for players who do not interact with it after being disabled
    • Switching to flashlight while holding 2 handed weapons will replicate to other clients.
    • Truck near field hospital now has an interaction

  • [h3]Weapons[/h3]
    • Rochester 1873 will animate when dropped
    • Scope attachments no longer clip into screen when shooting with the 590A1 Shotgun
    • Rifle suppressor on the Rochester 1873 in will no longer move when shooting
    • Holographic sight will not pop from vision when shooting with the Rochester 1873
    • Fire rate on m1911 Handgun fixed; it should be comparable to m9a1 fire speed now
    • Attachments on spawned weapons now have glint
    • Weapon will not clip into the bed at Lookout Tower stash room
    • Deprecated UI no longer appears when picking up the M7A1 rifle or MP5 for the first time
    • Weapons will not pop out and become misaligned in 3pp animation when switching weapons
  • [h3]Zombies[/h3]
    • Zombies will not suddenly rise again/’pop up’ if shot on the ground before dying
    • Zombies will have no difficulties in navigating through a rooftop area at Stacker Reclaimer - watch your backs Responders
    • Flame particle effect is accurate when shambler is on fire
    • Runners will move normally during start and stop roam states and not slide on invisible ice
    • Player zombies will not repeat their attack VO in quick succession
    • Zombies bodies will not twitch or pop up after dying - if they are still twitching or popping up, do better at double tapping.
    • Shamblers will now react and scream when noticing a Responder. Try to not be noticed.
    • Zombies long sleeve mesh will not twist when transitioning into idle animation
    • Zombies will only attack barricaded doors if provoked. The CRC suggests not provoking them.


[h2]Known Major Issues[/h2]
Note: as this is Early Access, our title is in active development and bugs are to be expected. We have listed some known issues that we expect many players to encounter, however:
  • Rarely, players may encounter a black screen on launch. Follow these steps to try to resolve this problem.
  • In Spectator mode, when changing player perspective, parts of the map will be slow to fully load in
  • In Spectator mode, incorrect first-person character animations may occasionally be seen, such as a looped hand wave motion.
  • In Spectator mode, players may see inconsistent movement / warping from other players
  • Lewiston - Responder may spawn A-posing until the flashlight and weapons load in
  • Doors may appear to be broken but not allow the player through when kicked down or destroyed by zombies, which can typically be fixed by kicking again
  • Sometimes the death takeover screen will take up to 20 or 30 seconds to clear and transition to Spectator mode
  • Zombies sometimes don't make noise until they attack or get hit
  • Rarely, Responders’ haircuts may stretch out



We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game through the menu, or in our Discord