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Roadmap Update - The Road Ahead to our HUGE April Update

February's Nightmare Update has been out for just over a week, and with it came an update to our in-game roadmap.

Today we’re very excited to reveal our brand new “Road to April” roadmap! Internally we’ve had April marked on our calendars for months as an update that will completely revamp No More Room in Hell 2. This updated roadmap also reveals a lot of what’s to come in our March update, which is smaller than Nightmare or Reanimation, but features our first iteration of in-game earned credits, loadouts, two new weapons, tuning to make infection more prominent, and more.



We fully understand players’ need for more content, and our team is working tirelessly to deliver. We also feel that it’s important to showcase the work that’s already been done. Game development is extremely difficult, but throughout multiple challenges since Early Acccess launch we’ve been able to launch updates every month, with big features and improvements including:
  • Infection
  • Self Sacrifice
  • Calibre-based Ammo Rework
  • Weapon Attachments
  • Nightmare Mode
  • Making our first map Power Plant deeper and more replayable
  • Private Lobbies
  • Hundreds and hundreds of bug fixes

[h2]Coming April - REANIMATION Update[/h2]

[h3]April's update (0.4.0) will be one of the biggest game updates our studio has ever put together.[/h3]

Our road-to-April roadmap (above) showcases just a portion of new features and improvements coming to NMRIH2 in the near future. With April rapidly approaching we plan on giving you many more details on the full feature list in the near future, so stay tuned!

Our April update, Reanimation, is built to do just that. Reanimation is intended to create a moment where we can showcase to the world the growth that the game has seen since our October launch. With a scope similar to our October release, the game will take a giant leap towards our 1.0 intentions for No More Room in Hell 2.

[h3]Combat 2.0[/h3]

[previewyoutube][/previewyoutube]
A lot of different factors went into the creation of our original combat system, introduced with NMRiH2’s early access launch. We tried to answer a lot of questions like: as the studio behind Chivalry, how do we use our melee learnings without making it feel too similar to a very different game? How would an untrained combatant go about melee combat with a horde of living dead? How do we make it fun? While some aspects of it worked, we realize that players aren’t happy with the current iteration, and we’re looking to make some big changes to the overall combat in NMRiH2.

“Combat 2.0 is more than an upgrade to our combat system, it’s a fundamental change in our holistic approach. Our launch combat system was streamlined into a simpler version of its former self. Attacks currently feel heavy, they could control every aspect of the encounter without forcing players to think about their resources and weapon selection, this contributed to a feeling of similarity in each encounter.

With Combat 2.0 we have 3 primary focuses:
  • Moving away from single action importance, and bringing back the idea of stacking actions and cooperativeness
  • Reframe our current weapons to be more clearly defined and different, offering more variables in combat
  • Stamina matters, a skilled player can possibly survive alone, but teamwork is fundamental in melee combat

These focuses have helped us build an updated combat system that allows players to express themselves more in combat. With Combat 2.0, weapons will be more clearly defined, you’ll have more ways to engage an enemy, stamina rebalancing will make certain weapons more efficient and others less so, and additive hit reactions will make combat feel more visceral.

Introducing these changes will push No More Room in Hell 2 to a slower-paced combat, one where a player should think harder before engaging, and question if it's worth the danger, bringing it closer to the original NMRIH.

"The match is a marathon, not a sprint and you should not want to be alone"’”
  • Nicolas Lince (Bomberclaw) - Senior Game Designer

Taking a ton of inspiration from the combat system present in the game before 2024, and originally on the roadmap as “melee rework”, our team has taken this opportunity to look into all forms of combat. We want players to feel like their choices matter, they have more agency and tools in the way they approach combat, and have a more exciting and fun time while battling against the horde.

Combat 2.0 is coming this April.

[h2]Map 2[/h2]
New Map: Pottsville

We're excited to share more details soon about No More Room in Hell 2's second map, Pottsville - which is confirmed to be arriving in the April REANIMATION Update.

Back in January we showed off some concept art of Pottsville, which we'll share here again in case you missed it:

Stay tuned for the first screenshots of Pottsville, a brand new map that takes influence from older, more urban NMRIH maps, in the near future.

[h2]Map 3[/h2]
In development: Waldoboro



Keen followers of No More Room in Hell 2 before the Lever games acquisition will recognize the name Waldoboro, as it was a map in early development at the time!



"Waldoboro is a non-linear claustrophobic urban experience, with two new ways to extract. Players find themselves responding to a cry for help from the state of Maine's CRC borough. Traverse a number of randomly chosen locations to secure the safety of any remaining survivors in the city!
We wanted Waldoboro to visually look and feel different from our other maps. The tops of buildings glow orange from the early morning sun cutting through cold fog. Even though its morning players will still need their flashlights, especially when heading into dark buildings or underground catacombs. I'm excited to show this map off more in the near future!"
  • Jonathan Wiley (Cenelder) - Associate Art Director


There’s been a lot of conversation within the community about legacy maps, and our team wants to take this opportunity to resurrect one and see how the community engages with it. Huge amounts of work have already been put in by our Level Design and Environment Art teams, and we’re excited to say that Waldoboro is also being tested internally. Waldoboro is a working title, its official name will be updated closer to release.

If you want to join in on the discussion, please join our Discord. You can also leave feedback in-game, or at NMRIH2.com/support.