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No More Room in Hell 2 News

Preview - Reanimation ++ Update (0.4.2), coming June 17!

[p]Hello Responders! [/p][p]Earlier this month we announced at the PC Game Showcase that our fourth map, Broadway, will be coming to NMRiH2 in July. Before we make our way to the Big Apple we have one more stop, with the Reanimation++ Update. In our upcoming June patch we’re introducing Early Individual Extraction, a zombie downed state modifier, a new weapon, new ammo type, and more![/p][p][/p][h2]Early Individual Extraction[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Surviving in No More Room in Hell 2 requires teamwork, and losing teammates can have dire consequences for your Permadeath characters. Early Individual Extraction gives you a new survival strategy when the cards start to heavily stack against you. [/p][p][/p][p]When your team size shrinks to 3 players, extraction sites will open throughout the map, giving players the option to give up on their mission and extract via one of these alternate locations. Once opened, players can decide to use the extraction sites solo or with allies.[/p][p][/p][p]Players who use these sites will be required to forfeit their supplies and gain no character XP, and will not earn character stats from the match, but will earn the appropriate account XP from completing objectives. Most importantly, players' characters will survive to fight another day.[/p][p][/p][h2]New Weapon and Ammo Type[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Reanimation++ will also feature a new ammunition type, as .22 cartridges are introduced to the game. .22 is an extremely light ammunition type that's traditionally used for hunting small game. Our first .22 weapon, the Gruber 922 semi-automatic rifle won’t take down an elephant, but it will act as a useful tool against the horde.[/p][p][/p][h2]Zombie Weakened State[/h2][p][/p][p]Our combat meta has evolved a lot over the past few months, and we’re still making tweaks to balance melee combat. Since our Combat 2.0 overhaul in our Reanimation update, we found that players have been using slashing weapons much more frequently, and we wanted to add a damage modifier that makes blunt weapons more appealing.[/p][p][/p][p]With the launch of 0.4.2 zombies that have been knocked onto the ground will take a high amount of bonus damage. This change gives players a new combat strategy to engage with, and might empower players to use blunt weapons with knockdown capabilities.[/p][p]We’re excited to see what impact this has on the meta and see if players adjust their combat playstyle. Show us what you can do when you find a Sledgehammer![/p][p][/p][h2]Bugfixes and More![/h2][p][/p][p]Reanimation++ will also come with a hefty amount of bug fixes & optimization, with a specific focus on match connection, squad disbanding issues, and map exploits. Stay tuned for full patch notes, coming June 17th with the launch of 0.4.2! 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.[/p][p][/p]

Coming July - Broadway

[p]Hello Responders!

Today, during the PC Gaming Show we revealed that No More Room in Hell 2’s fourth map, Broadway, will be coming to the game in July. Keen eyes might have also spotted other features coming to the game this Summer: a Tutorial Gym, Early Individual Extraction, Casual Difficulty with Respawn, Difficulty Preference and Customization.[/p][p][/p][previewyoutube][/previewyoutube][p]

[/p][h3]Broadway

[/h3][p]We’re so excited to introduce our first fully urban map to NMRiH2, a once lively and energetic area of New York that’s been transformed into a sprawling hellscape by the living dead. Set in Queens, our team has taken years to try and get this corner of the Big Apple just right, then turn it into something sinister.
[/p][p]This map takes place around the intersection of Broadway and Roosevelt in Queens; it has the iconic raised train bridge, a beautiful art deco transit station, and busy streets full of vendors and busy city life. We really tried to recreate the feeling of the city, and there are a lot of recognizable landmarks to look out for!  Our art team had the fun challenge of layering elements of a years long city wide quarantine, on top of a newly emerged zombie threat with incredible attention to detail.  I hope you all enjoy struggling together on our newest map![/p]
  • [p]Cenelder - Associate Art Director[/p]
[p]
[/p][p]Broadway (technically the third iteration of the map after NMRIH1’s two versions) should trigger players' nostalgia for the original No More Room in Hell, and also live up to their new expectations with the sequel.
[/p][p]Welcome to the third installment of Broadway, One of the main features I aimed to capture with Broadway 3 is the essence of the original two maps with their tight, night-gritty layouts and close quarters combat, along with a modern touch of NMRIH2 mixed in to truly capture the atmosphere that Broadway was always intended to have. The layout is roughly based on a mixture of the original maps, with the goal of retaining as many iconic locations as possible whilst also introducing some fresh new ones. I am truly proud of how this map has turned out from its initial design and vision. The Broadway series has come a long way since the original map, I hope you all enjoy it [/p]
  • [p]nay0r - Level Designer[/p]
[p] [/p][p]We don’t want to give away too much just yet, stay tuned for more Broadway details and exciting news about our upcoming large July patch.
[/p][h3]
Customization, Casual Difficulty and more![/h3][p][/p][p]We’re also eager to share that along with Broadway, a Tutorial Gym, Early Individual Extraction, Casual Difficulty with a Respawn system, Difficulty Preference, Customization will be making its way into No More Room in Hell 2 this summer. [/p][p][/p][p]Our vision for No More Room in Hell 2 has always included customization, but some hard decisions had to be made leading up to our launch into Early Access. Very quickly after EA launch we realized the large scope of work that we had on our plate, and those realities pushed customization out of planning for a long period of time.[/p][p] [/p][p]That reality doesn’t diminish the importance of customization in a game like No More Room in Hell 2. The hardcore nature of the game, and severity of permadeath requires players to regularly reroll characters, and the lack of customization can really negatively impact your feeling of immersion in our apocalyptic world.[/p][p] [/p][p]Now, with months of updates under our belt, we feel it’s the right time to give customization the development time it needs and bring it to NMRiH2. Starting this summer Players will be able to earn items via play during Early Access and better express themselves with hundreds of possible combinations. Customization will initially ship with a smaller catalogue of items that will grow over time.[/p][p][/p][p]That's all we have to share today, but stay tuned for news on our upcoming June update, and more updates on what Players should expect this summer!  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.[/p][p]

[/p]

Co-op zombie shooter No More Room in Hell 2 is bringing back the fan-favorite Broadway map to kick off its summer of updates




During today's PC Gaming Show 2025, Chivalry developer Torn Banner Studios brought us a look at what's in the near future for No More Room in Hell 2, its early access co-op shooter. In a trailer positively stuffed with the shambling hordes of the wakened dead, Torn Banner promised a series of summer updates—including a successor to a fan-favorite map...
Read more.

Summer Roadmap Update

Hello Responders,

Reanimation+ has been out for just over a week, and it’s prime time that we set our eyes to the summer. Reanimation saw over 300,000 players hop into No More Room in Hell 2, and last week's update worked to fix over 150 bugs that players encountered.

Our team is already deep in development on a large number of features that progress us towards our 1.0 launch. With the help of a giant amount of community feedback during our Reanimation launch and free weekend we’ve adjusted our plans to also include potential answers to some of your biggest concerns. While we’re not ready to put all of these answers on a monthly roadmap just yet, we’re confident that they will be coming to players in the summer of 2025, along with plenty of other features that will be revealed in the coming months.



[h2]Community Lead Features:[/h2]

Community Concern - Losing my permadeath character because of server disconnections or game crashes is extremely frustrating.
Summer 2025 Solution - Match Reconnect:
There’s no way to dance around this one, it’s down right infuriating to lose a permadeath character due to no fault of your own. We’re always striving to lower the number of game crashes, and server disconnections, but they will happen. This one has been on our planning boards for a while, and we think we have a solution in the works that should give players the agency to get back into the fight and keep your character alive.

Community Concern - I’m 2 minutes into a match and my entire team is already dead, the fight ahead feels hopeless.
Summer 2025 Solution - Early Individual Extraction:
NMR2 relies heavily on teamwork, and we’ve all been in a match that’s next to impossible because early on you realize all of your allies have fallen to the horde. While forcing you to sacrifice almost all of your rewards, Early Individual Extraction will give you a new exit scenario that gives your permadeath character a chance at living to fight another day.

Community Concern - The game's not feeling challenging, but frustratingly difficult.
Summer 2025 Solution - Difficulty Preference & New Casual Difficulty with Respawn:
Another glaring issue with NMR2 in its current state is that it can be far too difficult for new players, or not hard enough for our hardcore player base. Difficulty Preference will also come with a reorganization of our difficulty tiers, and a new, casual difficulty with respawn. Built in the spirit of the first game’s casual difficulty, the new difficulty tier will give players avenues to respawn their teammates at checkpoints on the map, but Permadeath will still need to be taken seriously. In its current iteration Difficulty Preference will allow you to highlight your preference that matchmaking takes into account, as we want to balance your preferred difficulty with getting you into a match quickly.

Community Concern - How am I supposed to learn how to play?
Summer 2025 Solution - Tutorial Gym:
Along with Difficulty Preference we want to give our new players a stronger onboarding process. Our new tutorial gym will give new players a safer place to engage with the game, and veterans an area to hone their combat skills. This should all better prepare players for the fight ahead as more capable teammates that you can trust covering your six.

[h2]Map 4[/h2]
New Map: ???
We are very excited to announce that a new map will be coming in the summer season, stay tuned for more details earlier than you might expect.


This is just a first glimpse at what’s to come in Summer 2025, stay tuned to our socials and on Discord for all No More Room in Hell 2 news.

May's REANIMATION+ Update - Out Now!



[previewyoutube][/previewyoutube]

Hello again, Responders!

May’s REANIMATION+ Update (0.4.1) is now available, following up from April’s big REANIMATION update and its two hotfixes. With over 150 bug fixes, REANIMATION+ is our largest 'game health' update so far during Early Access.

Compared to April, the May update is smaller in terms of content and features, with a focus on balancing, bug fixes and game stability -- but still includes some new content to play with.

Stay tuned for our next roadmap update in the near future or read our last blogpost to hear about our next intentions for No More Room in Hell 2. Look forward to more monthly updates in June, July and beyond as we continue on the road of Early Access.

[h2]0.4.1 update highlights[/h2]

[h3]New weapon: Rochester X12 Super Shotgun[/h3]


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.

[h3]New weapon: Gruber Mini Ranch Rifle[/h3]

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.

[h3]New feature: Weapon Fire Mode[/h3]
[previewyoutube][/previewyoutube]
We’re adding fire modes ‘single’ or ‘full-auto’ to a limited set of weapons where this can apply - for now it’ll be a very small pool, but look for more weapons into the future that will support this feature.

M7A1 Rifle and MP5 will have Semi-auto and Automatic options

[h3]15 New Skills[/h3]

This update includes 15 new character skills, plus the upgraded versions of each. This doubles 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!

In the future we’ll also introduce a credit-spend re-roll to character skills.

[h3]Bug-fix & Stability Focus[/h3]
Reanimation+ includes over 150 bug fixes across a variety of game areas - making it the biggest bug fixing update for the game so far. As this is still early access, live bugs are to be expected (see examples in Known Major Issues below) but please help to report any issues you see directly to nmrih2.com/support.


[h2]Balance[/h2]
A large number of balance changes have been made to create a better paced difficulty experience. This includes change to zombie spawns, more generous barricade capacity, and many combat changes. Plus, more generous XP rewards and an overhaul of Loadout prices and offerings.

[h3]Zombie Spawns[/h3]
  • Maximum zombie spawn rates on Classic decreased
  • Zombies spawn a bit further away from players
  • Killing zombies should slow down zombie spawn rate for longer (not applied to Nightmare difficulty)
  • More zombie spawn points were added to the Power Plant Control Center

[h3]Barricades[/h3]
  • Barricades weigh 40% less
  • Barricade stacks award 10 planks, instead of 5
  • Barricading speed is now tripled with the nailer, instead of doubled
  • Barricades now have the same wood appearance whether single or in stacks, and look less "post apocalyptic"

[h3]Melee Attacks[/h3]
  • Quick attacks with slashing weapons take more hits to dismember zombies. Hold the input and aim your attack if you want to see those legs go flying!
  • Zombies nearer to the edge of the screen are less likely to get dismembered – aim carefully! This should prevent slashing weapons from being able to dismember large crowds of zombies at once
  • Two-handed blunt weapons should be able to consistently stagger zombies, if you hit them early enough in their windup. Trading hits if you swing too late is still possible
  • Reminder: in Hotfix 0.4.0.1 we increased shove stability damage values so that you can now shove to interrupt zombie attacks before they land.

[h3]Maps[/h3]
  • Only two of three bodies are required in each neighbourhood in Pottsville
  • The sound system in the Community Center on Pottsville can fail, requiring responders to stay in the area! Hold down the gym!
  • Map objectives now award more account experience points

[h3]Items[/h3]
  • Shotgun shell weight was reduced to be more in line with other ammo types
  • More Supply Items should be available in Lewiston
  • More Healing items should be available in Pottsville
  • Loadout item prices (using match-earned credits) have been balanced, and many more offerings have been added to the Loadout pool

[h3]Zombies[/h3]
  • Zombie attack and lunge sounds are now clearer
  • Crawler attack range was increased



[h2]Bug Fixes[/h2]

[h3]Animation[/h3]
  • Responder animations in combat should be smoother when other players are in poor network conditions
  • Fixed an issue where responders kicking might be seen by other players as shoving
  • Fixed clipping issues on one of the Responder denim jackets
  • Fixed clipping issues on the Riot Police zombie outfit

[h3]Audio[/h3]
  • Lots of menu sounds have been added
  • Push-to-Talk is now the default option for voice chat
  • Voice chat is audible much more consistently during a match and should not cut out randomly
  • Voice chat from other players outside the allowed range should not be randomly audible any more
  • Fixed an issue where players would transmit voice chat in a squad when the game is launched with voice chat disabled
  • Zombie footsteps and vocalizations while approaching from behind the player should be easier to hear
  • Fixed an issue where the Radio Station broadcast in Power Plant would not play
  • Fixed an issue where pickup voice lines would play when the player’s inventory was full
  • Fixed an issue where picking up a suppressed gun would apply the suppression effect to other weapons
  • Environmental animals should now play audio appropriately
  • All wooden staircases should play footstep sounds appropriately
  • Van doors play a SFX when opened now
  • Shooting zombies through windows should now play appropriate hit reaction sound effects
  • Zombies killed with dismembered limbs should play the proper death sounds
  • Self Sacrifice music no longer overlaps with non-diagetic music
  • Responders who have turned should once again be using their zombified voices
  • Community centre music will now play consistently if player enters community centre area late
  • Powerplant finale music has been brought more in line with other music volume levels
  • Pottsville gauntlet music has been brought more in line with other music volume levels
  • Improved bussing consistency for ambient sounds that weren’t properly attached to the ambience slider

[h3]Environment[/h3]
  • Responders should not get stuck after vaulting or being grabbed in many locations
  • Responders should not be able to vault up steep staircases any more
  • Responders should not be able to clip into the ground by vaulting into a ladder
  • Fixed some areas in the Power Plant where Responders could get stuck
  • Blocked some windows in Lewiston where the player could walk through unintentionally
  • Fixed an issue in Lewiston where responders could get stuck after vaulting into a chair
  • Responders should be prevented from falling outside of the Filtration area in Power Plant
  • Responders should not be able to get stuck in the construction site next to the Community Center in Pottsville
  • Removed overlapping doors in a building near the Bar in Power Plant
  • Fixed a location where zombies could get stuck in the Funeral Home in Lewiston
  • Responders should not be able to get stuck inside a container in the Boathouse in Lewiston
  • Fixed an issue where zombies would only vault over windows in one direction in the Library in Lewiston
  • Responders should be able to walk through open windows in the Food Storage building in Lewiston
  • Removed a placeholder item in the Funeral Home in Lewiston
  • Fixed some textures in the Farmhouse in Power Plant
  • Fixed an issue where responders could get stuck vaulting into a forklift in the HQ in Power Plant
  • Fixed an issue where responders could get stuck vaulting over a pallet in the south-east section of Lewiston
  • Fixed a spot in the Morgue in Lewiston where zombies could walk through a wall
  • Fixed a spot in the Food Storage building in Lewiston where responders could get stuck
  • The TVs no longer glow through the walls of houses in Pottsville
  • Fixed various locations where loot would spawn clipping inside of environment objects, and potentially be unable to be picked up, in Power Plant, Lewiston, and Pottsville
  • Fixed some issues on Lewiston where buildings would pop out of existence while walking around on certain graphics settings
  • Fixed some textures in the entrances to the Catacombs on Lewiston
  • The assembled boat pump is no longer present in the Boathouse in Lewiston before the objective is started
  • Prevented responders from escaping the map from certain locations in Lewiston
  • Fixed a spot where two explosive barrels spawned on top of each other in Pottsville
  • Fixed collisions so that it is easier to shoot zombies around the train in Lewiston
  • Removed a floating white box on a road in Power Plant
  • Fixed a clipping padlock in the Power Plant
  • Fixed some awkward collision in the Cooling Tower in the Power Plant
  • Fixed various cases where loot in Power Plant, Lewiston, and Pottsville would float off the ground
  • The lights in the Farmhouse in Power Plant now turn on only after restarting the generator
  • Removed a blocking invisible collision in the Barn spawn point in Power Plant
  • Fixed various floating art assets in Power Plant and Pottsville
  • Ensured the windows in the Fishing Spot spawn in Power Plant can be vaulted through
  • Fixed missing collision on a cliff face in Power Plant
  • Fixed an issue where a rock in the Pottsville Town Square park could block movement
  • Fixed an issue where a rock and curb on the route to the neighbourhoods in Pottsville could block movement
  • Fixed many doors and windows where barricades would float or be misaligned to the frame
  • Removed a wall in the middle of a road in Power Plant
  • Fixed the door at the Gas Station in Lewiston
  • Fixed textures in the Catacombs, Graveyard, and Trainyard tunnels in Lewiston
  • Moved the placement of loot spawners in the Food Storage freezers in Lewiston so that they are easier to see and access
  • Prevented responders from falling out of the map by running over pipes in the Power Plant
  • Fixed some cases where cars and truck tires sink into the map
  • Added collision to button stands such as in the Sawmill in Power Plant or near the Trainyard and Boathouse in Lewiston
  • Fixed collision in the central room in the Command Center in Power Plant, so that zombies will not clip into terminals and the player cannot get stuck

[h3]Gameplay[/h3]
  • Fixed an exploit so that shoving while holding the worklight or other gear should consume stamina properly
  • Removed some methods to bypass the Community Center gymnasium in Pottsville before the holdout objective is complete
  • Removed many safe-spots in the Community Center gym in Pottsville
  • Removed a safe-spot on the train tracks in the Trainyard in Lewiston
  • Fixed an exploit where players could duplicate ammo by unloading weapons while their inventory is full
  • Players should see the world load in faster while spectating other players
  • Players should see the spectator camera update more smoothly
  • Players should not see broken looping first person idle animations while spectating other players
  • Responders will no longer be left behind if jumping onto the Train or Boat extraction vehicle after it begins departing in Lewiston… but try not to cut it too close!
  • Fixed an issue where responders could be blocked from throwing pipe bombs if they were grabbed during the throw animation
  • The revive bar should animate properly now when using a revive syringe
  • Responders should be able to climb ladders when approaching from the sides
  • Fixed the Power Balance minigame in the Marina in Lewiston resetting after being completed
  • Responders should no longer drop fuses or other carryable items when they pick up another item to add to the inventory… no more butter fingers!
  • Players should see the computer terminal in the Ranger Station in Power Plant replicate properly if they arrive to the objective later
  • Fixed an overlapping coffin spawner in Lewiston where multiple zombies could emerge
  • Fixed the Parts Bin in the Marina in Lewiston changing colour when picked up
  • The alarm in the Gun Store in Pottsville is able to be destroyed now
  • Fixed an issue where responders could still interact with the keypad in the Gun Store in Pottsville after the mini-objective was completed
  • Fixed issues with some objectives in Power Plant, such as the Church and Sawmill, which could become blocked if done out of order
  • Responders should extract successfully when standing on the extraction helicopter ramp

[h3]Localization[/h3]
  • Required skills in the Skill Pool are now translated
  • Some objective-related text in Lewiston is now translated
  • “Leave Squad” in the Social Menu should now be translated
  • Elements of the Roadmap should no longer overflow when translated
  • Fixed overflowing text on some translations of an objective item in Lewiston
  • The ‘Back’ button in the Skill Pool should now translate
  • Fixed some inaccurate translations in the Main Menu in Simplified Chinese

[h3]Server/Client[/h3]
  • Server improvements were made to ensure stability
  • Tentative fixes for some client crashes were made
  • Players should be stuck in the “Match Ready” state much less frequently
  • Players should encounter fewer “Lost Connection to Host” issues as a result of matchmaking into closing servers
  • Character Stats are no longer reset after extracting from Pottsville
  • NVIDIA Reflex options should no longer be present on clients with other graphics cards
  • Loading times should be improved significantly
  • Rarely players could lose account levels after extracting from a match – this should not happen any more, and account levels should be restored for impacted users. Please reach out if you were impacted!

[h3]UI[/h3]
  • HUD markers for each of the Power Plant ending scenarios should be visible
  • HUD markers should be visible during the Lewiston extraction sequence
  • Fixed an issue where doubled-up toast notifications would appear when picking up items
  • Muting and Unmuting players via the Friends/Squad menu now works in a match
  • Fixed an issue where the Quit To Main Menu button could be missing while spectating
  • The Midtown location stinger in Pottsville should no longer appear multiple times while traversing to the Town Square
  • Fixed an issue where vaulting in Pottsville would cause empty objective lines to appear briefly
  • The map should not stay open on the End of Match screen after players die
  • Fixed an issue where multiple HUD markers could appear in Power Plant
  • Fixed an issue where hovering on the account tooltip would not bring up the widget
  • Fixed an issue where hovering over some Skill slots would not bring up a tooltip
  • Added a tooltip for the Private Lobby Map Selection widget
  • Removed the ‘Remove Item’ button from empty loadout slots
  • Expert skill versions should be highlighted appropriately when looking at a skill’s requirements in the tooltip
  • Removed interaction prompts from some miscellaneous boxes in Power Plant and some vans
  • Removed the ‘Hold E to Equip’ prompt from attachments
  • Removed a timer present in the Esc menu on the Main Menu
  • Keybind icons are more clear and standardized

[h3]User Experience[/h3]
  • Fixed issues when changing the keybinding of the Q key, which impacted users with AZERTY keyboard layouts
  • Fixed issues when rebinding Interact to R
  • Fixed an issue where squad leaders could deploy while other players in the squad do not yet have characters
  • Fixed the pick-up animation playing when the Responder’s inventory is full
  • Added a description to the Skill Pool menu
  • The Skill Pool should show the player’s next unlock properly
  • Objective items in Lewiston now have flashlight glint
  • Moved flashlight batteries to an earlier spot in the radial inventory
  • The Flashlight hint prompt can be cleared while holding all weapons now
  • Fixed the Rewards popup appearing both before and after the character select screen
  • Added some magnetism to the radial inventory to make it easier to select items
  • Nameplates for other responders should stick to the edge of the screen while in compass view

[h3]Weapons[/h3]
  • Proximity IED explosives will deal less damage to players when triggered by a zombie
  • Fixed an issue where attacks could play faster with some weapons while in an out-of-stamina state
  • Explosions should penetrate chain link fences and responders should be able to shoot through chain link fences
  • Fixed an issue where VFX appears odd angles when firing a silenced M9A1
  • Improved the MC15 texture
  • Fixed an issue where picking up an MP5 could leave a circle of light
  • Responders should no longer be able to aim down signs with the Rochester while reloading
  • The Rochester rifle has a more accurate increased magazine size

[h3]Zombies[/h3]
  • Zombies should animate to react to attacks more consistently
  • Zombies should not vault through barricaded windows
  • It is possible to hit a Riot Police zombie’s shield arm (from the side or behind) to dismember it now
  • Fixed an issue where zombies would stop investigating for responders when there are lots of overlapping noises
  • Zombies should switch targets more appropriately now
  • Fixed an issue where zombies would get stuck in the windows of the Community Center gym in Pottsville
  • Responders who have turned now react appropriately to being hit and can be staggered
  • Prevented zombies from grabbing responders inside the extraction helicopter, which could cause issues where players fell out of the helicopter
  • Crawlers should no longer clip through doors when attacking 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 major known issues that we expect many players to encounter, however:
  • Sometimes the game falls back to DX11 on GPUs that support DX12
  • Sometimes Squads will be disbanded unexpectedly
  • Unloading some firearms in a responder’s hands or on the ground with a full inventory causes the ammo to disappear
  • Animations can pop somewhat in semi-auto fire modes
  • There may be areas where the player cannot vault over vehicles or other objects on slopes
  • Sometimes the final stages of infection can progress suddenly, or not be very visible on the screen
  • In rare cases the Radio objective in Pottsville can become unresponsive
  • 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


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.