1. No More Room in Hell 2
  2. News

No More Room in Hell 2 News

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.


No More Room in Hell 2's 'biggest update yet' introduces weapon attachments, new level scenarios, and ensures players no longer spawn 'without a body'




Zombie survival shooter No More Room in Hell 2 shambled onto Steam early access late last year, and proved to have a few more bits missing than its audience could reasonably cope with. Debuting to a 'Mostly Negative' rating on Steam as players cited a litany of flaws, from bugs to performance issues to the experience generally feeling undercooked. However, developer Torn Banner has continually tinkered with the game since then, with this latest addition described as its 'biggest update yet.'..
Read more.

Update 0.3.0 - NIGHTMARE

Hello Responders!

The February update is here, following up from January’s smaller 0.2.4 update, and ahead of yet another update coming in March (and more beyond!).

NIGHTMARE is one of our biggest updates yet.

[previewyoutube][/previewyoutube]

We’ve listened to your feedback and have implemented new features based on it, such as our new Power Plant scenarios for more variety, updates to Nightmare Difficulty to make it more terrifying and a true testament to a player’s skill, Backfill to get people in recently started matches faster… and Weapon Attachments!

Let’s dive into the new features coming in Update 0.3.0, NIGHTMARE.

[h2]Weapon Attachments[/h2]

Weapon Attachments are coming to No More Room In Hell 2!

Weapons have 3 different types of attachments - Sights, Rail, and Muzzles.

Attachments will be in a separate inventory that can only be seen if you have a firearm on hand while checking the attachment inventory of it. Not every attachment will be for every weapon, and there are currently some weapons that do not have attachments.

Responders are only limited to attach weapons as the firearm has slots for it - a weapon with a weapon slot for a Sight, a Rail, and a Muzzle attachment could take a scope, a flashlight, and suppressor, for example.

There are guns that are picked up with certain attachments already on them that cannot be removed unless those attachments are being replaced.


While magnifying scopes are not available in this update, they will be coming in a future update along with more attachment options! Share your favourite weapon set up in our Discord!

[h2]New Power Plant Start Scenario[/h2]

This start scenario will replace the objectives of Responders having to access laptops to enter the main Power Plant gate in our other start scenarios. Instead, you will be expected to find 3 radios. Once found, they will direct players to a body that will have a key nearby that allows responders in through one of the three side entrances.

The radio locations will be random, though they shouldn’t expect radios to be too far away from where you start. These radios are generally found in the previously optional objectives like the Church, Firewatch Tower, and Gas Station.

This will enter the randomization of start scenarios, and have the same chance of appearing as our other starting scenarios.

As well, our original scenario has been adjusted so that players will need to disable the Power Plant Gate security through the laptop found at two of the previously optional locations: Field Hospital, Sluice Gate, Train Station, Checkpoint, Sawmill, or Ranger Station.

[h2]New Power Plant End Scenario[/h2]

We have heard players want more replayability from the map, and we have 2 new scenarios - one for the end, and one for the beginning.

This new ending scenario would replace the generator objectives on the other scenarios with repairing infrastructure around the Power Plant HQ.
Responders will need to repair and replace 3 types of machinery. While the CRC would suggest players follow and protect one another, it is understood that they could attempt the riskier option of carrying the piece and repairing the machinery individually, without the support or protection of their fellow responders.

This scenario will trigger from the control room, occurring as a random chance alongside the other ending scenarios.

[h2]Nightmare Difficulty Overhaul[/h2]

Nightmare Mode is being enhanced! While every difficulty is getting new Modifiers and we’re adjusting from 5 different difficulties to 3, Nightmare Mode is becoming even more distinct with its adjustments, based on community feedback.

There will be a thick fog to cover the map and ‘hardcore’ UI - forcing a minimal HUD, which means no objective markers and interaction cues. It will still show your infection status and who is speaking through VOIP. Your flashlight battery can also now run completely out, 100% dead.

Objective mini-games are also being modified to be more difficult with this improved Nightmare Mode. All this works well with our Nightmare Levels.

[h2]Nightmare Prestige Levels[/h2]

A new, simplified progression track, Nightmare Prestige is a way to… brag about your accomplishments, and will track the number of times a player successfully extracts from Nightmare Difficulty.

[h2]Backfill[/h2]
Backfill is a new feature for the 0.3.0 Update, and is a way for players to join a freshly launched match. It is only available for a short amount of time when a match is newly started. This will use the same spawn points, and our current matchmaking logic. We expect this feature to improve the quality of matches and time spent waiting to find a game.

[h2]Notable Additions:[/h2]
  • New 2-handed melee weapon: Shovel
  • New Jump Scares in a few locations
  • Loading Flow Improvements - Audio and loading screen flow should be a lot faster
  • Player Runner Audio will give different voices for a player that has turned
  • Infection Audio Hallucinations
  • Responders will be able to unload a firearm they have in hand by looking at the gun and pressing the prompt (default ‘U’). At this time, guns on the ground cannot be unloaded, but we intend to add this in a future update.

[h2]Balance[/h2]
  • Runner count has been reduced somewhat overall
  • The ‘reduced time player is down’ has been removed from higher difficulties
  • Lowered difficulty on other difficulty levels
  • Changes to the difficulty of certain objectives - generator mini-game, code sequences length can increase on higher difficulties
  • Went from 5 difficulty levels to 3:
    • Classic
    • Hard
    • Nightmare
  • No inventory reduction modifier on Nightmare Mode
  • Skills
    • The skill pool is more varied, and lots of skills no longer have restrictions ton them.
[h2]Bug Fixes[/h2]
[h3]Appearance[/h3]
  • Formal shirt cosmetic texture no longer gets distorted when sliced or dismembered
  • Responder head shouldn’t disappear when self damaged by a pipebomb
  • Attacking other players using any weapons should not apply the gore visual effects on impact
  • Planks will no longer clip into the building at the location near produce stand
  • Supply items that spawn in the car around the Campsite POI should no longer clip into the car
  • Player characters should no longer spawn into matches without a body
  • Corpse at Wetlands/Infrastructure side entrance should not spawn untextured
[h3]Audio[/h3]
  • Different surfaces now have different landing SFX instead of all having the same SFX
  • Responders infected with Stage 2 of the infection will now replicate their coughs to nearby players
  • Responders will not trigger expiry VO after dying due to self sacrifice
  • Incorrect Post-Match Extraction Music is no longer triggered for players
[h3]Environment[/h3]
  • Zombies can now navigate the catwalk stairs in Power Plant
  • Floating environment assets present near Gas Station
  • The duplicate street lamps at the bridge to filtration have been removed
  • Lootable shipping container that could not be entered near Bar can now be entered
  • Side entrance gates cannot be closed permanently
  • Door will not clip into the wall when opened at Power Plant HQ
  • Responders will no longer get stuck behind the obsolete gate near Power Plant secondary entrance
  • The floating supply items that were spawning close to farmhouse will no longer float
  • Poison gas will now spawn at Ash Farm
[h3]Gameplay[/h3]
  • Mashing LMB when interacting with the wiring minigame will no longer cause an incorrect camera view
  • Second swing of common melee weapon's combo attack used to deal no damage to the electrical boxes
  • Explosives were originally not causing Firefighter tank to explode
  • Pipe bomb arming SFX now has attenuation while within 150m
  • Sector threat levels were originally set too high on initial load for some sectors
  • Small Fuel Can Blast radius was much larger than visualized - it has since been reduced
[h3]Localization[/h3]
  • Generator hover UI is now translated at Ash Farm
  • Dynamic Groups by Proximity description should not run off screen after translation
  • Pending notifications were covering Pending Invites tab after translation
  • Wiring Mini Game instructions were overflowing off screen
[h3]Server/Client[/h3]
  • Fixed various client crashes
  • Adjusted the performance drop that would be experienced at Hera Hospital when large amounts of zombies were present
  • Optimized the time it took to load into a match
[h3]UI[/h3]
  • Character name no longer missing from "You Died" screen
  • Compass will no longer stay toggled on after being brought up with Toggle option set to off
  • Down bar will not remain on screen when the chopper takes off
  • Proximity IED now using the correct Ping icon
  • All ammo types will no longer be using the utility item Ping UI icon
  • Inventory tile hover state effect will not remain visible if the player closes the inventory before the effect fully played out
  • The ‘Drop All’ option was missing for stackable items in most Inventory slots and has now been added
  • Moving items between quick slots and backpack slots with auto-sort on will no longer cause the Inventory to show wrong item information at times
  • Match privacy toggle has been clarified that solo players are not joining a private lobby
  • Non-squad zombified players' nameplates will also appear outside the Compass view
  • Visibility Preset settings have a description in the Options menu
  • Zombified player's status will change to "Deceased" on the Scoreboard when they are fully zombified, not after they have left the session
  • Social dropdown widget list options will have a consistent hover state coloring in the Social Panel
  • The Friend list in the Social Tab will update more frequently
  • "Player Added" text no longer persisting on Add Friends widget when reopened
  • Squad leader icon will no longer be the same as zombified player icon
  • Eagle eye is now listed only once in the skill requirement tooltip
  • Phalanx pills usage prompt UI will not show up unless the Responder is infected
  • Stackable items will combine in players inventory even if the stack is not in the first available slot
  • Gene Therapy Ping HUD Icon will represent the item
  • Nameplates on front end will no longer be disabled even if using the Minimal/Compass UI preset
  • Supply counter no longer missing from Dynamic Group info widget
  • Scroll wheel can be used as a valid keybinding
  • Squad member avatars in the front end scene will update to reflect changes in squad member characters
  • Players will get a character selection prompt after exiting a match if they no longer have a character.
[h3]User Experience[/h3]
  • Syringe will be visible for the player or others when used
  • Responders should be able to break barricades when shoving with nothing equipped
  • Being in deep water will kill the player
  • Responders shouldn’t clip into the wall when looting a cargo box at Checkpoint
  • Responders will not collide with blood bag stands at Checkpoint
  • Self-Sacrifice should not be able to be triggered before the readying animation is complete
  • Players shouldn’t be able to interact with background elements when Options menu is opened while at Frontend
  • Users should not be removed from private matches if they have died in any previous session
  • Responders will no longer get stuck on staircase in Hospital
  • Character XP will still trigger even if players leave a match too soon after extracting
  • Players will no longer be soft locked in holstered state if they switched quick slots while items were dropped
  • Infection death flow camera transition should flow to spectator camera without issue without standing up
  • Responders are no longer able to traverse water killzones by jumping
[h3]Weapons[/h3]
  • 3rd Player Perspective animations will no longer linger in the 2 handed idle animation when switching to or from the Pipebomb
  • Hunter 85 will not have its floating clip during reload and unload actions
  • Pipebomb spawner has been re-placed back inside the box at Saw Mill stash room
[h3]Zombies[/h3]
  • Zombies will be not get stuck at the bottom of the Cooling Tower entrance staircase
  • Zombies will no longer teleport through doors when attempting to break them down at the Lookout Tower. Barricade wisely
  • Responders will no longer take damage from zombies when they are not being hit by zombies
  • Zombies will not get stuck in the falling state forever when trying to cross railings. Just an appropriate amount of time
  • Walkers will not damage a Responder when not facing them
  • Damage taken will happen accurately instead of being delayed when the Walker uses a heavy attack against a Responder
  • Zombies will now be attracted to nearby players instead of ignoring them for some time while chasing their original target
  • The naked zombie that was found at a vista point near Lookout Tower has been redressed. Our thoughts are with that Responder
  • Zombies will no longer have difficulty navigating the Sluice Gate interior staircase doors. Be aware of your surroundings, Responders
  • Runners will attack when close to the player
  • Firefighter oxygen tanks cannot being triggered by electricity
  • Firefighter oxygen tanks cannot being triggered by fire
  • Shamblers will deal damage to the player when attacking

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.

Big update coming in Feb: NIGHTMARE (0.3.0)!

Hello Responders!

We’re just a couple of weeks from our large February update, NIGHTMARE, and we wanted to give you a first glimpse at some of the content coming in the update.

[h2]Weapon Attachments[/h2]
When we launched No More Room in Hell 2 in Early Access on October 22, community members who were tracking the progress of development while still under Lever Games noticed a number of features missing from what they expected at launch, one of those being weapon attachments.



When Lever Games joined Torn Banner a ton of realignment on priorities took place as we together determined how to create a unique experience in co-op zombie horror. This meant determining which features would make it in time for “day one” of early access release, versus which features would arrive over the course of Early Access. Both groups (now united as one dev team) had big aspirations for the project, and they had to be balanced against our hopes to get an early version of the game into Community hands and start iterating on the game with feedback. Some features (including weapon attachments) fell off of our EA launch day feature list, often regrettably so, but we’re excited for the feature to go live with 0.3.0!

"Back in the day, our original goal with weapon attachments was to give players the choice and flexibility of how they wanted to handle firearms as an extension of their character. In nmrih1, we wanted to have alternative sights for firearms like the M16A4 and the 85 Deluxe, so we had to make new versions of those guns with different sights. These options let players have choice and agency in their use of firearms, but it wasn’t the solution we really wanted. In our earlier version of nmrih2, we extended that idea to allow players to choose for themselves what best suited their playstyle and approach. We were inspired by what other games had done for on-the-go weapon customization and it felt like a natural extension of nmrih's approach to both player choice and realism. Since then, the system also received a UI overhaul compared to the original version. Not only is this system easy to use on the fly mid-game, but it is also flexibly designed which will allow us on the development side to expand the assortment of attachments easily with future updates."
  • Maxx - Creative Principal

No More Room in Hell 2, specifically in the later levels (more on that below) is intended to be a terrifyingly difficult game. Still, it’s important that we give you weapons to fight back against the horde. Weapon Attachments are intended to buff your arsenal of weapons by upgrading up to 3 slots - rail, muzzle, & sight. 0.3.0 is just the start to attachments, and similar to weapons, we expect to launch more from update to update.

[h2]Other Features[/h2]
Our Welcome to 2025 Responders! Newspost mentioned changes to Nightmare mode and adding more replayability to Power Plant, big iterations of both are coming in 0.3.0!

Nightmare mode was intended to add to the challenge in a player’s late-game runs, where winning felt like a giant accomplishment and losing was expected, but not frustrating. We feel like the current iteration of nightmare doesn’t accomplish those goals, so we’re very excited about the changes to this difficulty mode that are coming in 0.3.0. We’re also using the opportunity to raise the fear factor while running a round of nightmare, but you’ll have to wait until closer to launch to hear more on that one.

One of the major opportunities that No More Room in Hell 2 has is replayability. Last week we talked about the 2 maps coming in our 0.2.4 Roadmap Update Newspost, but we’re also working on making players more excited to hop back onto Power Plant. Changes coming in 0.3.0 will diversify the ways in which you get into the Power Plant, and what happens inside.


There’s more coming with 0.3.0, but you’ll have to wait a little longer to find out the full scope of the update. 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.


0.2.4 Roadmap Update - Map(s), and a whole lot more!

Hello Responders,

We hope that you’re all enjoying our January update, 0.2.4!

As we move one step closer to our bigger February update we’re excited to kick off one of our new initiatives heading into 2025; a newspost after every monthly update that highlights the newest iteration of our roadmap as changes and features move from “in concept” to “in development”, and new additions find their way onto the map. Our first updated roadmap of the year should give players insight into the massive amount of work the development team is doing.



With the launch of Infection (0.2.1) in December and 0.2.4 in January we’ve pushed some big roadmap features to live, including:
  • Infection
  • Self Sacrifice
  • Firefighter Zombie Variant
  • Ammo Type Rework

The early months of 2025 should bring a lot more excitement to our Community. We’ve spent a lot of time listening over the past couple of months, and have already taken a lot of what we’ve heard and turned it into content that’s gone directly into development.

[h2]In Development[/h2]
The first thing players might notice is a large number of features that have found their way onto the “in development” bracket of the roadmap. These are features that are currently in production and slated to be released in the coming months. New features in development include:
  • New Map: Pottsville (formerly Codename: Town)
  • Map #3
  • Loadout gear options using match-earned Credits
  • Weapon Attachments
  • Multiple Responder Slots & Character Customization
  • New Weapons (Rochester, MP5, Shovel)
  • New Zombie Types (Construction Zombie & More)
  • Melee Rework
  • Matchmaking Backfill

[h2]Maps: [/h2]
[h3]New Map: Pottsville (formerly Codename: Town)[/h3]
It’s exciting for us to give you the first glimpse into one of our upcoming maps, Pottsville. Based on a small town in rural Pennsylvania, Pottsville represented quintessential Americana before the outbreak. Our Environment team wanted to make sure that glimpses of that humanity were shown through the active apocalypse.

Power Plant has taught us a lot, and while we’re still extremely proud of “Map 1” we’re excited to integrate those learnings into Pottsville. Pottsville is a lot more compact than its predecessor, and features suburban and urban gameplay.

While deep into production and already being playtested internally, we're expecting Pottsville to be in your hands within the next few months.



[h3]Map #3[/h3]
Everything our team learned from creating our first map Power Plant - and from listening to your feedback - has allowed us to rethink the way we create maps. We’re happy to say that a third map is also deep in development, and it does something bold that we hope you all will enjoy. We’re not ready to say too much about Map #3 just yet, but we’re excited to say that it’s on a similar production schedule as Pottsville.

“Give us more maps!” is a constant request from our Community, and our team has made them a major priority.


There’s a lot of meat and potatoes on our newest roadmap, and we’re very excited to dig deeper into everything coming to No More Room in Hell 2 in the near future. Some of the features highlighted on the roadmap are slated to be released in our next monthly update, so stay tuned for more news just around the corner.