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No More Room in Hell 2 News

Spawn – Patch 0.6.0 Is Live!

[p]Hello Responders,[/p][p]The dead don’t rest, and neither do we. The Spawn Update brings some of the most transformative changes to No More Room in Hell 2 since Early Access began. We are reshaping how you choose your challenges, introducing a whole new difficulty tier, giving you more control over your Responders build, and handing you a brand-new weapon to swing at the undead.[/p][p]If you have been waiting for the game to give you more freedom in how you play, from difficulty to skill specialization, this is the moment.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][h3]
Major Feature – Difficulty 2.0[/h3][p][/p][p][/p][p]Every difficulty tier now feels distinct, turning your choice into a true test of survival.
With Difficulty Preference in place, we can finally give each tier a distinct identity without holding back. Difficulty 2.0 introduces a complete overhaul of difficulty tiers, allowing us to make each mode unique and true to its name.[/p][p]What’s changed in Difficulty 2.0:[/p]
  • [p]Melee Weapon Damage Scaling – Casual boosts even basic melee weapons, Nightmare demands the best gear.[/p]
  • [p]Weapon tiers are now visible in the inventory, making it easier to tell which weapons should be an improvement.[/p]
  • [p]Loot Scaling - Supplies are plentiful in Casual, scarce in Nightmare[/p]
  • [p]Zombie Threat Level - Expect more zombies and more aggression as you climb tiers[/p]
  • [p]In Nightmare, zombies are faster and more aggressive than ever[/p]
  • [p]Respawn System (Casual only) - Downed players can return when teammates complete the current objective, respawning at the nearest CRC Station[/p]
[p][/p][p][/p][h3]New System – Difficulty Preference Matchmaking[/h3][p]Pick your fight. This new matchmaking option lets you set your preferred level of challenge before loading in, though matches may place you in other difficulties if needed to keep queue times short.[/p][p]How it works:[/p]
  • [p]Choose one or more preferred difficulties before queuing[/p]
  • [p]Matchmaking prioritizes your selected difficulties while keeping queue times efficient [/p][p] [/p]
[p][/p][h3]New Difficulty Tier – Casual Difficulty[/h3][p]Casual is more than just “easier.” It is a forgiving way to learn, experiment, or just relax while still facing the undead.[/p][p]Casual difficulty features:[/p]
  • [p]Respawn - If your teammates complete the current POI, you will respawn at the nearest CRC Station.[/p]
  • [p]Matches only fail if your entire squad is wiped, and respawns stop when only the mission remaining is extraction. [/p]
  • [p]All modifiers are tuned to their easiest settings for new and relaxed play.[/p]
  • [p]Joins Casual, Classic, Hardcore, and Nightmare as the complete lineup.

    [/p]
[h3]New System – Reworked Zombie Spawning[/h3][p]The undead are coming for you in smarter, deadlier ways. This update overhauls how zombies enter the fight, creating a better flow and more varied encounters.[/p][p]What’s changed:[/p]
  • [p]Better pacing between spawns so action and tension feel more balanced.[/p]
  • [p]Smarter spawn placement to reduce cheap ambushes and create more dynamic engagements.[/p]
  • [p]Population control – Killing zombies in an area will temporarily reduce the local population, giving you short breaks in the action. [/p]
[p]Note: The Power Plant map does not use the new spawning system in this patch. Its larger, more open footprint requires additional tuning, so it needs a bit more time in the oven.[/p][p]
[/p][h3]Major Feature – Character Skill Upgrades & Reroll[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][p]Your Responder’s growth is now in your hands. Shape your build exactly as you want it, without relying on pure luck.[/p][p]How it works:[/p]
  • [p]Upgrade perks with in-game credits, improving them from base to expert, provided your account level meets the requirement for that expert skill.[/p]
  • [p]Reroll perks using in-game credits to find your ideal combination, with effort driving the outcome and luck offering shortcuts

    [/p]
[h3]New Weapon – Hockey Stick[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][p]Two hands. One stick. Endless possibilities.[/p][p]Weapon details:[/p]
  • [p]Heavy two-handed melee with wide swings and strong knockback[/p]
  • [p]Great for crowd control in tight spaces[/p]
  • [p]Available now in loot pools, loadouts, and training

    [/p]
[h2]Balance Changes[/h2]
  • [p]Increased the illumination on lanterns and worklights.[/p]
  • [p]Objectives Completed is now counted as intended - per objective area completed, rather than individual objectives.[/p]
  • [p]Players use less stamina when they start sprinting, and can therefore sprint for slightly longer.[/p]
  • [p]Melee arcs have been tightened to reduce overly effective crowd control[/p]
  • [p]Melee ranges have been shortened slightly for more realistic reach[/p]
    • [p]One-handed weapons: rande reduced from 200 to 170[/p]
    • [p]Two-handed weapons: range reduced from 250 to 220[/p]
  • [p]Credit and XP multipliers at different difficulty levels have been reworked.[/p]
  • [p]Zombies attack from more variable ranges, which should make melee combat a bit less predictable.[/p]
  • [p]Tweaked the VOIP and text chat distance on each map, to be around 70m.

    [/p]
[h2]Bug Fixes[/h2][p]After the launch of Broadway, we gave ourselves a little bit of time to round up some outstanding bugs and put more time into improving the quality of the game. In this update, we managed to fix around 100 bugs![/p][p]
[/p][p]Animation[/p]
  • [p]Fixed a case where zombies could A-pose while ragdolling.[/p]
  • [p]Improved zombie animations and prevented them from contorting when kicked down.[/p]
  • [p]Fixed distorted textures on zombie ragdolls.[/p]
  • [p]Fixed some missing animations and improved animations for throwing certain two-handed weapons.[/p]
  • [p]Improved animation for interacting with valves while items are being held.[/p]
  • [p]Fixed the flashlight floating in the player’s hand during some throw windup animations.[/p]
  • [p]Burning effects are now applied properly to both clothes and skin.
    [/p]
[p]Audio[/p]
  • [p]Fixed an issue where responders would play out-of-stamina breathing audio indefinitely.[/p]
  • [p]Zombified responders no longer trigger certain living responder VO lines. [/p]
  • [p]Broadway extraction voiceover lines now play at the correct moments.[/p]
  • [p]Fixed bass SFX being too loud on certain guns when a silencer is equipped.[/p]
  • [p]Responders no longer identify .22 ammo as magnum ammo when pinged.[/p]
  • [p]Made the game intro audio respect the master volume setting.[/p]
  • [p]Added arcade sounds in the Movie Theatre on Broadway. Don’t spend too much time playing pinball, though.[/p]
  • [p]Increased ambient zombie crowd presence on Broadway[/p]
  • [p]Responders are now audibly more reactive to certain in-game events[/p]
  • [p]Zombies now have burning sounds when on fire[/p]
  • [p]Responder audio will now occlude when behind obstacles[/p]
  • [p]Improved weapon impacts across the game
    [/p]
[p]Environment[/p]
  • [p]Blocked some unintended shortcuts in Broadway.[/p]
  • [p]Fixed some locations in Broadway where responders could get stuck at the top of the ladders leading to the sewers.[/p]
  • [p]Removed unintended safe spots in the Broadway extraction areas and the Diner objective.[/p]
  • [p]Prevented zombies from vaulting through barricaded windows in the Broadway Diner objective and locked-down windows in the Clinic objective.[/p]
  • [p]Fixed various floating loot and objective items in Broadway.[/p]
  • [p]Drained the water from an early extraction bunker in Broadway. Sorry about the leak.[/p]
  • [p]Removed invisible collision which could be walked on in Broadway.[/p]
  • [p]Fire extinguishers in the Broadway movie theatre can now be detonated.[/p]
  • [p]Fixed issues with many stores and buildings being visually culled and popping in and out Broadway.[/p]
  • [p]Fixed an invisible wall near the Bar in Power Plant.[/p]
  • [p]Removed a nonsensical doorknob from a push bar door.[/p]
  • [p]Fixed some places where loot could not be picked up properly on Broadway.[/p]
  • [p]Fixed clipping and overlapping environment assets in Broadway and Power Plant.[/p]
  • [p]Fixed a spot where responders could get stuck in the Pharmacy in Broadway.[/p]
  • [p]Fixed flickering on some static zombie corpses in the Broadway Courthouse.[/p]
  • [p]The initial helicopter explosion in Broadway will trigger regardless of whether players are looking at it now. Blink and you’ll miss it.[/p]
  • [p]Fixed an issue where some railings in Pottsville could not be vaulted.[/p]
  • [p]Fixed flickering shadows in the Bar in Power Plant.[/p]
  • [p]Adjusted countertops in the Broadway Diner objective to make it a bit easier for zombies to navigate and attack players in this area, and let players move around.
    [/p]
[p]Gameplay[/p]
  • [p]Players will no longer lose their ability to interact when targeted by a zombie grab attack.[/p]
  • [p]Swapping items while carrying an objective item will no longer send the object flying away.[/p]
  • [p]Fixed a case where responders could get stuck while climbing a ladder and attacking.[/p]
  • [p]Fixed an issue where responders could appear naked, and an issue where responders would be missing shoes. No shirts, no shoes, no survival![/p]
  • [p]Ensured the radio minigame works as intended in the Tutorial.[/p]
  • [p]Code Panel objectives should no longer appear to be active before power is enabled in objectives.
    [/p]
[p]Localization[/p]
  • [p]Added translations which were missing for the Customization menu.
    [/p]
[p]Server/Client[/p]
  • [p]Fixed a hitch after the objectives are completed.[/p]
  • [p]Implemented a fix to try and address an issue where players’ friends lists will not show up properly in-game.
    [/p]
[p]UI[/p]
  • [p]Fixed objective markers not appearing on extraction vehicles in Broadway. Don’t get lost in New York![/p]
  • [p]Objective markers for objective items in Broadway no longer disappear when items are dropped.[/p]
  • [p]Picking up a radio no longer clears the player’s objective log.[/p]
  • [p]Fixed an issue in Pottsville where the objective log could have a blank objective with a checkmark.[/p]
  • [p]Improved error messaging when squads fail to form properly.
    [/p]
[p]User Experience[/p]
  • [p]The death screen animation will no longer restart if the player is pressing buttons.[/p]
  • [p]Lobby Privacy setting no longer appears to reset to Public when starting a Private match.[/p]
  • [p]Fixed an issue where players could get stuck in the death screen animation for an excessively long time, especially for players running at lower than 60 fps.[/p]
  • [p]Fixed an issue where pressing ESC on the gamma select screen would hide the cursor and make it difficult to navigate.[/p]
[p]
[/p][p]Weapons[/p]
  • [p]Zombies take damage more consistently from thrown weapons.[/p]
  • [p]Fixed in a delay in firing burst mode with the MP5.[/p]
  • [p]Slash marks and bullet marks now appear properly on zombies.[/p]
  • [p]Shove attack with the Gruber Ranch no longer has an excessively long recovery.[/p]
[p]
[/p][p]Zombies[/p]
  • [p]Zombies should no longer over-prioritize vaulting over railings instead of going around them.[/p]
  • [p]Improved zombie navigation around the Power Plant.[/p]
  • [p]Fixed a number of spawn points where zombies would spawn on awnings, signs, or windows and get stuck.[/p]
  • [p]Fixed locations in the Tutorial and Power Plant where zombies would spawn naked.[/p]
  • [p]Reduced impulse on zombies ragdolling due to throwing weapons.
    [/p]
[h2]Known Major Issues[/h2]
  • [p]Selecting multiple new skills in rapid succession may sometimes prevent a responder from selecting new skills, until you restart the game.[/p]
  • [p]Players are not always able to heal each other.[/p]
  • [p]Responders arriving later to an objective area may see some inaccurate objectives.[/p]
  • [p]Responders who catch on fire may burn for longer than intended.[/p]
  • [p]Responders may animate improperly after entering DBNO after respawning.[/p]
[p]
[/p][p][/p][p]No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.[/p][p][/p][p]We cannot wait to see how you survive Spawn.[/p][p]Stay safe out there,
The NMRIH2 Dev Team[/p]

Summer Roadmap Update - Our next BIG update arrives in August!

[p]Hello Responders,[/p][p]Broadway is just out of the oven, and it’s already time to talk about our next big update, which is just weeks away from launch. Version 0.6.0 titled SPAWN is an update that takes a long, hard look at the state of play in No More Room in Hell 2, and will draw sharper lines between difficulty levels. This allows us to make Casual, our newest tier, much easier for new players (or those looking for a more relaxed experience), while cranking up the intensity of Nightmare, making it a far more relentless experience.[/p][p][/p][p][/p][p][/p][h3]Difficulty Preference:[/h3][p]All of our major updates to difficulty levels are made possible thanks to the launch of Difficulty Preference! At the launch of Early Access, our goal was to have players progress from Classic to Nightmare organically. While this worked with our progression loop and permadeath system, it severely limited our ability to improve the game for all players.[/p][p]Under the current system, we had to keep Classic (our lowest difficulty) challenging enough to entertain hardcore players, while holding back Nightmare from reaching its true potential—since casual or new players might find themselves matched into Nightmare games.[/p][p]Difficulty Preference removes those constraints and gives each difficulty tier a more distinct identity. More importantly, it gives players the freedom to choose how they want to play NMRIH2. To keep matchmaking fast and efficient, this feature will launch as a preference—meaning the matchmaking system will consider your preference alongside the actual availability in your region's queue.[/p][p][/p][h3]Difficulty 2.0:[/h3][p]With Difficulty Preference in place, we’re now able to completely rework our difficulty system and introduce one of the biggest gameplay changes yet: Difficulty 2.0. The game will offer larger rewards for accomplishing missions as you play in higher difficulty levels.[/p][p]At the launch of 0.6.0, the new Casual difficulty will bring our total to four levels, and Difficulty 2.0 introduces several tools to make each tier feel distinct. Starting with 0.6.0, we’ll begin using these modifiers:[/p]
  • [p]Melee Weapon Damage – Melee weapons will now be categorized into more visible tiers, creating a wider range of weapon damage. Zombies grow tougher in harder difficulties, making it progressively more important to equip yourself with the best weapons possible.[/p]
  • [p]Loot Scaling – Loot quantity will vary by difficulty. Casual players will find plentiful resources, while Nightmare players should expect a significantly leaner looting experience. [/p]
  • [p]Zombie Threat Level – Currently our biggest difficulty modifier. Expect increased threat levels as you move into tougher modes. [/p]
  • [p]Zombie Speed – Zombies will move faster in Nightmare. [/p]
  • [p]Additional Tools – While not present at 0.6.0’s launch, we plan to expand difficulty settings further by tweaking stagger mechanics, refining zombie speed per difficulty, and adjusting the variety of themed zombies.[/p]
[p][/p][h3]Casual Difficulty:[/h3][p]Casual Difficulty is our newest tier and introduces the biggest modifier yet: respawning. In Casual mode, teammates can respawn downed Responders by completing objectives. Matches only end in failure if the entire team is wiped.[/p][p]Designed as a welcoming space for both new and relaxed players, all difficulty modifiers will be set to their easiest values. This gives players the freedom to learn the game at their own pace, and optionally move into higher difficulty levels when they feel ready.[/p][p][/p][p]These difficulty-specific changes are the heart of what’s coming in just a few weeks—but that’s not all! Players can also look forward to an adjusted zombie spawning system (more info coming soon), a new weapon, and more in the August update.[/p][p][/p][p]If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit [/p][p]NMRIH2.com/support[/p][p][/p]

July’s BROADWAY Update – Patch 0.5.0 Is Live!

[p]Greetings Responders,[/p][p]The city is calling, and you're running through it this time.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Patch 0.5.0 marks our biggest update since Reanimation. We're introducing the new Broadway map, the CRC Training Facility tutorial gym, the debut of Character Customization, new Army Zombie, our Throw system, and the Gruber Mk VII. Whether you're returning to the fight or joining your first squad, now’s the perfect moment: No More Room in Hell 2 is 25% off for a limited time.[/p][p]Read on to find out more about everything launching with this update.[/p][p]
[/p][h2]New Map – Broadway[/h2][p]The dead never sleep in New York.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Our latest map drops you into the heart of a collapsing city where every route is a risk, and every moment counts. Broadway is a fast-paced, high-pressure scenario built to challenge team coordination, player adaptability, and nerves of steel. It continues the legacy of Broadway maps introduced in the original No More Room in Hell, and has been built with a strong focus on realism and urban authenticity.[/p]
  • [p]Set in the aftermath of a botched extraction across NYC[/p]
  • [p]Battle through city streets, subway tunnels, and Queens’ deadly sewer system[/p]
  • [p]Multiple midgame and ending scenarios for replayability
    [/p][p][/p]
[h2]New Tutorial – CRC Training Facility[/h2][p]The momentum from Reanimation and the influx of new players during our March free weekend offered a clear snapshot of how our game is evolving. They also gave us valuable insight into how we can better support newcomers as they take on the game’s challenges. To help new players get their footing and give veterans a place to sharpen their skills, we're introducing the CRC Training Facility, also known among Responders as "The Weather Station." It is located at Nexrad Station NWCX in Pennsylvania.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The CRC Training facility:[/p]
  • [p]Teaches gameplay systems including puzzles, hazards, infections, and zombie types[/p]
  • [p]Includes a live-fire range with all weapons, ammo types, and a close-quarters combat area with every melee weapon[/p]
  • [p]Allows players to test out the new Throw system safely[/p]
  • [p]Is currently available in solo-only mode[/p]
[p]Further onboarding features like difficulty preference, Casual Mode with respawning, and more are planned for later this summer.[/p][p][/p][p][/p][h2]New Feature – Character Customization 1.0[/h2][p]It’s time to bring your own identity to the apocalypse. Customization gives you control over how your Responder wears, and this is just the beginning. Your Responder should feel like your Responder. Get your fit right. Survive in style.[/p][p][/p][previewyoutube][/previewyoutube][p][/p]
  • [p]Equip head, torso, leg, and foot gear from our first customization drop[/p]
  • [p]All current items are available for free[/p]
  • [p]Personalize your gear using color swatches[/p]
  • [p]Future updates will expand available gear and add new customization items [/p]
[p][/p][p][/p][h2]New Gameplay Mechanic – Throwing System[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Not everything you throw at the undead needs to be a bullet.[/p]
  • [p]Throwing System: A new gameplay mechanic that lets you throw melee weapons and other objects to disrupt or damage. It’s not a weapon itself, but it changes how you use the ones you already have. Most things that you can pick up, you can throw.[/p]
  • [p]Default key -> Hold G[/p]
[p][/p][p][/p][h2]New Weapon – Gruber Mk VII[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]A .22 caliber sidearm with low recoil and tactical versatility, ideal for backup or early encounters. It includes attachment slots for a muzzle and sight:[/p]
  • [p]Muzzle: Pistol silencer[/p]
  • [p]Sight: Micro holo[/p]
[p][/p][p][/p][h2]New Zombie Type – Army[/h2][p][/p][p]A new threat marches in.[/p][p]Our latest addition to the undead roster is the Army zombie. These units are heavily armored, highly durable, and designed to withstand punishment. They wear full military gear, making them some of the toughest enemies in the game.[/p][p][/p][p][/p][h2]Summer Sale – 25% Off[/h2][p][/p][p]No More Room in Hell 2 is currently 25% off for a limited time. Whether you're returning or jumping in for the first time, now's the perfect moment to answer the call and escape Broadway.[/p][p][/p][p][/p][h2]Balance Changes[/h2]
  • [p]Made the Gruber Mk VII available in the Loadout menu.

    [/p]
[h2]Bug Fixes[/h2][p][/p][p]Leading up to this update, the majority of our QA’s time went into preparing Broadway for players, so we have relatively fewer fixes to report.[/p][p][/p][p][/p][p]Animation[/p]
  • [p]Fixed an issue where Runners would play the wrong animations when roaming around.

    [/p]
[p]Audio[/p]
  • [p]Overhauled the dynamic responder VO system.[/p]
  • [p]Fixed melee impact SFX sounds.[/p]
  • [p]Music during extraction should play the correct track now.

    [/p]
[p]Environment[/p]
  • [p]Fixed some clipping issues with randomized stores in Pottsville.[/p]
  • [p]Fixed zombies being able to walk through certain walls in Power Plant.[/p]
  • [p]Fixed clipping on some trucks and vehicles.[/p]
  • [p]Cleaned up asphalt textures.[/p]
  • [p]Fixed collisions on a cliff-face in Pottsvile.[/p]
  • [p]Tweaked the flight path of the helicopter in Pottsville.

    [/p]
[p]Gameplay[/p]
  • [p]Fixed an issue where kicks were not always knocking back zombies.[/p]
  • [p]Applied some fixes to the Radio minigame in Pottsville to prevent Responders from being teleported back to the Radio.

    [/p]
[p]Localization[/p]
  • [p]Fixed overflowing text in the Loadout menu in Russian.

    [/p]
[p]Server/Client[/p]
  • [p]Various crash fixes.[/p]
  • [p]Applied tentative fixes to character generation and progression to address throttling and ensure characters are updated properly.

    [/p]
[p]UI[/p]
  • [p]Fixed an issue where spectator UI would not fade in or out properly.[/p]
  • [p]Hid the in-game group widget during the end of match and spectator screens.[/p]
  • [p]Fixed flickering on the account level and XP tooltip.[/p]
  • [p]The text chat widget will be hidden properly after an amount of time.[/p]
  • [p]Players with high nightmare levels will be shown properly.[/p]
  • [p]Made it easier to read the skill tooltips over the Message of the Day on the main menu.[/p]
  • [p]Item names in the Loadout menu should not wrap too early.[/p]
  • [p]The button to change the spectated player should always appear.

    [/p]
[p]User Experience[/p]
  • [p]Responders now properly identify .22 ammo when pinging it.[/p]
  • [p]Fixed objective UI appearing multiple times in areas like the Firewatch Tower in Power Plant.

    [/p]
[p]Weapons[/p]
  • [p]Fixed textures on the placeable radio.[/p]
  • [p]Fixed an issue where bullet holes would not appear unless very close.[/p]
  • [p]Fixed an issue where blood smears on walls would smear incorrectly.[/p]
  • [p]Fixed more fences to make sure they can be shot through with firearms.

    [/p]
[p]Zombies[/p]
  • [p]Zombies should navigate better around staircases and railings.[/p]
  • [p]Zombies should be properly distracted by placed radios now. Play the hits![/p]
  • [p]Ensured that zombies should be able to climb up cars properly.[/p]
  • [p]Improved ragdoll gore and interaction on dead zombies.[/p]
[h2]Known Major Issues[/h2][p]As a reminder, No More Room in Hell 2 is in Early Access. Your reports are vital to improving the game. Current major issues we're tracking include:[/p]
  • [p]In some cases, quitting to the front end while your character is still alive, or doing so very quickly after dying, may result in a delay (~30 seconds) before you're prompted to select a new character. This doesn’t affect gameplay but may cause a short wait on the front end.[/p]
  • [p]Some players are experiencing issues where account level appears to reset. We’re investigating the cause of this and looking into rectifying these cases.[/p]
  • [p]Customization assets have not been translated yet into other languages.[/p]
  • [p]One objective in Broadway and one objective in the tutorial are not set up to translate properly in other languages.[/p]
  • [p]Responder faces may appear distorted on lower graphics settings.[/p]
  • [p]Responders arriving later to an objective area may see some inaccurate objectives.[/p]
  • [p]Responders who catch on fire may burn for longer than intended.[/p]
  • [p]Migrating characters from previous versions of the game can take long enough that rarely players will see a black screen or timeout after launching the game.[/p]
  • [p]There's a chance that after leaving a match it looks like your character roster has disappeared, characters will reappear on restart of your game.[/p]
  • [p]Our in-game roadmap has not been updated, stay tuned for more news soon.

    [/p]
[p]Please report bugs via the in-game menu, on Discord, or at [/p][p]nmrih2.com/support[/p][p]
[/p][p]This is the beginning of the next phase of No More Room in Hell 2.
We can’t wait to see how you survive Broadway.[/p][p]Stay safe out there,
The NMRIH2 Dev Team[/p]

Summer Roadmap Update - Broadway Update Just Weeks Away!

[p]Hello Responders,[/p][p][/p][p]With less then a month to go before our big July update we wanted to take some time to delve deeper into a few of the giant features coming to No More Room in Hell 2. We usually use this roadmap newspost to look ahead past the upcoming update and discuss features scheduled to come out in the proceeding months, but Broadway is too big of an update to look past. Our newest roadmap reflects the team's focus and priorities for the Summer.[/p][p][/p][p][/p][p][/p][h2]Broadway[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Broadway kicks off at the conclusion of a successful mission by our group of Responders. Everyone’s best laid plans quickly unravel and you must find an alternative plan to escape the city whose dead never sleep.[/p][p][/p][p][/p][p]Broadway is a mad dash, fight for your life experience that drives you from the top of buildings and Subway stations to the claustrophobic sewers of Queens. The map also features brand new objectives in iconic places of interest and multiple mid and ending game scenarios for peak replayability.[/p][p][/p][p][/p][p]Teamwork is once again pivotal for survival as Broadway forces Players to make tough decisions as a city full of zombies encloses around you and your path towards safety moves further out of reach. Responders, your hardest mission yet is the simplest: get out of New York City alive![/p][p][/p][p][/p][h2]Tutorial Gym[/h2][p][/p][p]Reanimation and our March free weekend were big successes for No More Room in Hell 2, but they also highlighted that the game can be extremely difficult for new players. Broadway will introduce our CRC Training Facility to our growing number of Responders.[/p][p][/p][p][/p][p]Located at the Nexrad Station NWCX in Pennsylvania, and referred to as “The Weather Station” by Responders, the training facility was set up with the support of the National Guard at the beginning of the apocalypse to help prepare otherwise hapless civilian responders for the horrors that lay ahead[/p][p][/p][p][/p][p]The CRC Training Facility features multiple areas that give players a safe(r) space to interact with almost every element of NMRiH2 gameplay. There’s a learning zone for our puzzle-like objectives, hazards, infection, & zombie types. A large portion of the facility houses our firing range and an area to test your close quarters fighting capabilities, both of which feature every weapon and ammo type in the game.[/p][p]
[/p][p][/p][h2]Customization 1.0[/h2][p][/p][p]Our first iteration of Character Customization, and batch of customization items are also coming with Broadway. It features a small wardrobe of head, torso, and lower body options that will allow you to make your random Responder feel a lot less random. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]All items will be purchasable via in-game currency (credits) and further customizable via a color wheel. This is just the first batch of customizable items and options, we have a lot of exciting plans for character customization that players will see throughout the coming months. We’re very excited to see players fits in-game and online![/p][p][/p][p]With Broadway just weeks away this might be the perfect time to pick up No More Room in Hell 2, as it’s currently 25% off during this years Steam Summer Sale!  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][p][/p]

No More Room in Hell 2's latest update transforms its zombie horror from a cooperative game to a solo extraction shooter when enough players die




lthough No More Room in Hell 2 launched into early access a little too early for its own good, I still think it was a better zombie game than it gets credit for. Not only did it capture the essence of zombie horror with its eerie, pitch-black nights and undead hordes that seemed fairly unthreatening right up until they steamrollered you in their dozens. But it also had a clever concept where players started the game alone, having to find each other within the map before converging on the objective...
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