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No More Room in Hell 2 News

June’s REANIMATION++ Update - Out Now!

[p]Greetings Responders![/p][p][/p][p]Today we launched Reanimation++ (0.4.2). While this is one of our smaller updates, it does feature a big new feature for NMRiH2, a new emergency exit for characters with Early Individual Extraction. [/p][p]Along with Early Individual Extraction, the update features a large number of gameplay changes, new weapons and ammo, balancing changes, and continues our work post-Reanimation of optimizing players' experience by removing bugs, crashes, and exploits.[/p][p]We’re also just one month away from the launch of our next map Broadway, arriving with one of our larger Early Access game updates. Stay tuned for more No More Room in Hell 2 summer news.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]0.4.2 update highlights[/h2][p]Early Individual Extraction[/p][previewyoutube][/previewyoutube][p][/p][p]Early Individual Extraction is a new extraction system that opens to players during emergency situations. When the number of living Responders drops to 3 our Early Individual Extraction system turns on, opening a number of bunkers around each map.[/p][p]Players are not required to use extraction bunkers, but at that inflection point in the game everyone has a personal decision to make. Do I risk my character for the rewards of accomplishing our mission or survive to fight another day by extracting early?[/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 a reduced amount of credits and the appropriate account XP from completing objectives. Most importantly, players' characters will survive and be returned to the active character roster.[/p][p][/p][p]New weapon: Gruber 922[/p][previewyoutube][/previewyoutube][p]
Our first .22 calibre weapon is the Gruber 922. While the .22lr is an extremely light cartridge, the 922’s magazine holds 25 rounds and the rifle has very little kickback. The 922 also supports every attachment type, making it an intriguing weapon choice for the right Responder.[/p][p][/p][p]Zombie Weakened State[/p][p]Players have a new tactical advantage against the horde. Knocked zombies now take 100% bonus damage while downed. This window of opportunity lasts until they start to arise from their downed state. Remember - blunt weapons do more knockdown!
[/p][p]New Responder Voice[/p][p]A new Responder voice has been added to the pool, internally named Lynch, with male and female versions.[/p][p][/p][h2]Balance[/h2]
  • [p]Added the new Gruber 922 and .22 LR ammo to the Loadouts menu.[/p]
  • [p]Friendly Fire caused by explosives should only do a fraction of the total damage to other Responders and should not be lethal.[/p]
  • [p]Zombie attacks should no longer interrupt grenades being thrown.[/p]
[p][/p][h2]Bug Fixes[/h2][p]Highlights:[/p]
  • [p]Zombies - Fixed an issue where zombies could be invisible while rounding a corner or when the player turns around until their animation montage finished, causing zombies to suddenly appear in view of the player and appear to be spawning in or teleporting.[/p]
  • [p]Server/Client - Applied tentative fixes to prevent players from encountering the ‘Join Session Failed’ error when attempting to join a match.[/p]
  • [p]Server/Client - Applied tentative fixes to prevent squads from being disbanded instantly.[/p]
  • [p]Server/Client - An EAC update was applied to attempt to resolve issues where the game fails to launch after the EAC splash screen. Please let us know if you still encounter this when launching![/p]
  • [p]Environment - Applied a tentative fix for an issue where the Radio minigame in the Pottsville Community Center could teleport players back to the radio[/p]
[p]
[/p][p]Animation[/p]
  • [p]Fixed an issue where using the revive syringe would sometimes cause your animations to stop playing for other players.[/p]
  • [p]Fixed an issue where being grabbed during a reload action would cause the flashlight to get stuck on the Responder’s shoulder.[/p]
[p]
[/p][p]Audio[/p]
  • [p]Push-to-Talk should work as intended for players in spectator mode. Please enjoy commiserating over your death together![/p]
  • [p]Balanced the volume of sound effects for changing fire modes.[/p]
  • [p]Fixed an issue where sound effects from responders outside of the audible range could trigger repeatedly.[/p]
[p]
[/p][p]Environment[/p]
  • [p]Fixed some areas in Power Plant where zombies could get stuck around staircases.[/p]
  • [p]Fixed some areas in the Bar in Power Plant where the player could vault over fences unintentionally.[/p]
  • [p]Prevented players from being able to vault into the Sawmill stash room before completing the objectives in Power Plant.[/p]
  • [p]Prevented players from being able to vault into the Sluice Gate stash room before completing the objectives in Power Plant.[/p]
  • [p]Prevented players from being able to access some blocked-off ladders in the Lewiston Boathouse.[/p]
  • [p]Prevented players from being able to access the Pottsville Community Center early.[/p]
  • [p]Prevented players from being able to vault the Pottsville Midtown gates.[/p]
  • [p]Interacting with valves multiple times should not cause them to become stuck and block progression in some areas, such as the Sawmill and Train Derailment in Power Plant.[/p]
  • [p]Fixed a location in the Lewiston Boathouse where players could escape the map by climbing on a truck.[/p]
  • [p]Prevented players from escaping Lewiston by vaulting over a wall near the Church.[/p]
  • [p]Prevented players from getting stuck by the quarantine wall in Lewiston near the Gas Station.[/p]
  • [p]Fixed collision on a locker in the Lewiston Food Storage building.[/p]
  • [p]Prevented a bug where the alarm in the Bar in Power Plant can be destroyed before it is active.[/p]
  • [p]Added collision to a boat in the Boathouse in Lewiston.[/p]
  • [p]Blocked a spot where players could get stuck in the Boathouse in Lewiston.[/p]
  • [p]Blocked off some interior areas in Lewiston where players could shimmy up walls.[/p]
  • [p]Responders should no longer be able to extract in Lewiston from the catwalks above the train.[/p]
  • [p]Fixed an issue where players could get under the Cooling Tower in the Power Plant.[/p]
  • [p]Doors should animate properly when kicked apart or broken by zombies. We know you all love those plywood particles![/p]
  • [p]Destructible electrical boxes such as those in the Bar in Power Plant now appear to be damaged more gradually.[/p]
  • [p]Blocked players and zombies from walking through garage shutters in some areas of the Power Plant.[/p]
  • [p]Fixed various cases where loot could not be picked up from some spawn points in Power Plant and Lewiston.[/p]
  • [p]Fixed various cases of floating and clipping loot in Power Plant, Pottsville, and Lewiston.[/p]
  • [p]Fixed fences in Lewiston which could not be vaulted from both directions consistently.[/p]
  • [p]Improved the navmesh in the Hera Hospital in Power Plant to prevent players from being inaccessible to zombies.[/p]
  • [p]Blocked off some areas near the Brewery in Pottsville where players could get stuck.[/p]
[p]
[/p][p]Gameplay[/p]
  • [p]Fixed an issue where melee weapons would not attack more slowly in the stamina starved state. Watch your stamina![/p]
  • [p]Fixed an issue where players would not start with max health if they have health-buffing skills.[/p]
  • [p]Fixed a cause of responders being stuck in the grab minigame.[/p]
  • [p]Prevented players from being able to be grabbed in the extraction vehicles on Lewiston and fall out of the train or boat.[/p]
  • [p]The Nailer now improves barricading time for windows as well as doors.[/p]
  • [p]Fixed barricading time for windows to match barricading time on doors.[/p]
  • [p]Fixed an issue where players could not pick up barricades without 2.5 kg of free inventory space, instead of the intended 1.5 kg.[/p]
  • [p]Prevented some barrels and propane tanks from exploding if a player shoves them.[/p]
  • [p]Fixed an issue where the Responder’s hand could obfuscate parts of the wiring minigame.[/p]
[p]
[/p][p]Localization[/p]
  • [p]Fixed some overflowing text on certain UI Visibility option descriptions when translated.[/p]
[p]
[/p][p]Server/Client[/p]
  • [p]Fixed an issue where the game would fall back to DX11 even on hardware supporting DX12.[/p]
  • [p]Fixed a ‘Partial Response Error’ that could appear when launching for the first time.[/p]
  • [p]The game now prompts users with outdated and possibly incompatible drivers to update.[/p]
  • [p]Applied tentative fixes to prevent squads from being disbanded instantly.[/p]
  • [p]Various crash fixes.[/p]
[p]
[/p][p]UI[/p]
  • [p]Fixed some overlapping icons in the objective log when the compass is raised.[/p]
  • [p]Removed placeholder text on some error messages when pressing Deploy.[/p]
  • [p]Fixed an issue where nameplates could appear briefly outside of the intended range on Lewiston and Pottsville.[/p]
  • [p]Credits and Account XP widgets should be hidden properly when disabling UI in spectator view.[/p]
  • [p]Fixed issues where warning messages would clip out of the widget frame.[/p]
  • [p]Fixed alignment on the Loadout menu in Ultrawide resolutions.[/p]
  • [p]Centered text for the radio minigame callbook.[/p]
  • [p]Centered buttons in pop-up widgets.[/p]
  • [p]Made sure inventory menu highlight does not disappear after dropping items.[/p]
  • [p]Removed placeholder text on some option descriptions.[/p]
  • [p]Fixed an issue where Loadout menu stack counts could disappear.[/p]
  • [p]Improved voice chat transmitting icon visibility.[/p]
  • [p]Some pop-ups and sub-menus on the Character tab of the main menu should close when changing tabs.[/p]
  • [p]Fixed typos in the Skill Pool.[/p]
  • [p]Fixed misaligned text in the Social menu.[/p]
[p]
[/p][p]User Experience[/p]
  • [p]Objective markers should appear for all players on generators and control panels properly in the Power Plant HQ during the ‘Power Balance’ ending sequence.[/p]
  • [p]Objective markers should appear properly when getting to the HQ during the ‘Repair’ ending sequence on Power Plant.[/p]
  • [p]Hint Prompts teaching players to inspect their firearm should now appear properly.[/p]
  • [p]Players will still see their Infection HUD overlay while interacting with minigames.[/p]
  • [p]Hint Prompts should no longer prevent players from unloading a weapon.[/p]
  • [p]Fixed an inaccurate tooltip on the Character XP in the end of match screen.[/p]
  • [p]Added icons when pinging weapon attachments.[/p]
  • [p]Objectives in Lewiston should not be circled as containing Responders until they are active.[/p]
[p]
[/p][p]Weapons[/p]
  • [p]Unloading firearms while your inventory is full should no longer cause the unloaded ammo to disappear.[/p]
  • [p]Fixed some cases where swapping between weapons had unintended delay.[/p]
  • [p]Balanced stability damage done to zombies when shoving with various items.[/p]
  • [p]Balanced stamina usage when shoving with various items.[/p]
  • [p]Fixed an issue where throwable items such as the Pipe Bomb would fail to throw on the first attempt, then throw two items when clicking again.[/p]
  • [p]Corrected the Shovel inventory description to tag it as a slashing weapon.[/p]
[p]
[/p][p]Zombies[/p]
  • [p]Zombies will become crawlers properly if a leg is cut off while they are vaulting, rather than walking around with one leg.[/p]
  • [p]Fixed an issue where zombies could be stuck in a table after vaulting through a window in Pottsville’s neighbourhoods.[/p]
  • [p]Fixed a bug with Riot Police zombies not being hit properly by melee weapons.[/p]
[p]
[/p][p][/p][p]Known Major Issues[/p][p]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:[/p][p]
[/p]
  • [p]We have updated our ammo boxes in the shop to 20 cartridge boxes. If you have a 10 cartridge ammo box equipped in your loadout it will still be there at 0.4.2 launch, but if you unequip the box it will disappear. [/p]
  • [p]Players on weaker PCs may see a ‘Lost Connection’ error on their first attempt to join a map after this update.[/p]
  • [p]Two-handed firearms may not raise properly to shoot after dismissing the flashlight.[/p]
  • [p]Some explosives placed in maps may light players on fire in an unintended way.[/p]
  • [p]Weapons and items may clip into the ground when dropped.[/p]
  • [p]Flashlight may appear offset from other Responders' hands when idle.[/p]
[p]
We thank our playerbase for continuing to report issues and encourage further reporting through [/p][p]nmrih2.com/support[/p][p], in-game through the menu, or in our Discord.[/p][p]
[/p][p][/p][p]
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[/p]

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.