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No More Room in Hell 2 News

Infection and Self-Sacrifice are coming in December (plus, Private Lobbies!)

Your vision pulsates… a gnawing wound on your arm bears the memory of struggle, teethmarks and putrid saliva. A timer in your head ticks as you search for medicine, anything to stop this wild heat erupting in your veins. Is the gun in your hand the only comfort now?

We’re excited to reveal that early versions of Infection and Self-sacrifice are coming to No More Room in Hell 2 in a new update, planned for release in just a few weeks.

We heard your feedback about Infection and the dreadful “K button” (aka self-sacrifice / suicide) representing an essential part of a true NMRiH sequel experience. As such, we’ve accelerated our development timelines in order to bring you an early work-in-progress of the feature set that we’re calling Infection Stage 1.

This early form will not be a complete version of how Infection will eventually look in the full version of NMRiH2. We’d like to make players aware that some aspects are not yet integrated - such as ways to deal with your infected allies - as we determine alongside the community how Infection best fits within the permadeath NMRiH2 experience. As we continue towards the game’s full 1.0 release in 2025, we want to work alongside our players’ direct feedback to help shape infection and self-sacrifice’s ultimate place in the game.

Even in this early form, Infection will be a game-changing addition that can suddenly transform the constant sense of dread and tension into a moment of sheer panic - as you realize what’s happening to your Responder. One minute you’re working with your allies to restore infrastructure and fulfil your mission… the next minute, a personal quest to save your character from zombification becomes tantamount.

[h3]Private Lobbies![/h3]

The Infection Stage 1 Update will also feature Private Lobbies, a much-requested feature from players that will allow parties of two or more to matchmake privately. While the quintessential NMRiH2 experience relies on the social dynamism of encountering strangers in the darkness, we do recognize that it’s also fun to play with just your friends sometimes.

[h3]Stamina Drain during sprint[/h3]

New for the next update will also be a gameplay change that we’ve heard constant feedback about from the community. Sprinting will now drain stamina, so you can’t sprint forever, and you’ll compromise your ability to defend yourself if you overdo it - all of which means players will need to be considerably more cautious when traversing through the map.

Stay tuned on our intended patch release date for this next update to No More Room in Hell 2! In the meantime, we hope players enjoy this week’s large Reinforcement Update that brought in new content, improved features, and a lot of additional fixes.

If you missed it, please give a read of our “The Road from Here” blogpost if you’d like to understand how we’re approaching early access and listening to your feedback every step of the way.

No More Room in Hell 2 is available on Steam and GeForce Now. During the Steam Autumn Sale you can pick up the game for 20% off!

https://store.steampowered.com/app/292000/No_More_Room_in_Hell_2/

Reinforcement Update 0.2.0 - Out Now!

Greetings Responders! After a series of hotfixes after launch earlier this month, we are finally heading into our first content and feature update for NMRiH2. We are excited for you to jump into the game and experience some new content, improved features, and a lot of additional fixes.

One of the major feedback items after launch was replayability of our first major map, Power Plant. We wanted to start addressing this imminently, so REINFORCEMENT will introduce a first variation to the Power Plant ending. In this variation, the sequence in the control room is shortened, but players will have to venture across a larger area of the power plant itself and repair all of its three major installations (Stacker Reclaimer, Ash Farm, and Cooling Tower). This means that the ending is less about holding out against the increasing pressure from zombies pouring into the control room, and more about traversing the dangerous and treacherous environment of the power plant.

For future updates, we are already working on more exciting variations of the ending (and start) of the Power Plant mission, both of which will introduce new mechanics and features for this map.

Let us know any feedback about this new variation. Our vision is to provide these large and iconic play spaces, and then - over time - add to the types of experiences on these maps, and add ways of how you can navigate through and how you can experience these maps. Your thoughts here will be integral to how we are shaping these experiences!

Alongside replayability of the map, we are excited to also start expanding the arsenal of weapons that players can find within a match. More varied weapons means more variety in your arsenal, so we are excited to introduce the iconic M1911 pistol, as well as the M7 assault rifle.

Perhaps the most exciting change for REINFORCEMENT is not even a feature - it is a balancing overhaul across all difficulties. The team has been doing a great job with a multitude of changes across all areas of the game - but the most impactful ones are:
  • Zombies no longer have more HP in higher difficulty modes, instead…
  • Higher difficulties now make certain loot (especially ammo) much more rare,
  • and the frequency of Runners and ‘Red-Eye’ zombies increase more significantly as well.
Overall, these changes contribute to a harsher and tighter difficulty curve which makes the game only more rewarding! Making it to Nightmare difficulty will now be a really tough challenge that we hope you are up for.

Another major part of this update are a lot of UI and UX improvements. Of course, you will finally be able to customize your settings for player nameplates, objective markers, and other HUD elements. This has been a heavily requested item after launch, and we are happy to give this control into all of your hands. Alongside these settings, we are also improving the in-game map experience, and fixing some issues on the home screen.

Last but not least, the REINFORCEMENT update brings with it hundreds of bugfixes across all game areas. Beyond replayability, bugs and robustness remain our highest priority and the team is working hard on polishing the game across all areas.

We hope you will be enjoying this first feature and content update for No More Room in Hell 2. Let us know your thoughts and feedback, and stay tuned for more updates to come really soon!

- Leif Walter, Game Director, No More Room in Hell 2
[previewyoutube][/previewyoutube]

[h2]Features[/h2]

[h3]HUD Visibility Settings[/h3]
[previewyoutube][/previewyoutube]

We are giving players the ability to customize their HUD, and fully control the visibility of each of the HUD elements individually. Examples of HUD Elements that can be changed:
  • Player Nameplates
  • Objective Markers
  • Health and Stamina Bars
  • Extraction UI
  • Reloading and Status Check
  • Communications UI
  • Notifications
  • Interactions UI

There are also preset options such as Full UI, Compass Only, or Minimal UI that will automatically adjust parts of the UI if players do not want to individually change the settings. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!

[h3]Additional Power Plant Ending Scenario[/h3]

Instead of having to fix the generators in the control room, there is now a random chance players must instead complete the established objectives at 3 other locations within the power plant area. This will happen in approximately 1/3rd of matches, providing an alternative end scenario for players.

[h3]New Weapons[/h3]
[previewyoutube][/previewyoutube]
M7A1 Assault Rifle

Our first full auto rifle!
The M7 Assault Rifle, M7A1, will have a magazine capacity of 20 light rifle ammo.

M1911 Pistol - M1911A1

The M1911 Pistol, M1911A1, has a small magazine capacity of 7 bullets, using pistol ammo.

[h2]Quality of Life Changes[/h2]
  • New Responder Skills!
    • Stayin' Alive - Reduce time needed to revive other players by 25%, and 50% at the next level
    • Icarus - Damage falloff for shotguns is reduced by 30%
    • Grenadier - Increased stack count for traps and throwables by 1 per step of the perk
  • Explosive Fire Extinguishers
    • A new hazard for players! Fire Extinguishers will obscure your vision if they are shot. Check your targets, use careful aim, conserve your ammo, and be cautious.
      • Fire extinguishers can explode when taking damage, causing temporary clouds that block vision.
  • Improved Hit Reactions[previewyoutube][/previewyoutube]
    • Improved animations and triggers surrounding knockdowns and zombie staggering.
  • Inventory Auto Sort
  • Balance Changes
    • Tweak to fall damage so that Responders don’t die unexpectedly
    • Responders will call out more of their actions for other responders, such as when working on objectives
  • Responders will no longer spawn with a revive syringe

[h2]Bug Fixes[/h2]
[h3]Appearance[/h3]
  • Corrected mismatched skin tones on some responders’ heads and bodies
  • Approximately 23 fixes to Zombie/Responder appearance. Examples:
    • Eyeballs could be found below Responders feet
    • Clothing Stretching on Zombies being dismembered
[h3]Audio[/h3]
  • Responders can now unmute other Responders
  • Various fixes for missing SFX on barricades and when shoving with some items
  • General VOIP adjustments and fixes.
    • Proximity VoIP is to be audible at distances around 125m
    • Fixed an issue that would cause Proximity VOIP to be inaudible.
    • Push to talk VOIP will no longer have a delay
      • Push to talk messages with delays were only reaching other players if the push to talk button is held after the message. This delay has been fixed
    • Proximity VoIP should not distort and clip when playing
    • Input Volume VOIP Setting should now work - adjust accordingly
    • Proximity VOIP UI indicator should not show up when talking to players that are outside of VOIP range
  • 24 Additional fixes for various SFX issues. Examples:
    • Death audio filter no longer remains active while spectating other players
    • Various locations discovery audio was not playing
    • Frag Grenade will have special ping SFX
[h3]Environment[/h3]
  • Fixed numerous ‘Responder Stuck’ Locations across the map
  • Fixed various Lookout Tower Objectives
    • Interactable objects being unable to be interacted with if done in quick succession
    • Two object markers being displayed on the screen for the same objective
  • Stash room doors can no longer be unnecessarily barricaded
  • Gas Station stash room door can now be closed
  • Propane Tank no longer flickers in and out of view when physically rolling around
  • Fixed out of bounds issue near the trainyard
  • Firearms can now damage power source boxes at Bar
  • Invisible fire at the Trainyard Entrance has been put out
  • Power Plant HQ doors not opening after completing objective fixed
  • Fence between Train Tunnel spawn and Bar can now be jumped over
  • Fixed issue where certain surfaces leaked water/dust when shot
  • Padlock at the farmhouse is no longer indestructible
  • Windows can now be barricaded
  • Fuel Can will now explode when shooting it
  • Fixed issue where Barricades could not be broken on active doors and windows
  • Removed overlapping fires at Trainyard Entrance which were dealing simultaneous damage to players, damaging them very rapidly
  • Fixed - Invisible poison gas at Train Station
  • Light source has been moved from being too close to ground at Trainyard
  • Numerous clipping and texture fixes. Examples:
    • Loot clipping or being inaccessible
    • Textures being distorted or broken under certain lighting
[h3]Gameplay[/h3]
  • Flashlight has been re-attached to responders hand
  • Fixed Responders being unable to sprint after taking damage when changing batteries
  • Fixed players being unable to spring or attack if push was used while throwing an item
[h3]Localization[/h3]
  • Scoreboard Responder state was missing in Simplified Chinese
  • Some special characters did not render properly in nameplates
  • General fixes to translations. Example:
    • Options in Quick Slot Preferences were not translated
[h3]Server/Client[/h3]
  • Fix for stuttering that occurred after Responders were in a match for 40 minutes
  • Responders should no longer lose their character on client crash
  • Approximately 22 fixes for some uncommon server and client crashes
[h3]UI[/h3]
  • Fixed being unable to move items to some inventory backpack slots
  • Responder’s status will no longer change to ‘left behind’ on other Responders scoreboard when they leave the session
  • Power Balance Objective in Powerplant clarified
  • Fixed cases where the Bar objectives would not appear
  • Holding E to pick up and equip items when you don’t have a weapon equipped
  • Able to accept/dismiss friend invites in a match
  • Approximately 45 fixes for various UI issues. Examples:
    • Wiring Minigame UI will not overlap with the Wire Indicators
    • More of the objective markers will be displayed in Ash Farm
    • Friend code will properly display as a series of numbers
    • Number of Revived Players description has been updated
    • Restore Defaults in Controls tab will update the options back to their default settings
    • ESC Key on Minigame should no longer be visible
    • Hold Button prompt will show up when checking ammo

[h3]UX[/h3]
  • Fixed the AZERTY Key Binding Q bound permanently
  • POIs will no longer grant Account XP every time a Responder enters and leaves the stash room
  • Train Station no longer grants double XP
  • Interacting with electrical breakers multiple times is no longer possible
  • Syringe improvements
    • Multiple syringes being consumed at once if a Responders uses one
    • Being downed from fall damage and using the syringe is fixed
    • DBNO revival bar now updates correctly if a responders uses syringe while being revived by another responder
    • DBNO revival bar updates correctly after using syringe
    • Spamming E key while using syringe will no longer allow Responders to move in, nor extend, DBNO state
    • Attempting to revive a responder right before their DBNO timer ends no longer soft locks them into DBNO
  • Responders will not have the option to revive other responders that have already left the game
  • Fixed an exploit where Responders could gain too much account XP by entering a POI multiple times
  • Fixed an exploit where barricades could be used to duplicate items
  • Fixed ADS breaking when dropping a gun while in ADS
  • Padlocks no longer soft lock by pressing ‘E’ too quickly
  • Picking up passive items no longer prevents the responder from looting any supplies
    • Fixed an issue where Responders couldn’t pick up supply items when they had 5 passive items
  • Electrical breakers will remain interactable if interacted with in quick succession
  • Power Plant control room code sequence mini game won’t re-use codes
  • Control Panel minigame interactions will not become locked when spamming minigame switches
  • Fixed - Interacting with the notebook not opening it
  • Fixed - Responders being unable to interact with Command Console Objective at the Cooling Tower
  • Fixed - Responder only able to place one barricade board on one side of window
  • The strong beam of the flashlight will not turn on during melee hits
  • Additional fixes for rubberbanding in some parts of the map, especially near roads

[h3]Zombies[/h3]
  • Downed Zombie will no longer get back up and skip the animation
  • Zombies should no longer pop into existence in front of responder
  • Zombies now apply damage properly when grabbing responders – look out!
  • Zombies who have caught fire no longer have interaction widget showing
  • Crawlers will no longer be invincible
  • Runner head gore should now appear correctly
  • Zombies no longer vaulting through some environmental assets at various POIs that they shouldn’t have been vaulting at
  • Zombies no longer have delayed responses to explosions
  • Zombies no longer slide on belly
  • Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
  • Dismembering legs will not leave behind "gore" outline of the limb and a shadow


We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game, or in our Discord.

REINFORCEMENT Update lands next week!



No More Room in Hell 2’s Reinforcement Update is almost here, and should arrive mid next week! Stay tuned to our Discord for an exact date.

We’ve heard your feedback about focusing on improving the core game, so this update does exactly that - addressing hundreds of bugs in the live game and diving into quality-of-life improvements that should have a large impact on the moment-to-moment experience of playing NMRiH2.

This is primarily a quality-of-life patch to substantially improve the core game, rather than adding a large spread of new content and features. But as we mentioned last week, we are rapidly working on Infection and Self-sacrifice, with plans to release these features as soon as inhumanly possible. This update will also include a significant difficulty balance overhaul, an alternate ending objective in the Power Plant, additional Responder Skills, and other effective improvements that add to the replayability of the core game.

As mentioned last week, players will get their hands on a pair of new weapons: the M7A1 assault rifle and M1911A1 handgun. Check out a quick preview of those here:

[previewyoutube][/previewyoutube]

We’re excited to see players discover these new weapons in the open sprawl of the Power Plant map. We hope you’re excited to kill the Dead with these tools, too. Speaking of which…

Today we’d also like to highlight just a small selection of additional improvements coming to the game in the Reinforcement Update. This time, improvements to the zombies themselves!

Here’s a list of various fixes to expect when it comes to zombies:
  • Downed zombie will no longer get back up and skip the animation
  • Zombies should no longer pop in existence in front of responder
  • Zombies now apply damage properly when grabbing responders – look out!
  • Zombies who have caught fire no longer have interaction widget showing
  • Crawlers will no longer be Invincible
  • Runner head gore should now appear correctly
  • Zombies no longer vaulting through some environmental assets at various POIs that they shouldn’t have been vaulting at
  • Zombies will no longer have delayed responses to explosions
  • Zombies will no longer slide on their belly
  • Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
  • Overall improvements to zombie animation and locomotion – ongoing
  • Zombies/Walkers no longer teleport during their grab attack
  • Lunge animation will not pop during transition
  • Zombies no longer move to ledge to where the player is standing

We also shared our video of Improved Hit Reactions on zombies last week.
https://www.youtube.com/watch?v=C22Pomk_Mjc

In all, we feel we’ve lurched another step closer to realizing the most hauntingly cinematic zombies out there. Stay tuned for our full patchnotes to see the hundreds of other bugs that are being fixed with this update.

We’re excited for the Reinforcement Update to bring many players back to the game, and see it as a significant step towards No More Room in Hell 2 being on firmer ground during its Early Access journey -- as we look to the very near future of Infection & Self-sacrifice to arrive in the game in an early form, ahead of many more updates beyond that.

We know that, despite its size, this update won’t solve every issue present in the game, and so to help make us aware of your wants and needs, please continue to report issues through nmrih2.com/support, in-game, or leave us feedback and ideas for the future in our Discord.

Our first major update is just weeks away!

Responders - we’re only a few weeks away from our major November patch: the REINFORCEMENT UPDATE (0.2.0), which will include a large number of improvements to the core game, hundreds of bug fixes, and new features to play with. Players can expect this update at the end of November.

Between now and the update, we are not expecting to put out further small hotfixes. This ensures that the November update lands on schedule, so that players continue to receive the benefit of more polish and stability. We hope players can understand that we’ve got our heads down for a few weeks to ensure that this major update can make a big impact on the game’s health and replayability.

The November update includes a variety of improvements and additions to the game, but today we’d just like to touch on a few incoming changes…

[h3]Difficulty overhaul[/h3]
We’ve heard your feedback about the game’s difficulty needing further work.

In November’s update, players can expect an overhaul to the game’s difficulty. We’re making ammo more scarce, have spent time re-tuning difficulty for player levels, made balance passes on zombie lethality, and more.

[h3]Improved Hit Reactions[/h3]
Also coming with this patch is improved hit reactions on zombies, so zombie bodies will react more realistically, especially when they’re on the receiving end of your melee weapons and explosives. Here’s a quick glance at some of those improvements in action:
[previewyoutube][/previewyoutube]

[h3]Alternative Power Plant ending sequence[/h3]
As discussed in our recent livestream last week, there will be a random chance to encounter a new ending sequence to Power Plant before you jump on the helicopter. We know players want more variety and replayability in the game’s (currently) single map, and this remains a high priority.

In this new variant you’ll be completing a series of tasks at different locations within the central Power Plant area, rather than experiencing the “code book” objective in the control room. While the original control room objective will remain as a variant too, and is still probably the “best” way to experience an exciting crescendo at the end of the map, we’re excited for players to get their hands on a different ending experience and want to hear your feedback on how to continue to improve it.

Looking ahead, we’ve also got additional varieties of new objective sequences in development, prioritized for early 2025, to further extend the replayability of the Power Plant map, as we continue work on the second map.

[h3]Bug fixes[/h3]
Bug fixes continue to be a major focus for the game. In total, hundreds of bugs have been fixed in this update!

The November update will have a long list of bug fixes, including but not limited to…
  • VOIP improvements
  • Fixed invincible “no legs” crawler zombies
  • Various fixes to propane tank issues
  • Fixed cases of zombies sliding
  • Fixes to bullet falloff damage
  • Objective markers and interaction fixes
  • Fixed Zombies spawning too close to players
  • Fixed various revive bugs
  • Fixed bug where non-major limbs could not be removed - now hands, feet, and lower arms are all removable
  • Fixed various Floating flashlight bugs
  • … and many more!


[h3]Additional weapons[/h3]
As shown in our roadmap, we’re excited to be arming players with two new weapons in the November update: the M1911A1 handgun and M7A1 assault rifle. More tools to loot, more one handed firearms (which, of course, work with a flashlight in your other hand), and our first fully automatic firearm.

[h3]And much, more more![/h3]
We’ll be back next week to talk more about the REINFORCEMENT update and beyond.

We know players are also excited about franchise features like Infection and self-sacrifice making their return in No More Room in Hell 2. We are excited about the impact that infection will have on the social chaos of the game. But more than that, we feel it is going to greatly add to the sense of dread and desperation that is what makes the franchise so iconic - especially with the introduction of self-sacrifice, the grim “K button”.

We want to assure players that Infection remains a high priority, and we plan to deliver it as soon as possible after November’s REINFORCEMENT patch. Hopefully, very soon after.

We’ll be back next week to provide clearer timelines for what players can expect, and provide further info on new content and features coming to the November update too!

If you missed it, please give a read of our “The Road from Here” blogpost if you’d like to understand how we’re approaching early access and listening to your feedback every step of the way.

Hotfix 0.1.4 Patch Notes

Hello Responders!

Hotfix #3 is now live! Please update your game to make sure you are on the most up to date version of the game.

We have the full patch notes below, and thank everyone for reporting bugs and sharing your feedback with us!
[h2]Patch Notes[/h2]
  • 2 or more Responders should be able to interact with the same minigame and not have their inputs softlock.
  • Characters should no longer load in as floating heads.
  • Dropping and picking up an ammo box with the scavenger skill that multiplied ammo infinitely has been adjusted to only be finitely.
  • Minigame interactions becoming locked when spamming the interact key if the player is experiencing high ping has been adjusted.
  • Fixed issue where Zombies could partially clip through doors that they are trying to break down


We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game, or in our Discord.