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April's REANIMATION Update is Out Now!



Welcome to REANIMATION (Update 0.4.0), our largest content update since Early Access launch!

New maps, new combat, new zombies, new inventory - it’s all here in our April Reanimation Update. We’re excited for all the changes coming in, and without further ado, let’s dive into REANIMATION!

Reanimation Cinematic Trailer:
[previewyoutube][/previewyoutube]

Update Overview Trailer:
[previewyoutube][/previewyoutube]

[h2]New Maps[/h2]

We’re excited to debut Pottsville and Lewiston; new, tighter, more urban maps that will create heart-pounding moments as players check around every corner to make sure they do not get trapped in an inescapable alley with zombies closing in.

[h3]Pottsville[/h3]
Fog stirs around your feet as you creep slowly towards the town limits. A morning silence broken only by the moans of zombies greet you as you make your way to the first neighbourhood, before the crackle of your radio alerts you to a call from the CRC - you are here to verify the reports of civilians sheltering in Pottsville, and if true, figure out the next steps to save them.

Pottsville is a rural small town where Responders will be looking to rescue civilians. You’ll start at the outskirts and explore the neighbourhoods, following leads from the CRC through the streets and alleys that could lead you to the Pottsville Bank, where some survivors attempted to access parts of the bank usually more secured; or to City Hall, where we’re sure the mayor and their staff must have made it out…

Responders will spawn separately into the Pottsville map and should eventually make their way to the formerly bustling downtown square, now empty save for the living dead that have no interest in the decorations or landscaping. Find your way to the community center, and learn the fate of Pottsville’s population along the way.

Randomized houses with different locations for your objectives brings new exploration with each playthrough of Pottsville, along with the introduction of a new minigame - Responders will need to align the radio to the correct wavelength.



[h3]Lewiston[/h3]
Calling all Responders! The CRC has been called in to assist in Lewiston, Maine. The local CRC Team leader, Waldo, asked us to come out his way to lend a hand. Like many in the CRC, he didn’t expect to have to step up for a zombie uprising, and is feeling a little… overwhelmed, so we’ll be sending you in, but you’ll have to find your own way out - by boat or by train.

Lewiston is our surprise third map, as revealed during our Reanimation Announcement on April 8th!

We are thrilled to bring you to Maine, with 2 new types of extractions, randomized stores to explore, and a sunset over the small town giving everything, even the dead, a glow-up. Spawn together with up to 4 other Responders, try to find the rest of your group, and explore Lewiston. Make sure to check if you have overdue books at the Library, or if there are supplies left at the Pawn Shop. Keep an eye on the gathering shadows, watching for any movement in the autumn sunset.



Matchmaking Note - we’ll be adjusting the prevalence of how often each map appears, without the need for game updates to do so. Currently we’ll be weighting the matchmaking percentages more towards letting players experience the two new maps Lewiston and Pottsville more than Power Plant. As always we will listen to community feedback to inform us. Let us know which map is your favourite!

[h2]Character Roster[/h2]

Players will have 3 character slots, and can select 3 different Responders to fill them. Each can have their own loadouts, character levels, and skills. You’ll be able to decide the difficulty of the match you want to play by selecting the Responder with the character level to match.

Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.

Set up your favorite character build and loadout, and keep them ready for your sessions.

[h2]Character Reroll[/h2]

Players will be able to spend match-earned credits to reroll the character selection when creating a new Responder. This will reroll all 3 of the options available.

We’re open to hearing feedback about the amount of credits spent for the reroll, and can adjust this without needing to patch the game, so please share that feedback with us regularly in the Discord!

[h2]Radial Inventory[/h2]

The memorable NMRiH1-style Radial Inventory is back!

This weight-based style of inventory is easier to use dynamically in combat.

Weights are reflected in the size of each "slice" of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more "weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.

You can set up a quick slot by highlighting over an item and pressing a number key (1-9).

Instead of the number of items counting against your inventory, all items will have a weight value that will affect your inventory. This is still being tuned, so please be sure to give feedback, either through our in-game menu or in our Discord.

[h2]Combat 2.0[/h2]

We’ve talked about Combat 2.0 on our Livestream [Insert Link], and we are excited to get it into the hands of our Responders. How you combine your attacks and actions with those of other Responders will be more rewarding, and, we hope, lead to more cooperation between players.

Combat 2.0 will feature:
  • Directional Melee - Left or Right attacks with a melee weapon depending on the left or right input..
  • Strong Attacks - if you repeat the input, the 2nd attack will be stronger. For example, if you repeat a left left attack, the 2nd attack will be the stronger one.
  • Charged Attacks - hold your attack. It will hold the animation, and when you release it, you will deal a massive blow. There will be a difference between a Slashing attack, and a Bludgeoning attack. Try out the different attacks, and let us know which you decide to use.
  • Kick and Shove - both will have a different use in your attacks. Kick, performed by holding the "shove" key, will be an extension of your combo to move zombies. Use it alongside your fellow Responders' attacks to direct and knock down zombies. Shove is usually to be combined with your other attacks to create a combo.


As part of Combat 2.0, weapons have gotten a rebalancing. Slashing and Bludgeoning style weapons will have different purposes. Body shots and headshots will have a different response, depending on the weapons.

Stamina has been rebalanced, and your ‘out-of-stamina’ state will be harsher - Responders will deal less damage and less impact when dealing blows.

Let us know of your experience with Combat 2.0 in the Discord!

[h2]Zombie Variants[/h2]

There are new zombies coming in with the new maps, including Riot Police and Construction Zombies.

We advise Responders to approach with caution and strategy, as both have helmets protecting them from headshots. Riot Police will have body armor to protect them from firearms, and some may also have a shield, protecting their body from attacks, so use your directional melee to deal damage.
You can also run into zombie police officers and even zombie chefs - who are looking to make you their next finely prepared meal.

Along with the new zombie types, there we have made improvements to the Shambler type such as the ability to walk around, summon zombies to help them after a few screams, and release a gas cloud that will increase the infection rate of a zombie in the cloud - plus, the cloud also has a chance to infect players itself. We have also added new styles to the Runner type of zombies. Our ‘Red Eyes’ zombies have also gotten an adjustment. No longer will they have red eyes coming out of the darkness - they’ll have an ‘eyeshine’ to them instead. More dead-like. They also can take damage regularly, instead of relying exclusively on headshots. The CRC does recommend still aiming for them first however - a ‘Prime’ state alters the zombies it affects, giving them more health and higher damage.

[h2]Notable Additions:[/h2]
  • New Weapons:
    • Cleaver
      • Quick and sharp, one-handed bladed weapon
  • Tree Trimmer
    • Two-handed bladed weapon
    • Extended reach, great for removing limbs
  • New Scopes
    • Hunting Scope - Long range rifle scope
    • Combat Optic - military grade, medium range holographic sight
  • Performance Fixes
    • Lighting Optimization
  • Improved Hit Reaction Animations
  • In-Game Early Access Roadmap
  • Loading Screen Tips (with some community suggestions!)
  • Improved Loot Spawning
  • Spawning of items is more dynamic, less predictable
  • Matchmaking with Multiple Maps
    • Map selector available on Private Matches
  • A skill pool that will display all available skills that could be randomly generated for the player at their current level
  • New audio mixing options and sliders
  • Added support for DLSS 4 with Multi Frame Generation
  • Zombie spawning improvements
    • A new spawning system that should improve zombie density and scarcity for better gameplay pacing

[h2]Balance[/h2]
  • Difficulty tweaks


[h2]Bug Fixes[/h2]
  • [h3]Animations[/h3]
    • Zombie animation will not retrigger when in a knocked down state
    • Zombie Runner will move more smoothly while investigating
    • Pushing zombies during climbing animation will cause the proper falling animation
    • Shooting firearms while sprinting will have a proper first shot animation
    • Disconnect panels will trigger lever animation when interacted with
  • [h3]Appearance[/h3]
    • Rocks with moss will not appear pixelated
    • Ground textures will appear more detailed and take less time to stream in when the player is moving
    • Player hand will no longer disappear when crouching with all firearms
  • [h3]Audio[/h3]
    • Added Power Plant Finale music during the final objectives
    • Rebar shove metal SFX will play correctly
    • Auto VO will not trigger twice for fuse panel objectives
    • Roje female VO wheel lines will be louder when triggered in battle state
    • Ammo collection VO has been turned up for Roje male and female
    • Player downed UX audio is louder
    • Radio VO will trigger after extraction for success, partial, or failure
    • Radio VO will trigger when all Responders die
    • Radio VO lines will no longer reference mission success when the mission was failed
    • Locked wire fence gates will play rattle SFX when interacted with
    • Fixed cases where music would not trigger depending on load-in order of responders
    • Improved Melee Impact Sounds
    • Fixed an issue where sounds (particularly zombies) would be inconsistently occluded when there is a wall between them and the player
    • Added meta pickup sounds to objective items
    • Improved presence of audio jumpscares
    • Fixed an issue where reverb was not always applying consistently in interior spaces
    • Sources inside a reverb space will now have reverb applied correctly for the listener irrespective of the listener’s location
    • Slightly increased shambler shriek distance
    • Shamblers now have 2 warm-up shrieks before the third more intense shriek
    • Fix for cases when meleeing or shooting a zombie through an opening would be missing sounds
  • [h3]Environment[/h3]
    • Barricades will no longer float on windows
    • Small shrubs to the south of Hospital POI no longer have player collision
    • Player is no longer able to be attacked through stash room doors
    • Floating wire will be absent near Farmhouse
    • Placeholder door removed from Substation
    • Player will no longer be able to enter a one-way area and get stuck at Substation
    • Player will no longer be able to bypass Substation entrance and softlock self inside Power Plant
    • Players will no longer be blocked in at the space between fuel tanks at the Substation Entrance
    • Floating cones no longer present near Ranger Station
    • Floating loot no longer present at Field Hospital washrooms
    • Floating items on the road between sawmill, radio station and ranger station have been pushed back down and will stop floating
    • Small metal piece clipping through Sluice Gate control monitor removed
  • [h3]Gameplay[/h3]
    • Bar - Wiring minigame can no longer be completed and Stash accessed without doing any prior objectives
    • Fixed explosives occasionally not dealing damage to players. They should be consistent now and deal full damage to the throwing player and reduced damage to other players
    • Improved weapon spreads for all firearms
    • Reworked melee trace functionality to be more reliable
    • Increased grenade throw speed by 100%
    • Bladed weapons and blunt weapons have been rebalanced to deal more damage to world objects such as barricades and doors. Bladed weapons are more efficient at breaking barricades and wood doors. Blunt weapons are more efficient at breaking metal doors
  • Localization
    • Description of Skilled Medic Expert has been corrected
  • [h3]Server/Client[/h3]
    • Resolved a variety of crashes
    • Resolved a situation where the interactable state could become desynced between clients and servers
    • Deployed new client module (on 3/31) to improve Easy Anti-Cheat compatibility, which should help to resolve crashes
  • [h3]UI[/h3]
    • MP5 Magazine had clipping bullets and has been adjusted
    • Nightmare levels will be set properly in the scoreboard
    • "Firearms" loadout category is properly renamed
    • Stamina bar and Interaction prompt visibility settings are no longer locked on Nightmare mode
    • The typo in "Needs Condenser" has been fixed
    • Revive Syringe Description is now accurate
    • Destroying a door after opening it no longer disables the interaction UI
    • Shoving without any weapon equipped will no longer trigger the Heavy Attack hint prompt to show up
    • New character will show up immediately in the character tab when quitting to main menu
    • Opening the inventory while moving will no longer cause a player position jitter
  • [h3]User Experience[/h3]
    • Player movement will continue when the mouse stops focusing an inventory item
    • Alarm box will turn green and replicate for players who do not interact with it after being disabled
    • Switching to flashlight while holding 2 handed weapons will replicate to other clients.
    • Truck near field hospital now has an interaction

  • [h3]Weapons[/h3]
    • Rochester 1873 will animate when dropped
    • Scope attachments no longer clip into screen when shooting with the 590A1 Shotgun
    • Rifle suppressor on the Rochester 1873 in will no longer move when shooting
    • Holographic sight will not pop from vision when shooting with the Rochester 1873
    • Fire rate on m1911 Handgun fixed; it should be comparable to m9a1 fire speed now
    • Attachments on spawned weapons now have glint
    • Weapon will not clip into the bed at Lookout Tower stash room
    • Deprecated UI no longer appears when picking up the M7A1 rifle or MP5 for the first time
    • Weapons will not pop out and become misaligned in 3pp animation when switching weapons
  • [h3]Zombies[/h3]
    • Zombies will not suddenly rise again/’pop up’ if shot on the ground before dying
    • Zombies will have no difficulties in navigating through a rooftop area at Stacker Reclaimer - watch your backs Responders
    • Flame particle effect is accurate when shambler is on fire
    • Runners will move normally during start and stop roam states and not slide on invisible ice
    • Player zombies will not repeat their attack VO in quick succession
    • Zombies bodies will not twitch or pop up after dying - if they are still twitching or popping up, do better at double tapping.
    • Shamblers will now react and scream when noticing a Responder. Try to not be noticed.
    • Zombies long sleeve mesh will not twist when transitioning into idle animation
    • Zombies will only attack barricaded doors if provoked. The CRC suggests not provoking them.


[h2]Known Major Issues[/h2]
Note: as this is Early Access, our title is in active development and bugs are to be expected. We have listed some known issues that we expect many players to encounter, however:
  • Rarely, players may encounter a black screen on launch. Follow these steps to try to resolve this problem.
  • In Spectator mode, when changing player perspective, parts of the map will be slow to fully load in
  • In Spectator mode, incorrect first-person character animations may occasionally be seen, such as a looped hand wave motion.
  • In Spectator mode, players may see inconsistent movement / warping from other players
  • Lewiston - Responder may spawn A-posing until the flashlight and weapons load in
  • Doors may appear to be broken but not allow the player through when kicked down or destroyed by zombies, which can typically be fixed by kicking again
  • Sometimes the death takeover screen will take up to 20 or 30 seconds to clear and transition to Spectator mode
  • Zombies sometimes don't make noise until they attack or get hit
  • Rarely, Responders’ haircuts may stretch out



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

REANIMATION Update - Cinematic Trailer

[h3]The Reanimation Update launches tomorrow April 15th at 7 am PT / 10 am ET / 3 pm BST. [/h3]

Watch the new cinematic trailer here:

[previewyoutube][/previewyoutube]

Last week we revealed the surprise that REANIMATION will include not one, but TWO new maps for No More Room in Hell 2: the urban-set Pottsville and Lewiston.

https://store.steampowered.com/news/app/292000/view/515205641165341968?l=english

A lengthy update video detailing some of the patch's many highlights will also be shared tomorrow - stay tuned!

Take a closer look at Pottsville & Lewiston in our map teaser video:

https://www.youtube.com/watch?v=ERrJHnvTG2c

CALLING ALL RESPONDERS - Tell your friends about the Free Weekend coming up, which runs from April 17 at 1pm ET to April 21 at 1pm ET!

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

Surprise! TWO new maps arrive April 15 for the Reanimation Update

[previewyoutube][/previewyoutube]

REANIMATION is almost here… and we’re excited to reveal that this update coming April 15 will include not one, but TWO new maps for No More Room in Hell 2.

New map Lewiston will join the previously-announced Pottsville map, alongside Power Plant that was released back in October. All three maps will become the new backbone of the NMRiH2 experience during Early Access, while our team busily continues to work on more maps and features on the road towards 1.0 launch.



The April Reanimation Update will release on April 15, and will be accompanied by a Free Weekend running April 17-21.

NMRiH2's largest update yet, and one of our studio's biggest updates for a game ever - we hope you enjoy it.

[h2]New map: Lewiston[/h2]



In Lewiston (previously under working title Waldoboro), responders work to secure the safety of survivors across a ravaged city at golden sunset. Gather supplies if you must, but above all else - get out, alive.







One of two possible escape points will be selected at the start of the map and you must either escape by train or by boat. Collect the necessary gear and security codes and get the hell out of there!







Also coming in Reanimation...


Along with the Lewiston map, the massive Reanimation update also includes a vast amount of new content and features, which you can read about in our blogpost from last week:
https://store.steampowered.com/news/app/292000/view/524211581550067879?l=english

[h2]New map: Pottsville [/h2]





Responders are being sent to Pottsville to assist in the civilian evacuation effort at the community center. When additional information is uncovered, responders head downtown to retrieve critical scientific research. Once you have the data, get to the rooftop extraction.









[h2]Combat 2.0[/h2]


- We’ve heard your feedback and have brought the gore and satisfaction of swinging weapons more in line with what you expect from Torn Banner. With this update you can drag and aim your swings to cut off zombie limbs. Use left click for a right to left swing and right click for a left to right swing. Repeat the same input for a stronger attack, or hold down an attack to deliver a forceful blow with potential for knockdown.

- We’ve also added in a Kick, performed by holding Shove that costs a lot of stamina but can knock down zombies, putting space between you and the undead. On top of that we’ve further improved hit reactions, melee timings and the stamina system.

[h2]Weight-based Radial inventory[/h2]


- Move your mouse into quadrants of your screen to quickly select between inventory items
- Weights of items are reflected in the size of each "slice" of the quadrant of the radial inventory

[h2]Character Roster[/h2]


- Players will now have three character slots
- Prefer to leave your level 50 veteran back at base while you venture forth with a lower level responder? Now that’s an option.

[h2]Character Re-roll[/h2]


- When selecting a new character out of the 3 choices, you have the option to spend match-earned Credits to re-roll for a new set of 3 choices
- Note, any pictured Credit values to reroll are not necessarily final, we're always open to feedback on the credit value of re-roll as well as loadout items.

[h2]Riot police & construction worker zombies[/h2]




- The added armor/protection worn by these 2 new zombie types makes them even harder to take down than normal walkers!

[h2]Plus, even more:[/h2]
  • New melee weapons
  • Zombie spawning improvements (essentially, a new spawning system entirely) to bring core improvements to enemy density and scarcity across all maps
  • Modified loot spawning to create a more rewarding experience as you search for gear and supplies
  • Performance improvements
  • Tons of bug fixes

… And many more improvements across the entire game.

While a huge one, REANIMATION is just the latest update we’ve added to the game, with monthly updates (plus more) since we first launched in Early Access back in October. If you’re just joining the community now, we invite you to look back at the release roadmap up to now:



SEE YOU APRIL 15.

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.

Preview: Prepare for REANIMATION in April



Responders, get ready for a big one.

REANIMATION (Update 0.4.0) is now just a few short weeks away, an update that compares in size and scope with NMRiH2 Early Access launch back in October.

Reanimation includes the new Pottsville map, a new radial inventory, a revamped combat system, a character roster, a big surprise, and a host of other big items as well as impactful bug fixes across the entire game.

Our team has looked forward to this update as our opportunity to finally release a huge pile of features and content, a great deal of which has been in the works for months (and in some cases years), but wasn’t able to make it for last year’s initial Early Access launch.

Reanimation to us is more than just another one of our monthly game updates - it’s quite special, and we see it as a big moment for the game to show itself off as a far more playable content and feature-packed version of No More Room in Hell 2 in Early Access.

Early Access development will continue beyond April, with more updates to come as we work towards its 1.0 version.

If you’re just joining the community, we invite you to look back at the release roadmap up to now:



Now, let’s look onward to what’s coming in April…

Surprise Major content


We’re still holding a big card in our decks so that we can truly blow players away once we get closer to the release of REANIMATION.

A few hints as to what April’s surprise content may be:
  1. It's something we've been working on for a long time (and we haven’t been shy about it either!)
  2. It's going to give players a lot more to do in the game.
  3. We think it's the main thing the game needs more of right now!

We’re confident that players are going to be happy with the surprise major content coming in April (alongside everything else in the update) - but there’s a lot more to talk about besides it…

Map 2: Pottsville


The first new map since October 2024’s Early Access launch is nearly here!

Pottsville, a brooding suburban small town full of claustrophobic encounters with the undead at dawn, is a new urban-set map for No More Room in Hell 2.



Inspired by classic zombie movie settings and scenes, Pottsville is smaller and far more dense than the big rural open map, Power Plant. It'll play very differently, with more claustrophobic encounters against the undead, as players creep down foggy alleyways and roam through neighbourhood houses and downtown buildings, as they explore a blend of suburbia and city environments.



Pottsville will see players more rapidly group up (compared to Power Plant) as they explore a neighborhood teeming with the undead, before descending deeper into the map's city streets and urban centre.



"With Pottsville our main goal was to create a suburban horror experience mixed with a new flow and intensity. Players will still spawn alone but we hope to surprise you with how the match plays out from there. Power Plant was a rural setting and more open, whereas Pottsville is a suburban small town and feels more dense. With this density we’re able to create new moments where the zombie pressure is more immediate.”

“One of the big changes we’ve made is to develop some new zombie spawning tech so we can more reliably put pressure on the player when we want to. We then designed our layouts to try and support this new tech and it's really cool to see it come to life!"

- Luke Shelswell, Level Design Director



This new map is just one of the many new chunks of major content coming in REANIMATION, one of our studio’s largest single game updates ever.

Character Roster


New to REANIMATION will be a character roster that allows you to manage multiple permadeath characters at once. Prefer to leave your level 50 veteran back at base while you venture forth with a lower level responder? Now that’s an option.

On the character tab, players will now have three character slots.

Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.

We’ll plan to continue to iterate on the Character Roster feature beyond April.

Weight-based Radial Inventory


The new radial inventory harkens back to the first No More Room in Hell, allowing you to move your mouse into quadrants of your screen to quickly select between inventory items.

New to No More Room in Hell 2’s inventory will be a weight system for items you pick up. Weights are reflected in the size of each "slice" of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more "weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.

The radial inventory will also allow players to assign keyboard hotkeys (1-9) by pressing the desired hotkey while hovering over an item.

We expect that the new system will create a more fast-paced inventory experience while also forcing players to make more strategic decisions about what items they collect and use. Players will have to make smarter choices about what to take with them, give to other players, or leave behind.

Combat 2.0


April’s new Combat 2.0 system aims to bring the game’s melee experience much more in line with feedback we’ve heard from the community, which means closer to the core of a No More Room in Hell game. Combat should feel more like desperate and gritty survival, and with more uniqueness between weapons than before.

We last spoke about the new melee system in our recent blogpost:
https://store.steampowered.com/news/app/292000/view/534342772300186602?l=english

As combat designer Nicolas Lince described in our livestream earlier this month, Combat 2.0 is focused on allowing players to stack melee actions together for more creativity and better interplay with your co-op allies during fights. It’s now much more important to measure your strike distance, decide on the direction of your attacks, keep an eye on your stamina - and juggle all of this with allies at your side. One player may take a more “crowd control” role, knocking back multiple zombies with heavy attacks and kicks, while another player more carefully disperses enemies with precision, as zombies make it through the crowd.

New melee weapons are also on their way to complement the revised melee system - but stay tuned for those details.

[h2]Plus much, much more, including Performance Improvements and Bug Fixes[/h2]
What we’ve described here is just part of what’s coming in April’s major REANIMATION Update which includes a host of other features as well as that huge surprise chunk of content.

A sampling of more to expect in the April update:

  • Riot police zombies
  • Zombie spawning improvements (essentially, a new spawning system entirely) to bring core improvements to enemy density and scarcity across all maps
  • Modified loot spawning to create a more rewarding experience as you search for gear and supplies
  • Performance improvements
  • Hundreds of bug fixes


Stay tuned through the rest of the month for more info about the April update, coming in just a few weeks.

[h2]What else we’re working on:[/h2]

[h3]New map: Waldoboro Lewiston[/h3]



Waldoboro is another urban setting map that we also have deep in development, that longtime followers of NMRIH2 would remember as a map being worked on by the Lever team before they joined Torn Banner.

As one update on the narrative side - we’ve now changed the name of Waldoboro to Lewiston to better reflect its real-world setting within the state of Maine. In this upcoming map, Responders find themselves further afield from Pennsylvania as they work to secure the safety of survivors across a ravaged city at golden sunset.

We’re excited for NMRIH2 to continue to tell the story of an active and evolving apocalypse as more maps come to the game on the road to 1.0.

Stay tuned for more details about Lewiston, which we also dived into in our recent livestream for an in-engine walkthrough of the map courtesy of longtime NMRIH dev Jon Wiley (aka Cenelder).

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.

Update 0.3.1

Hello Responders!

We have some big improvements coming to the game in Update 0.3.1!
Responders will have a higher chance to be infected; will be able to customize what they enter a match with through Loadouts, and those in private lobbies will be able to choose the difficulty of their match!

We are excited to continue to bring improvements and new features to our playerbase, and look forward to hearing your feedback!

[previewyoutube][/previewyoutube]
[h2]Loadouts[/h2]
Items in the loadouts become available to unlock through either account level, character level, or Nightmare Prestige levels. Once an item is unlocked, it is unlocked for good even if the character it was equipped on dies, unless the item had a character level requirement. If so, it will return to a locked state until the character requirement is met again.



Using Credits, Responders will be able to equip a selection of loadout items that they will start their matches with as long as that character is alive. If your Responder with that item equipped in their loadout dies, the item would need to be repurchased for a new Loadout. If your Responder survives, they will start their new match with the same loadout and gear unless new gear is purchased to be equipped instead.


Loadouts will launch with the ability to purchase the following items:
  • Ranged Weapons
    • Model 13 Handgun
    • DT11 Shotgun
  • Melee Weapons
    • Wrench
    • Kitchen Knife
    • Rebar
    • Small Pipe
    • Large Wrench
    • Tire Iron
    • Long Pipe
  • Explosives
    • Proximity IED
    • Pipe Bomb
    • M67 Frag Grenade
  • Medical
    • Bandages
    • Medkit
    • Phalanx Pills
    • Mass Casualty Kit
    • Revive Syringe
    • Gene Therapy
  • Utility
    • Flashlight Batteries
    • Deployable Worklight
    • Deployable Radio
    • .357 MAGNUM
    • .45 ACP
    • 12GA SHOTGUN SHELLS
    • .308 WIN
    • 9MM
    • 5.56 NATO
    • 6.8X51MM
    • Ammo Crate
    • Nailer
    • Ranger Boots
    • Body Armor
    • Satchel
[h2]Credits[/h2]

Along with Loadouts, Credits will become available for earning and spending. Credits are account-wide currency that Responders will earn by completing objectives - the same objectives that grant account XP.

These Credits can be spent on Loadouts, and will be the main in-game currency for customization. They can only be earned in-game.

[h2]Private Lobbies +[/h2]

We’re introducing more options to Private Lobbies!

The following options will be modifiable:
  • Difficulty
  • Dynamic Grouping
    • Dynamic Grouping is the ability to either choose to group-up, or automatically group-up when meeting other Responders.
We have more features coming in to allow for modifying in future updates, such as which Start or End scenario on the Power Plant map, or which map to play on!

[h2]Character Medals[/h2]

Character Medals will track how many times Responders extracted, how many supplies you extracted with, how many objectives you’ve completed, and how many times you helped a teammate. These stats cannot be seen by other players, only yourself, and give no other rewards at this time. They are tracked independently - you could have a gold medal in how many times you’ve extracted, but remain a bronze in how many supplies you have extracted with.

Share your stats with other Responders in our Discord!

[h2]Infection Updating[/h2]

Infection is getting an update!

Responders now have a chance of getting infected from every Zombie attack - not just when you’re grabbed and lose the “bite” minigame. Chances of being infected by regular zombie attacks will depend on your health and your stamina - once you are below 50% of your HP, you have a chance to get infected. This chance goes up the less HP you have, so stay healthy!

As a reminder for Responders on how Infection works for zombie grabs - the less stamina you have, the shorter the minigame and the closer to defeat you are. Should you reach critical stamina (below 15%), the grab will instead become an instant bite, which will infect you regardless of your HP status. Use your energy wisely, and keep your pills (or better yet, a gene therapy cure) handy!

[h2]Notable Additions[/h2]
  • MP5 Submachine Gun
    • Our first SMG in No More Room in Hell 2
    • Built-in Flashlight - does not use in-game batteries
    • Will use 9mm ammo
    • A gun from the original No More Room in Hell
  • Rochester 1873
    • Lever-action rifle
    • Will use .357 Magnum ammo
    • A gun from the original No More Room in Hell
  • Roje Voice
    • The Roje voice is based on a character from No More Room in Hell of the same name
    • Random chance - joins the overall pool
  • Satchel
    • New Item that can be picked up to increase your inventory size
  • Scope Attachments - Holographic
    • Gives more customization options for Responder weapons
    • Allows a player to better aim at further away targets
  • New Power Plant extractions
    • 3 new extraction spots located outside of the power plant, so Responders will need to be alert to which extraction spot they are to be met at
[h2]Balance Changes[/h2]