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No More Room in Hell 2 News

Hot Fix 0.7.0.1 Is Live!

[p]Hello Responders,[/p][p]Hospital launched one week ago, and player feedback highlighted a few glaring issues that we wanted to address with a hot fix (0.7.0.1). These fixes focus on combat, the legibility of an objective in Beaulieu (in all languages) and an uncommon crash issue.[/p][p][/p][p]Bug Fixes[/p][p]Combat[/p]
  • [p]Fixed an issue where hits against zombies would register inconsistently[/p]
[p]Gameplay[/p]
  • [p]Reduced the number of bodies required to complete the Beaulieu Hospital wards.[/p]
  • [p]Fixed an issue where players who entered deep water would continue to experience water effects, including getting killed if they go too low in the map which could block players in Power Plant and Hospital.[/p]
[p]Localization[/p]
  • [p]Updated some objective strings to ensure that the English names of objective are shown in the compass and match the in-world English signage for the ward (for example, “Emergency Room” will be present in the compass and lobby signage regardless of language set).[/p]
[p]UI & UX[/p]
  • [p]Increased the range where objective markers would appear for bodies in Beaulieu Hospital.[/p]
  • [p]Added objective markers to guide players to the wards in Beaulieu Hospital.[/p]
[p]Server & Client Stability[/p]
  • [p]Fixed an uncommon crash during extraction in Beaulieu Hospital.[/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]Stay safe out there,[/p][p]The NMRIH2 Dev Team[/p][p]
[/p]

Hospital – Patch 0.7.0 Is Live!

[p][/p][p]Hello Responders,[/p][p]The doors to Beaulieu open and 0.7.0 is live! Hospital began its conception in 2024, and over time it’s been honed down and refined into our game’s fifth map! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Hospital is an update that touches upon every aspect of No More Room in Hell 2. 0.7.0 features new features like the Beaulieu Hospital map and Match Reconnect, reworks to parts of Powerplant, balance changes that impact combat, health, and inventory, an optimization pass to character models, and a large swath of bug fixes. [/p][p]
[/p][p]Developer Note: Beaulieu[/p][p]
[/p][p]Beaulieu is a large multistory hospital that features a courtyard at its center. Over time, renovations of different sections of the hospital have created an old-meets-new aesthetic. The street facing exterior and lobby all look and feel brand new, while setting foot into the courtyard feels like you’re walking into the ‘50’s.[/p][p][/p][p]Research at Beaulieu looked promising, and rumors of a breakthrough made their way to the CRC right before the world went dark. Responders, you’re tasked with getting into the hospital, doing what you can to secure the location, and collecting research that could be pivotal to our survival.[/p][p][/p]
  • [p]Our first daytime objective map[/p]
  • [p]Randomly changing floor layout[/p]
  • [p]New “bio scanner” objective type[/p]
[p][/p][p]Developer Note: Powerplant Changes[/p][p]
[/p][p]Powerplant is by far our largest map, and we feel that it still has a lot of potential before reaching its final form. Our level design team has put a lot of work into the map with updates including:
[/p]
  • [p]A couple of updates ago we made a major zombie spawn rework to every map except Powerplant. We’re excited to share that Powerplant’s new spawn rework is completed, and ships with 0.7.0. [/p]
  • [p]We’ve replaced our 3 radios to find a body scenario with a new scenario featuring bio scanners, a new objective type debuting in Beaulieu Hospital.[/p]
  • [p]Updated the “fix machines” end scenario, where you now have to fix one machine instead of three.[/p]
  • [p]Fast rope added to extractions inside the powerplant, to make them a bit more tense.[/p]
  • [p]Update to all extractions, raising the intensity and danger during your escape.[/p]
[p][/p][p]Developer Note: Match Reconnect[/p][p][/p][p][/p][p]Our match reconnect feature will detect when you lose connection due to a crash and/or network issues, and place your Responder into an “invisible” state, where you’ll be impervious to damage and undetectable to zombies.[/p][p][/p][p]Once detected and activated, players will have a limited amount of time (2 minutes at launch) to get back into the game before their character would be lost like normal.[/p][p][/p][p]Developer Note: Combat Changes[/p][p][/p][p]Community feedback is constantly helping us refine No More Room in Hell 2, and combat 2.0 still isn’t hitting the mark. Hospital comes with three changes intended to make combat feel more challenging and realistic.[/p][p][/p]
  • [p]Zombies are going to be tougher at every difficulty level and players are going to have to choose their fights tactically, as zombies are now ready to take an additional hit.[/p]
  • [p]Moving forward swinging into a crowd of zombies will cost additional stamina for each zombie hit. We see this as a change that should make the gameplay experience feel more realistic and grounded (and more difficult).[/p]
  • [p]Shoves and kicks are now slower when out of stamina and also deal less stability. We are testing combat changes to make stamina management a crucial part of the experience by limiting more player capabilities[/p]
[p][/p][p]Balance Changes[/p][p]In addition to the changes above, we made a few other balance changes with this update, alongside our suite of bugfixes, to keep making No More Room in Hell 2 as thrilling as can be.[/p]
  • [p]Streamlined zombie spawning in the entire Power Plant map. Zombies should spawn more consistently and be more concentrated in the objective areas. Good luck![/p]
  • [p]Shoving will hit just one zombie at a time, and kicks will hit up the three zombies[/p]
  • [p]Zombies with helmets take fewer shots to remove the helmet[/p]
  • [p]Adjusted hitboxes to make it easier to hit zombies which are knocked down[/p]
  • [p]Ammo purchases in loadouts grants 20 bullets, up from 10[/p]
[p][/p][p]Bug Fixes[/p][p]Account & Progression[/p]
  • [p]Fixed an issue where the Diner in Broadway was awarding too much XP[/p]
  • [p]Applied more fixes and safeguards to prevent rare instances where responders could be lost when launching the game[/p]
[p]Animation[/p]
  • [p]Adjusted animations used by Shamblers when they navigate[/p]
  • [p]Fixed an issue where Broadway objective items would disappear when held and shoving[/p]
  • [p]Muzzle flash vfx should be more consistent on guns with different fire modes[/p]
  • [p]Responders who turn should have more visible infection features[/p]
  • [p]Fixed an issue where fire could pop into view when turning the camera[/p]
  • [p]Prevented the flashlight from moving so much when throwing some weapons[/p]
[p]Audio[/p]
  • [p]Added more prominent audio feedback when getting hit by zombies and environmental hazards like fire and gas[/p]
  • [p]Audio from special encounters such as zombies emerging from coffins or body bags should play more reliably[/p]
  • [p]Increased attenuations and presence of audio in zombie spawn encounters to help player awareness[/p]
  • [p]Adjusted reverb volumes in Lewiston[/p]
  • [p]Prevented the ping sound effect from playing when opening certain doors[/p]
  • [p]Polished the glass breaking sound effects[/p]
  • [p]Fixed an issue where players could get stuck making squishy footstep sounds[/p]
  • [p]Fixed a sound effect for inserting fuses which would not play reliably[/p]
  • [p]Fixed ping voice lines not playing when pinging a wiring box from too far away[/p]
  • [p]Fixed gunshot audio being muffled when crouching[/p]
[p]Combat[/p]
  • [p]Updated Tree Trimmer attack tracers to better match the animation of the weapon swing[/p]
  • [p]Zombies can take damage from thrown weapons while vaulting[/p]
  • [p]Hip-firing with the Gruber MKVII now cancels sprint properly[/p]
  • [p]Fixed self-sacrifice animation with the MP5 so that the gun does not clip[/p]
  • [p]Fixed zombies not flinching when throwing the gene therapy at them. That’s some expensive hardware though, I wouldn’t be tossing that around if I were you…[/p]
  • [p]Overall improvements to one-handed blunt weapon animations[/p]
[p]Environment[/p]
  • [p]Updated the behaviour of various double doors across Power Plant[/p]
  • [p]Fixed some sewers in Broadway which could be blocked by invisible collision[/p]
  • [p]Fixed invisible collision inside a store in Broadway[/p]
  • [p]Fixed some clipping vehicles in Pottsville and Broadway[/p]
  • [p]Fixed some cases where vehicles would pop into view on Broadway[/p]
  • [p]Fixed some duplicated and clipping assets on Broadway[/p]
  • [p]Fixed a spot in the Train Derailment area in Power Plant where players could get stuck[/p]
  • [p]Fixed some floating assets in Power Plant[/p]
  • [p]Fixed some spots where items could not be picked up on Power Plant[/p]
  • [p]Fixed missing terrain around the edges of Broadway[/p]
  • [p]Fixed a visual issue with the objective monitors in the Food Storage building Lewiston, where the code would appear as the default until very close to the screen. You’ll strain your eyes like that![/p]
  • [p]Fixed some floating loot in the Power Plant Radio Station stash room[/p]
[p]Gameplay[/p]
  • [p]Prevented an issue where zombies could fall into inaccessible areas and block the completion of the Fire House in Broadway[/p]
  • [p]Applied a tentative fix to prevent the issue where the Broadway subway station tracks cannot be cleared and extraction is blocked[/p]
  • [p]Fixed a case where fuses could be inaccessible in some stores in Lewiston[/p]
  • [p]The extraction helicopter should now take off promptly if the last remaining player outside of it dies[/p]
  • [p]Fixed some locations in Power Plant where zombies would not spawn[/p]
  • [p]Adjusted zombie spawning in Broadway to prevent zombies spawning out of play[/p]
  • [p]Fixed an issue where the flashlight could fail to appear when starting a match with certain loadout items[/p]
  • [p]Made sure Early Extraction unlocks properly later in the match in Broadway and Power Plant[/p]
  • [p]Made it so that doors can be interacted with more reliably, and can be closed while partially open and vice versa[/p]
  • [p]Players should experience less movement corrections while inside helicopters[/p]
  • [p]Prevented alarms from being broken through walls[/p]
[p]Localization[/p]
  • [p]Warnings for leaving a match properly indicate that the character will be lost in all languages now[/p]
[p]UI & UX[/p]
  • [p]Fixed objective markers in the Power Plant repair scenario to point to the correct place[/p]
  • [p]Made sure the Message of the Day cannot block matchmaking buttons on the main menu[/p]
  • [p]Fixed an issue where end-of-match screen UI would not appear correctly when a player was left behind[/p]
  • [p]Fixed an issue where the XP bar would not update properly at the end-of-match screen[/p]
  • [p]Made sure the objective log appears and updates when completing objectives in Full UI mode[/p]
  • [p]Fixed an issue where location name UI would not pop up in Pottsville and Lewiston[/p]
  • [p]Fixed an issue where respawned players would see incorrect account XP info at the end-of-match screen[/p]
  • [p]Prevented an issue where voice lines and extraction animation could play again on the Broadway end-of-match screen[/p]
[p]Server & Client Stability[/p]
  • [p]Various crash fixes[/p]
  • [p]Applied optimizations across the board to character textures, hair, and gore[/p]
  • [p]Fixed a case where players would not see all the users on their friends list[/p]
  • [p]Squad members who leave or from a disbanded party should not linger around in the front-end. Get outta here![/p]
  • [p]Squad member nameplates should always update when they leave your squad.[/p]
  • [p]Squad members who join will have their responder models and nameplates update more consistently[/p]
[p]Tutorial[/p]
  • [p]Added the new Bio Scanner objective to the tutorial[/p]
  • [p]Added some text to give more information about different weapon tiers in the tutorial[/p]
  • [p]Fixed some typos in the tutorial[/p]
[p]Known Issues[/p]
  • [p]Some doors in the Hospital can rarely get stuck in a falling state[/p]
  • [p]Sometimes, not all players will see a wall get destroyed in Broadway[/p]
  • [p]Players who lose internet connection may need to restart the game to rejoin an ongoing match, even if the game did not crash[/p]
  • [p]Players in Beaulieu Hospital standing on top of the mortuary cabinets when they are closed can get stuck[/p]
  • [p]Players reconnecting will hear the radio replay VO that has already been played in the match[/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]Stay safe out there,[/p][p]The NMRIH2 Dev Team[/p][p]
[/p]

Crafting the Apocalypse - A Developer Blog

[p][/p][p]Hello Responders,[/p][p]With 0.7.0 just around the corner, and with it the launch of our 5th map Beaulieu Hospital, we thought this would be a great time to take you behind the scenes and showcase how our team goes about creating the maps in No More Room in Hell 2.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]NMRiH2 is set during an active apocalypse, as players are placed at the center of civilization's downfall. Our Environmental Artists have the huge task of immersing you in that chaos. Along with Environmental Artists, our SFX & VFX Artists, Animators and Technical Teams help bring our different concepts to life.[/p][p]Our Level Designers are the architects of our different maps. They ensure that each map offers a challenging and fun experience while giving a strong foundation for our artists to create upon. Both teams work in sync, and a large amount of back and forth goes into making sure everything works together.[/p][p][/p][h3]Design Pillars - Our Teams North Star[/h3][p][/p][p][/p][p]Design Pillars are generally found in every department, and at every level of a typical game production. These tenets act as guidelines that ensure a quality benchmark is hit and new content fits seamlessly into the game. [/p][p][/p][p]Our Map teams work with 3 core Pillars:[/p]
  • [p]Grounded in Reality: Realism is the strongest tool that we have to create immersive and terrifying maps. Players need to feel like they’re moving through spaces that were recently lived in, and those spaces should feel true to the real world around them. [/p]
  • [p]Iconic Locations: Our biggest inspiration comes from Romero films, and we strive to create our worlds in the same way he chose settings for his film. Iconic locations that feel both exciting and personal. [/p]
  • [p]Replayability & Variety: Maps act as the playground on which gameplay happens, and it’s important that you get as much play as possible. Each of our maps needs to be fun and challenging after multiple playthroughs. [/p]
[p]“We take inspiration from NMRIH1 and Romero’s world, then ask ourselves: what iconic spaces would feel both real and terrifying when filled with the undead?”
- Shelllzey, Level Design Director[/p][p] [/p][h3]The Art of Environmental Storytelling [/h3][p][/p][p][/p][p]The majority of No More Room in Hell 2’s story is told within the maps that players traverse. Our Environmental Artists go to great lengths to make sure that each map is packed with stories; players just need to look for them. [/p][p]Those stories only come after the level design foundation is set, and sometimes level design and narrative clash. Whether it be the flow of objectives not supporting the story or a cool bit of lore that breaks up a level's pace.[/p][p]“Our narrative and commitment to lore are part of what makes NMRIH2 special, but gameplay has to come first. You’ve got to be having fun.”
- Maxx, Creative Principal[/p][p][/p][h3]From a Concept Board to Players Hands[/h3][p][/p][p][/p][p]Every map that we create starts as a lot of different ideas on our virtual whiteboard tool Miro. Members of our team look at the prospect of a new map at the highest level and try to create a proposal that nails our map pillars by answering a lot of questions:[/p]
  • [p]Grounded in Reality: Does our proposal feel real, do we feel confident that we can make playing a round of this new map feel tactile and fully immersive?[/p]
  • [p]Iconic Locations: Are we creating a new location that fits within the Romero ethos? Will players be captivated and excited by the fantasy?[/p]
  • [p]Replayability & Variety: Are we creating something novel and replayable? What unique gameplay features are we bringing to make this map feel unique from the others in our Library?[/p]
[p]When our entire team feels confident with the concept it’s time for the virtual rubber to hit the road. Our team needs to work quickly to create a WIP (work in progress) version of the map that’s playtestable, then the feedback and refinement loop starts:[/p]
  • [p]Weekly review meetings - These are internal “map team” meetings, where the team members who are working on the map play with directors and assess their current thoughts on the state of the map.[/p]
  • [p]Internal and external playtests - These are playtests held with the entire Torn Banner studio and our CT Testers, feedback is compiled from both sources to get a bigger picture perspective.[/p]
  • [p]Continuous feedback from multiple departments - That feedback is integrated into the loop, assessed, and integrated into the iteration work of a maps development.[/p]
[p]We stay in the loop until the map is fully polished, and we’re excited about the final product that we’ll offer to our players.[/p][p]“You can have a great idea on paper, but only when it’s in 3D and someone breaks it during a playtest do you really know what works.”
- Shelllzey, Level Design Director[/p][p][/p][h3]Creating maps for 1-8 Players[/h3][p][/p][p][/p][p][/p][p]No More Room in Hell 2 supports up to 8 players, and that brings challenges. We push diverse playstyles and situations where you find yourself split up from your 7 teammates, and objectives and zombie spawn rates need to work whether you’re by yourself or with a giant group. [/p][p]This is one of the more difficult challenges that we’ve run into during Early Access, and while we still have a lot of opportunity for growth, we’ve solved a lot of our issues through objective design, gating, and pacing tricks, plus the occasional branching path or surprise.[/p][p]“Randomization is a core tenet from the original mod. It adds replayability and keeps players alert. Every new map tries something new with it.”
- Maxx, Creative Principal[/p][p][/p][h3]Player Data and Community Feedback[/h3][p][/p][p]Mike Tyson once said “Everyone has a plan before getting punched in the mouth” and the realities of game development make releasing a map to the public feel like a haymaker. It’s important that we roll with the punches, and fortunately enough every one brings insight that we can use to improve the game. Along with feedback from the Community and support tickets we have in game metrics that monitor heatmaps, deaths, extraction rates along with other stats.[/p][p]“The community helps shape every map, whether they know it or not. We adjust based on feedback every step of the way.”
- Shelllzey, Level Design Director[/p][p]“What always surprises me? The hacks players find to do something you didn’t intend. Even though that often means the game is being broken or exploited, it keeps us on our toes.”
- Shelllzey, Level Design Director[/p][p]One example: In Pottsville players found a way to get out of the Community Center early and get Downtown before the Community Center objectives were done, then they could complete Downtown objectives well in advance of the intended flow.  This is something we had to fix, but was interesting to see how players found paths we didn't intentionally make[/p][p]It’s less about massive reworks and more about constant tuning. Nearly every map is touched multiple times post-release.[/p][p]“Power Plant went through so many changes. We redesigned the gate section alone countless times. Now it flows much better, but it was a journey.”
- Maxx, Creative Principal[/p][p][/p][h3]How You Can Help[/h3][p]Just like with our game health and optimization work, your feedback directly influences the future of our maps.[/p][p]If you hit a wall (literally), find a stuck spot, or something just feels off, let us know. Here’s what helps:[/p]
  • [p]What happened?[/p]
  • [p]On what map, and where on the map?[/p]
  • [p]Who were you with?[/p]
  • [p]What were you doing just before the issue?[/p]
  • [p]Screenshots or videos, if possible[/p]
  • [p]Your rig specs and ping[/p]
[p][/p][p]Submit feedback via NMRIH2.com/support, post in our Discord, or use the in-game feedback tool.v [/p][p][/p][h3]Looking Ahead[/h3][p]As we march toward 1.0 in 2026, our goal is simple: maps that immerse, challenge, and surprise you, no matter how many times you’ve played them.[/p][p]We’re proud of how far our environments have come, and even more excited about where they’re going next.[/p][p]—The NMRIH2 Team[/p][p]
[/p]

Hospital Update Coming to No More Room in Hell 2 October 27

[p][/p][p]Hello Responders,[/p][p]We are just over a week away from our next update, Hospital, which will bring No More Room in Hell’s fifth map, along with a large number of gameplay changes to Powerplant, Match Reconnect, and more![/p][p][/p][h3]Beaulieu Hospital:
[/h3][p]Beaulieu is our fifth map, and first that takes place during the day. The map also features a layout with wards that randomly change location, making the map feel fresh and challenging match after match.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Nestled in the heart of Manhattan sits one of America’s oldest hospitals, Beaulieu. Beaulieu's proximity to millions, the hospital's size, and New York City's infrastructure made it an ideal candidate for research at the onset of the epidemic. 
[/p][p]Beaulieu is a large multistory hospital that features a courtyard at its center. Over time renovations of different sections of the hospital have created an old meets new aesthetic.The street facing exterior and lobby all look and feel brand new, while setting foot into the courtyard feels like you’re walking into the ‘50’s.[/p][p]
[/p][p][/p][p]Research at Beaulieu looked promising, and rumors of a breakthrough made their way to the CRC right before the world went dark. Responders, you’re tasked with getting into the hospital, doing what you can to secure the location, and collecting research that could be pivotal to our survival.[/p][p][/p][h3]Powerplant Changes:[/h3][h3]
[/h3][p]Powerplant is by far our largest map, and we feel that it still has a lot of potential before reaching its final form. Our level design team has put a lot of work into the map with updates including: [/p]
  • [p]A couple of updates ago we made a major zombie spawn rework to every map except Powerplant. We’re excited to share that Powerplant’s new spawn rework is completed, and will ship with 0.7.0. [/p]
  • [p]We’ve replaced our 3 radios to find a body scenario with a new scenario featuring bio scanners, a new objective type debuting in Beaulieu Hospital.[/p]
  • [p]Updated the “fix machines” end scenario, where you now have to fix one machine instead of three.[/p]
  • [p]Fast rope added to extractions inside the powerplant, to make them a bit more tense.[/p]
  • [p]Update to all extractions, raising the intensity and danger during your escape.[/p]
[p][/p][h3]Match Reconnect:[/h3][p][/p][p][/p][p]Match reconnect is a feature that we were really hoping to ship this summer, but an unforeseen complication forced us to push it to October.
[/p][p]Our match reconnect feature will detect when you lose connection due to a crash and/or network issues, and place your Responder into an “invisible” state, where you’ll be impervious to damage and undetectable to zombies.
[/p][p]Once detected and activated, players will have a limited amount of time to get back into the game before their character is killed.
[/p][h3]Combat Changes:[/h3][p]Our Hospital update will also take a surgical pass on our combat system and bring a few updates intended to make the game feel more difficult and realistic. [/p][p][/p]
  • [p]Zombies are going to be tougher at every difficulty level and players are going to have to choose their fights tactically, as zombies are now ready to take an additional hit.[/p]
  • [p]Moving forward swinging into a crowd of zombies will cost additional stamina for each zombie hit. We see this as a change that should make the gameplay experience feel more realistic and grounded (and more difficult).[/p]
  • [p]Shoves and kicks are now slower when out of stamina. and also deal less stability. We are testing combat changes to make stamina management a crucial part of the experience by limiting more player capabilities[/p]
[p][/p][p]The update will also feature a large number of bug fixes, a couple optimization passes, and more![/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]

Health Update #1 – Update 0.6.1

[p][/p][p]Hello Responders,[/p][p]Update 0.6.1 is a game health targeted update focused on quality-of-life and fixing some of the more elusive bugs that have been plaguing your sessions. From healing logic and fire damage to objective scripting and zombie AI, this update prioritizes smooth play and correct behavior across core systems.[/p][p]This update lays foundational work for what’s ahead, including new content arriving in October and a second Health Update landing in November. It’s all part of our continued reinforcement effort as we head toward 1.0 in 2026. Update 0.6.1 is another step forward in that direction, improving reliability, responsiveness, and the systems you rely on most.[/p][p]
[/p][p]Developer Note: Environment Optimization[/p][p][/p][p]Broadway and Lewiston received a major performance improvement. Using an automated process, we have made significant changes to the performance “cost” of game assets. In one example, we reduced a complex building from over 250 individual meshes to just 53, an 81% reduction. While this represents a single structure, similar improvements are being applied across all environmental assets for broader gains in performance and asset management. This helps streamline performance and asset management going forward. Expect smoother loads and fewer rendering hitches.[/p][p][/p][p]While this optimization is currently focused on two maps, we plan to apply this improvement across all maps in future updates.[/p][p][/p][p]Developer Note: Animation Optimization[/p][p][/p][p]We’ve reworked how animations are evaluated under the hood, reducing how much they strain the CPU, especially during high-intensity moments with lots of movement and enemies. These changes improve framerate consistency across encounters, helping gameplay feel smoother when things get chaotic.[/p][p]This is part of an ongoing effort to optimize core systems without altering how they feel to play. Expect more invisible-but-impactful improvements like this in future updates.[/p][p][/p][p]


Quality of Life[/p]
  • [p]Player status on the scoreboard now shows "Waiting For Respawn" if a player is eligible for revival[/p]
  • [p]"Save as Preset" has been added to Customization so players can more easily reapply their favorite look[/p]
  • [p]Improved pickup sounds on many items[/p]
  • [p]Polished the sound of player footsteps while walking and running[/p]
  • [p]Improvements to some UI sound effects[/p]
[p]
Balance Changes[/p][p]Update 0.6.0 brought a major shift in difficulty. While it brought us closer to the challenge we want, it's not quite dialed in yet. We're continuing to apply tuning and feedback-driven balance adjustments across future updates. Expect more refinements as we close in on that sweet spot![/p]
  • [p]Stores and Houses in Pottsville should fill more consistently with zombies before players arrive, and should not respawn zombies while players are inside the buildings.[/p]
  • [p]Tweaked zombie spawns on Lewiston to ensure spawns are not spread out too much.[/p]
  • [p]Tweaked zombie spawns on Broadway to bring it more in line with other maps.[/p]
  • [p]Adjusted many animations and hitboxes on slashing melee weapons.[/p]
  • [p]Tweaked the horizontal impulse on melee kill ragdolls. Zombies shouldn’t fly away so aggressively anymore.[/p]
[p]
Bug Fixes[/p][p]Account & Progression[/p]
  • [p]Applied a tentative fix to a rare issue where the account level would appear reset after major updates. Please let us know if you still see this occur![/p]
  • [p]Fixed an error that could occur when trying to reroll a recently acquired skill[/p]
[p]Animation[/p]
  • [p]Players who have respawned now animate properly after entering DBNO[/p]
  • [p]Responder hand no longer pops when winding up to throw a two-handed firearm[/p]
  • [p]Zombies should react to hits while standing up from being downed[/p]
  • [p]Fixed a case where responders’ corpses would float if self-sacrificing late in the match[/p]
  • [p]Responders on the main menu should consistently appear with higher-quality models[/p]
[p]Audio[/p]
  • [p]VO indicating that Early Extraction is available should now play properly on Broadway[/p]
  • [p]Full-Auto gunfire reverb should sound the same as other fire modes now[/p]
  • [p]Zombie footsteps should be more audible when behind the player. Don’t stop checking over your shoulder, though…[/p]
[p]Combat[/p]
  • [p]Army and Police zombies now properly take reduced damage and lose armor-based headshot resistance when helmets are destroyed[/p]
  • [p]Fixed an issue where zombies would not properly get hit by a responder’s shove or kicks[/p]
  • [p]Fixed an exploit where players could equip both regular and expert Steady Hand simultaneously[/p]
  • [p]Dropping an item no longer causes previously equipped loaded weapons to appear empty in the inventory[/p]
  • [p]Fixed an exploit where players could pick up a Radio that had already been deployed to distract zombies[/p]
[p]Environment[/p]
  • [p]Fixed a gap in the Ranger Station that could trap players[/p]
  • [p]Fixed a location where zombies could get stuck behind the double doors in the Diner in Broadway[/p]
  • [p]Fixed some cases where loot in Broadway could not be interacted with[/p]
  • [p]Fixed a location in the Power Plant HQ where zombies could get stuck on the upper catwalk and a pallet[/p]
  • [p]Fixed floating headlights in Power Plant[/p]
  • [p]Fixed various items in the Diner in Broadway which clip through the desk[/p]
  • [p]Zombies can now navigate through the Broadway C4 wall breach[/p]
  • [p]Players can now shoot through the Broadway C4 wall breach reliably[/p]
  • [p]Flames should fade out more smoothly[/p]
[p]Gameplay[/p]
  • [p]Fixed an edge case that could block the transformer objective in Pottsville[/p]
  • [p]Fixed an issue where players could not heal each other unless at critical health[/p]
  • [p]Healing other players will not consume both a medkit and bandage when both are in the inventory[/p]
  • [p]The burning effect now properly extinguishes after a duration[/p]
  • [p]Fuel puddles now deal damage and extinguish correctly[/p]
  • [p]Broadway electrical parts no longer bounce under trains when dropped[/p]
  • [p]Applied fixes to some areas and objects that could cause the player to get caught on fire and take damage indefinitely[/p]
  • [p]Applied a tentative fix to the Fast Rope helicopter extraction in Broadway to ensure that all players see the rope at the same location[/p]
  • [p]Applied some fixes to prevent items from shifting after being thrown or falling under the floor[/p]
[p]Localization[/p]
  • [p]Fixed strings in the options menu for DLSS, XeSS, and FSR for all languages.[/p]
  • [p]Fixed some banners in the Tutorial not being set up properly for translations[/p]
  • [p]Improved some Simplified Chinese translations in the Tutorial and Roadmap[/p]
  • [p]Fixed overlapping text in German in the Roadmap[/p]
  • [p]Fixed missing translations in the Roadmap[/p]
  • [p]Fixed a missing translation in the Customization menu UI[/p]
  • [p]Fixed an inconsistent translation in Simplified Chinese on the Difficulty Select screen[/p]
  • [p]Fixed the inconsistent capitalization of a string in German[/p]
[p]UI & UX[/p]
  • [p]Final stage infection lines now remain visible even at critical health[/p]
  • [p]Fixed cases where the Nightmare level on the scoreboard always showed 0 or scaled incorrectly with large numbers[/p]
  • [p]Pinging items will not just use the generic ‘ping’ voice line anymore[/p]
  • [p]The end of match countdown timer now appears for players who have respawned[/p]
  • [p]Players who leave a match while Waiting for Respawn will have their scoreboard status changed to Deceased properly[/p]
  • [p]Removed glint from a non-interactible item in the Checkpoint in Power Plant[/p]
  • [p]Mute status indicator for players should update without having to reopen the social menu[/p]
  • [p]Data Drives in Broadway should no longer glow before they can be interacted with[/p]
  • [p]Broadway electrical parts no longer lose their HUD markers when dropped[/p]
[p]Server & Client Stability[/p]
  • [p]Fixed a number of crashes[/p]
  • [p]Applied a fix to prevent login errors during the launch flow for some clients[/p]
[p]Tutorial[/p]
  • [p]Fixed a location with invisible collision in the Tutorial[/p]
  • [p]Made foliage stop floating in the Tutorial[/p]
  • [p]Fixed several typos in the Tutorial[/p]
  • [p]Tweaked zombie spawn rules in the Tutorial so that zombies will not spawn in the player’s line of sight[/p]
[p]Known Issues[/p]
  • [p]We are aware it’s possible for the Broadway train extraction to be blocked in some cases. We’re working on investigating this issue and looking for a fix as soon as we can![/p]
  • [p]Rapid selection of multiple new skills may still block further selections until game restart[/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]Stay safe out there,[/p][p]The NMRIH2 Dev Team[/p][p]
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