1. No More Room in Hell 2
  2. News

No More Room in Hell 2 News

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]

Preview - Update 0.3.1 coming in March

Hello Responders!

Nightmare (0.3.0), our February update, has been out for a couple of weeks, and we’re already close to our March 0.3.1 update. Our team continues to work incredibly hard on bringing improvements to the game’s core while also expanding No More Room in Hell 2’s features and content by listening to what you’ve been asking for - and acting on it.

Last week we shared a view of what’s coming in March and April, with our largest update yet now just a month away: 0.4.0 REANIMATION.



Read our roadmap blogpost from last week for more details.
https://store.steampowered.com/news/app/292000/view/534342772300186602?l=english

The lion's share of our team’s efforts are going into the massive REANIMATION update, which finally takes players outside of the Power Plant map and into brand new territory.

However, there’s some big improvements coming to the game with March’s 0.3.1 too… so read on to find out more.

[h2]Loadouts & Credits[/h2]



One of the major aspects of No More Room in Hell 2 that we knew would need more depth and breadth during Early Access development was progression. Currently our progression system revolves around permadeath, a system we think is important to NMRiH2, but also isn’t enough on its own to drive players back into the game over and over again.



We have a few different progression features in concept & development, but the first, with an initial version coming in 0.3.1, is Responder Loadouts purchasable by match-earned credits (no real money involved). This entirely new system will allow players to earn greater rewards for surviving their games, and then better equip themselves for riskier runs.

Match-earned credits will be used with more features in the future. Please note - there is no real money involved! Credits are earned through gameplay.



“One of the things we want to keep expanding on in No More Room in Hell 2 is ways for players to play within their preferred playstyle. Loadouts offer more control and customization to players to set up their characters in a way that fits their playstyle and how they choose to specialize their characters. On top of that we want to increase the depth of the progression the game offers by adding more things to unlock and pursue, making the various leveling systems more impactful.”

“Players can now earn credits by completing objectives and spend them to buy starting equipment for their character. Your loadout will stay with your character for as long as you manage to keep them alive in this zombie swarmed apocalypse.”

- Thomas Schut (Thomaspeanut), Principal Designer

Our first iteration of loadouts coming in March’s 0.3.1 Update is the foundation of the overall feature, so might seem light on launch. We’ll be adding new content to the feature month over month.

[h2]Infection Tuning[/h2]

With 0.3.1 comes a big change to the likelihood of infection: players can become infected with the NPV-26 virus on any zombie attack, depending on how injured the player already is. Designer's note: you can only be infected on hit if your HP is less than 50% - this means you should ensure you're healed and healthy as much as possible.

Prior to this change, infection was only caused by being grabbed and bitten by zombies.

We listened to your feedback and understood that you wanted infection to become a more dangerous and consequential mechanic. This means you’ll need to be extra careful to avoid damage, and keep a closer eye when looting areas to ensure you (or a member of your team) gets their hands on pills to delay zombification, or the gene therapy cure.

While we’ll continue to work on infection throughout Early Access, further difficulty balancing across the game is also underway for the March 0.3.1 update.

[h2]Private Lobbies +[/h2]
We introduced Private Lobbies back in December, allowing friends to play with only their private party of 2 to 8 players. Our team has been working on adding options to private lobbies since the inception of the feature.

With 0.3.1, players running private lobbies will be able to choose the difficulty of their match, the UI settings for players, and turn dynamic grouping on or off.

We’re also planning on further changes to private lobbies in future updates.

[h2]New Weapons MP5 and Rochester[/h2]

March will also introduce 2 new ranged weapons, including our first SMG, the MP5, and our lever-action Rochester 1873 rifle.



The MP5 has a built-in flashlight (no batteries required!) while the faithful Rochester takes things old school with its classic lever action. Both weapons harken back to the first No More Room in Hell.



As always, there’s more to come with our 0.3.1 update, but we’d like to keep some of our cards close to our chest. 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.