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No More Room in Hell 2 News

Additional hotfixes & server improvements

[h3]Hotfixes to prioritize bug fixing[/h3]
Our first hotfix was delivered yesterday, which tackled some localized issues that players have been reporting, as we continue to work rapidly and proactively on improving the situation.

We are committing to rolling out hotfixes on a weekly basis for now, so preparations for a second hotfix next week are already underway. We will also be looking into our first pass at balance improvements and smaller fixes on the experiential side.

Our aim is to deliver hotfixes as often as we can to address issues in batches rather than all at once. For now, we are prioritizing incremental improvements that can be rolled out rapidly to keep making progress on this situation.

[h3]Servers situation continues to improve[/h3]
Since launch day, we have rolled out a series of server optimization initiatives to improve the live health of the game -- essentially, getting more players playing with reasonable ping.

You can read more about the servers work over the past week here.

Yesterday we made improvements to server performance in Asia and US-West.

Today we rolled out an optimization of our matchmaking parameters to ensure we’re maximizing performance for the highest number of players. Players globally are going to be matched closer to their best ping region. As we iron this out actively, sometimes these changes might lead to increased waiting time or smaller matches but should massively help decrease latency which is causing perceived bugs.

[h3]Quality-of-life improvements, rather than new content & features [/h3]
In order to focus on delivering hotfixes and addressing critical issues, we’ve reduced the overall scope of our intended “Update 1” (which is separate to hotfixes) that was initially planned for the end of November. The date of this update may also change as we continue to work on the core improvements to the game.

This means that “in development” content and features discussed in our roadmap, although not canceled, will now take more time to come to the game. In particular, Responder Respawn and Firefighter Zombie types may now be coming later than the first proper Update 1.

These are features we are not hearing of an urgent need for, in the community, as we firmly believe that most players are today looking for quality-of-life “game health” improvements. Responder Respawn will be an ability to, under certain conditions, respawn as a new permadeath character if you die mid-match. This was a feature we had originally planned as a priority addition post-launch, because of our own assumptions about areas the game needed fast attention on. We're trying our best here to actively listen to community feedback at every level. We know that will mean rearranging, even potentially removing features from the roadmap, and replacing them with others - if those features don't resonate with the feedback from the community.

We still have all of our exciting content and feature plans highlighted in the Roadmap in the back of our minds but are focusing on improving what we presented to players on Day 1 of Early Access.

[h3]Issues we’ll continue to address…[/h3]
Despite setbacks at Early Access launch, we’re truly excited to be on a road towards a completed 1.0 vision of No More Room in Hell 2. We feel that it’s really beneficial that we have this game out in the hands of our community of Early Access players, while the game remains in active development, so that the end result of this game at its proper launch next year will deliver on its promise.

We’re seeing that the game’s atmosphere and one-of-a-kind co-op gameplay are genuinely resonating with players. We share your optimism about the game's potential.

We know we still have a ways to go, and hope this continues to be a project that our players are excited to watch grow and improve towards its full launch.

Below is a sampling of some key areas that we’re prioritizing to address. We’re aware of these issues and more, but it will be an ongoing process throughout Early Access for us to address everything we’re hearing and seeing in the community.

General technical issues and bugs
We are aware that the game has a high number of technical issues, including severe bugs, performance problems, and server instability. These issues significantly hinder the gameplay experience, leading to widespread frustration among players.

This area is our number one focus to address, with many of the server issues rapidly improving already due to our server optimization work.

Zombie movement and behavior
We know that AI behavior and movement bugs involving zombies fell short of expectations. We have kicked off a Zombie locomotion and behavior strike team to tackle some of the issues around locomotion (warping, phasing, teleporting, etc.). These bugs and issues are currently exacerbated by poor server performance, but will certainly need to be properly fixed down the line to improve things further.

Server and Connectivity Issues
As we’ve detailed since launch day, we are highly aware that server and connectivity issues are a significant problem, with players experiencing high ping, lag, and disconnections. These issues disrupt gameplay and make it difficult to enjoy the game. We feel that we’ve made great progress on this, with the majority of improvements not actually requiring a hotfix, and it remains a focus until we feel it’s in the right place.

Replayability
While we know the majority of players are looking for quality-of-life improvements and bug fixes, we’re aware that players with a high number of hours in the game are hoping for further replayability and more reasons to come back to Power Plant. As we mention above, our current focus on bug fixing and hotfixes may mean that some of our planned future content arrives a bit later than we’d hoped. However, we are already at work in implementing solutions to provide more replayability to our first map, in particular the final sequence, and look forward to discussing this more in the near future.

We hope everyone enjoys playing No More Room in Hell 2 over the weekend, and look forward to sharing further news on our plans again next week.

Help to make us aware of new issues and feedback by sending a report to nmrih2.com/support.

Hotfix 1 - 0.1.2 - October 24th, 2024

For this hotfix, we are focusing on a selection of bugs along with continuing to work on connectivity and matchmaking with more fixes to come in time.

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


[h2]Patch Notes[/h2]
  • Shotgun damage was inconsistent and sometimes did no damage at all.
  • Responders were unable to connect nodes (wires to wires) and encountered a soft lock while in the wiring mini-game in the Cooling Tower
  • Weapon animations would end up out-of-sync and misaligned when performing various actions, such as picking up weapons, swapping weapons, or sprinting.
  • Generator would become locked after depositing a gas canister at Farmhouse, Lookout Tower, and Gas Station.
  • Nameplate VOIP icon states were inverted – appearing to be speaking when silent and vice versa.
  • Various optimizations to improve server performance.


Please restart your game and make sure you are on the most recent version.

Hotfix 1 News and Servers Update

[h3]Hotfix 1 coming tomorrow[/h3]
Tomorrow we plan to deliver a hotfix to address a selection of issues present in the game. This hotfix is not meant to resolve every major issue currently present in the game, and we are aware that there are other gameplay-impacting bugs still present.

Our team is continuing to work around the clock to resolve critical issues, but it’s also vital that we don’t rush out any updates that would create further risk for the health of the live game.

Included in tomorrow’s Hotfix 1:
  • Server optimizations to improve performance, which should help to address gameplay lag - issues like slow hit reactions, zombies teleporting as well as some animation issues and rubber banding.
  • First person animation fixes for holding weapons incorrectly
  • Fixing bugs with with the wiring and generator mini games
  • Fixing shotguns not damaging zombies
  • Nameplates on VOIP not working properly
  • And some minor fixes

Stay tuned for the full hotfix notes tomorrow when the patch goes live.

[h3]Servers Update[/h3]
Improvements to servers globally are already underway.

As we reported yesterday, mismatches in cloud instance performance have contributed to the widespread reports of poor ping, latency, and server performance.

We are in the midst of rolling out changes to our servers to see expected improvements for Asia and US-West players; those improvements have been actively underway since earlier today. We also took steps to improve the server environment for South America players earlier today. Further improvements will be actively underway for the later part of the day, as well.

Players should expect these server changes to have a positive impact quite rapidly, with many active improvements occurring over the course of today.

We expect that a variety of issues players are experiencing as apparent game bugs (slow hit reactions, zombies teleporting, animation issues, rubber banding and more) are partially a result of gameplay lag caused by the server situation. As mentioned above, we expect our server optimization and hotfix to contribute to alleviating these problems. Focusing on fixing the high ping means we can rule it out when investigating bugs.

[h3]Next steps[/h3]
Any critical gameplay bugs are being triaged for further patches so we can determine a prioritization list and gauge a timeline for fixes to each issue.

This is not a confirmed or exhaustive list of what we’ve prioritized, but we’re aware of a high number of complaints about: voice chat issues, disappearing zombies, floating guns, floating player heads, and item/button interaction, among other issues. We will do our utmost to keep our community informed about our progress on resolving these issues.

Non-gameplay affecting visual bugs or more minor gameplay-impacting bugs (i.e. those that only appear to be affecting a minority of players) are not being prioritized for fixes at this time and would be addressed further down the line. We hope that players can understand our need to address the more urgent issues, and to a certain extent throughout Early Access, we do expect some gameplay, audio and visual bugs to take much more time to be addressed than others.

We massively appreciate every player’s support and patience as we continue to work to resolve issues in the live game. As always, you can also help to make us aware of new issues by sending a bug report to nmrih2.com/support.

No More Room in Hell 2 might be too early for early access, with Steam reviews flagging endless technical issues and major server problems




PC Gamer's Best Mod of 2012 was No More Room in Hell, a Romero-inspired Source mod that supports eight player co-op and offered a claustrophobic, intense survival experience like no other. The standalone sequel has been in development since 2016, from the original group of modders, which last year was acquired by Chivalry 2 studio Torn Banner and given a whole bunch more resources. No More Room in Hell 2 finally released yesterday and… oh. Oh dear...
Read more.

Early Access Launch Day - Status update on server performance

Responders -

We are incredibly thankful to everyone who has decided to join the CRC and be a part of our first wave of Early Access players. We’ve seen your feedback and are continuing to listen to our playerbase - and are actively working to address critical issues as soon as we can, in addition to looking towards the future of more content and features to come to No More Room in Hell 2.

The game remains a work-in-progress, and we see this week’s Early Access launch as just the beginning of its journey as a live game.

We’ll be communicating soon about other issues not related to server performance, but see this as the most important area to keep players informed about at this time.

[h2]Lag / server complaints[/h2]
Under active optimization
We have been actively working on optimizing the matchmaking across our servers worldwide.

The first issue was server regions matchmaking together too quickly (instead of waiting for players in the same region), leading to bad ping. The second issue was players in Asia and US-West being placed on under-efficient cloud servers.

1. Early Reports of High Ping based on server regions - this has been improved:
  • Early on, we noticed players being placed in matches with very high ping, particularly South American players being matched in NA East/West servers.
  • We quickly adjusted the matchmaking queue parameters to prioritize matching users based on ping.
  • This change had an immediate positive impact, with players being placed in more appropriate regions, though it still wasn’t perfect.
  • Around 12 PM ET, we made another adjustment to further enhance the matchmaking queue.


NEXT STEPS: We are actively monitoring this situation. If you are still experiencing High Ping, please send a bug report to nmrih2.com/support.

2. Server Performance Issues - this is currently in progress:
  • Players in Asia and US-West were being placed on cloud instances that are performing at about half the efficiency of our target.
  • The reason for this is that our server provider did not currently have adequate cloud instances available in those regions.
  • This mismatch in cloud instance performance has contributed to the widespread reports of poor ping, latency, and server performance.
  • We're working on additional server optimizations that should help with gameplay lag - issues like slow hit reactions, zombies teleporting as well as some animation issues and rubber banding


NEXT STEPS: We will be testing new changes to our cloud server instances overnight tonight. If all goes well, we will roll out these changes to hopefully see improvements for Asia and US-West players.


Finally, we are preparing a hotfix to address a selection of gameplay and performance issues, and will share more once we have further details on what players can expect.