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No More Room in Hell 2 News

Update 0.2.4

Hello Responders!

Our first update for the year is here, including additions like the Firefighter Zombie and Caliber-based Ammunition along with runner improvements, additional responder skills, and bug fixes.

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Update 0.2.4 is a smaller update, as our team continues to work on the much larger 0.3.0 coming in February, with additional updates well underway too - including new maps, content and features.

Read on, and we’ll see you in Update 0.2.4!

[h2]New Zombie Type: Firefighter[/h2]

A new zombie type is lurching into this update, the Firefighter. You will know them by their gear, and the gas canister they are wearing that can explode - from a distance, or if struck while they are in melee combat with a Responder. Upon being hit and triggered, a small flame will start to come from the oxygen tank. Responders (and zombies) will have a short period of time to back away before there is an ‘air explosion’. It will not do damage, but it can knock down zombies in the immediate vicinity.

Shooting for the head will be tricker with their helmets, but the CRC trusts that in-field Responders will figure something out.

[h2]Caliber-based Ammunition[/h2]

We heard the community asking for more realistic ammunition like in the first No More Room in Hell, and are excited to announce its return in Update 0.2.4!

While some guns will still share ammo, such as shotguns that are sharing 12GA shells or the Hunter 85 and M14 that share ammunition, it does increase the amount of ammo types available to collect. Responders will need to make sure they have the ammo for the gun they are using.

[h2]Notable Additions:[/h2]
  • Runner Improvements
  • Lunge Attacks
  • Improved Climbing
  • Runner Spawn Frequency
    • We are adjusting the number of runners that spawn in-game thanks to community feedback - it is being reduced.
  • Additional Responder Skills
    • Outdoor - 30% less damage from fire, water, gas, and electricity
    • Builder - Increases stack size for barricade boards to +5 and batteries to +1
    • Antibodies - Reduces chance of getting infected by 50%
  • Default HUD Settings
    • Built according to community feedback, we have set a new ‘default’ HUD setting for players to use moving forward from Update 0.2.4 that is more immersive and less distracting

[h2]Bug Fixes[/h2]
[h3]Gameplay[/h3]
  • Unequippable Pipe Wrench no longer present at the Power Plant
[h3]Server/Client[/h3]
  • Private Server Toggle and hover text in should now have the correct translations
  • Match Privacy toggle was referring to "Party" instead of "Squad"
[h3]UI[/h3]
  • Skills were missing from the requirement list of tier 2 skills of the same category
  • Ping keybinding setting that had no description text has been updated with a description
  • Character skills no longer missing from ESC menu
[h3]UX[/h3]
  • Mule and Mule Expert will add the Extra Inventory Slots on Nightmare Difficulty
  • Lanterns will no longer be able to stop, or slow down, zombies when placed in doorways.
[h3]Zombies[/h3]
  • The ambient zombies that were naked and present all over the Power Plant Map have been clothed
  • Hairstyle on zombies will no longer disappear when gore damage takes effect on the head
  • Bumping in zombies will no longer cause movement corrections to Responders
  • A stretching issue on Shamblers when they were being killed is fixed
  • Runner vaulting over fences will no longer get stuck in cars
  • Zombies will have an easier time navigating doors


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

Welcome to 2025 Responders!

Happy New Year Responders!

As 2025 begins we want to pull the curtains back and give you a look into what’s to come in our next update, and insight into our ambitions for the first half of the year.

Update 0.2.4

In January, we’ll launch our first update of the year. It will be lighter in content as our team puts most of its efforts into larger feature drops in the coming months. That being said, update 0.2.4 will introduce our first zombie variant that will provide a new challenge to players, selfless Firefighters who were caught between the smoldering forest fires and the horde of living dead. We hope this variant gives players clarity and reassurance in the types of new zombies that we’re crafting. 0.2.4 will also feature a rework to our ammo types, bringing more realism to the gameplay experience and aligning closer with the original No More Room in Hell.

What’s Next?

The development team is very excited about what’s to come in the first half of 2025. While 2024 was a challenge, it’s given us a lot of insight into what’s currently working in Early Access, and what areas of the experience require most of our efforts. With the support of Community feedback, we’ve updated our plan of attack and placed all of our focus for the first half of 2025 into 2 categories -
  • Upgrading the core foundations of the game, including stability, polish, and the gameplay loop
  • Adding new exciting content to the game.

[h2]Building Our Foundation[/h2]
We believe that our core gameplay loop has a ton of potential that we’re excited to build on. Updates in the coming months will reinforce the replayability of the game, and give players more of a reason to hop into their next round. Stability, optimization, and polish are all parts of this category of content updates that we’re constantly working on improving. We’re not ready to showcase everything just yet, but here are a couple of examples:

  • In the next few months we’ll introduce in-game credits which you will earn through successful extraction. Players will be able to use credits to customize loadouts that they’ll have when spawning in-game. This is just the beginning of a more complex progression system.
  • We’ve gotten a lot of feedback from the community on difficulty modes, and we’re working on updating the way they work. While we have to be careful with when and where players can choose their difficulty, it’s important that they have an avenue to do so. Along with other updates to difficulty modes, we’re looking to make nightmare mode feel more… nightmarish in ways that will greatly impact replayability.
  • We also plan to use different tools to make Powerplant more replayable, as there’s still a lot of opportunity with the Map that’s yet to be met.

[h2]Delivering New Content[/h2]
As we make our way towards 1.0 launch it’s important that we continue to add exciting new content that builds upon the foundation of our game. One of the highlights of 2024 was the sense of discovery and escape that players felt when traversing through Powerplant for the first time, and it’s important that we continue to deliver those emotions to players in different ways. In the first half of 2025 players can expect at least one large new map, new weapons, new zombie variants, and more!

We previously announced Codename: Hospital as our next map, but late last year our Environment and Level Design teams looked at feedback from our Community and the desire for maps set in cities and towns and changed up our plans. We're excited to announce that Codename: Town (final name to be revealed soon) will introduce players to the classic, more urbanized zombie movie setting, and will be coming next.

2025 looks to be an extremely exciting year for No More Room in Hell 2, and a lot of that has come from the feedback and support that we’ve received from the Community, thank you. In the last 8 weeks of 2024 we shipped Early Access, 4 hot fixes, 2 feature updates (including infection & self-sacrifice!) and numerous online matchmaking adjustments, all hand in hand with our Community. 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.

Hotfix 0.2.3

Responders!

We have pushed through Hotfix 0.2.3 for the 'floating heads' issue. There is a chance you will show up with default customizations with this fix.

Please make sure your game has been updated, and let us know through NMRIH2.com/support or through our Discord if you continue to experience the issue.

Thank you!

Hotfix 0.2.2

Hey Responders!

We've released a hotfix that resolves the 'stuck on loading screen' issue, along with changes to Infection.

The Infection changes are:
  • Infection chance on grab has been removed
  • Grab Minigame will scale with stamina: the less stamina you have, the more difficult it will be to break
  • Grab frequency from zombies has been reduced around 30%

The approach of this fix is that Infection should feel like it has a cleaner and more consistent outcome for the player, which should give players the chance to adapt.

Let us know how you feel about these changes once you play through the Discord or nmrih2.com/support, as we continue to iterate on Infection - Stage 1!

Infection Update 0.2.1 - Out Now!

Hello Responders! Today’s update introduces Infection into No More Room in Hell 2. We heard your feedback about Infection and the dreadful “K button” (aka self-sacrifice / suicide) representing an essential part of a true NMRiH sequel experience. As such, we’ve accelerated our development timelines in order to bring you the core components of an individual's experience with the feature set that we’re calling Infection Stage 1. The 0.2.1 update also features Private Servers, an update to our stamina system, and some critical quality of life updates and bug fixes.

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Features

[h2]Infection[/h2]

Our early integration of Infection introduces a new level of difficulty, strategy, & cinematic horror into No More Room in Hell 2. Now, when grappled by a zombie, there’s always a chance that you will be infected. That percentage chance goes up as your health goes down. However, if you fail the grapple mini game, or get grappled without stamina, you will be automatically infected.

Infection plays out in 2 stages:
  • Incubation - For a short period of time the virus incubates in our player and there will be no signs that the player is in fact infected.
  • Onset - After incubation, signs will start showing that you are infected with the virus. Coughing is one of the first signs, and your fellow responders will be able to hear it. Early on you’ll notice “migraine aura” like visual sensitivity symptoms, and over time the visual and auditory distortion will grow as the virus encroaches deeper into your body.

In the later stages of infection your symptoms will grow more severe, and indicate that without treatment your time is running out.


Once infected, your main focus in the game shifts from completing the map objectives to survival. Infection features two treatments:
  • Phalanx Pills - Phalanx Pills completely reset your infection without curing it. You can take the pill even in the latest stages of infection, but be careful with your choice, as the consequences are deadly.
  • Gene Therapy - The gene therapy can be found on the map, but it’s extremely rare, and can only be used once! The medical device draws a sample of your blood, and 30 seconds later creates an antivirus that completely cures you of the virus.


Our first iteration of Infection comes with very limited UI and HUD, as we want the experience to feel as cinematic and realistic as possible. We’re excited to get feedback from the community on Infection and flesh out the final version of the feature together.

[h2]Self-Sacrifice[/h2]


A major request from the community, Self-Sacrifice elevates the immersive experience and gives players the ultimate agency in the way they chose to tackle (or not) the difficult realities of our active apocalypse.

Nicknamed the “K” or “suicide” button, Self Sacrifice allows players to choose when and where their round ends. Making the ultimate choice to Self Sacrifice has a positive effect for your fellow responders, as it eliminates the possibility of you turning into a zombie. The feature also acts as one more potential treatment to Infection.

[h2]Private Servers[/h2]

Starting today players can queue into No More Room in Hell 2 privately with as little as two players. Squad Leaders in parties of 2-8 players will notice the choice to queue into either private or public matches.

[h2]Stamina Update[/h2]
With the launch of 0.2.1, sprinting will now require a small amount of stamina, and draw from the same pool as other stamina draining actions like melee combat. This means you cannot constantly sprint, and also makes it risky to use your stamina pool for sprinting, instead of defending yourself against zombies.

[h2]Quality of Life Improvements[/h2]
  • Repeated jumping has been slowed down.
    • Players will no longer be able to ‘bunny hop’ across the map

[h2]Bug Fixes[/h2]
  • Responders will no longer see the death screen if they have been spectating after death and their zombified self gets killed
  • Fixed issues where the M7 audio would stop playing or stutter when shooting
  • Fixed cases where Runners would take jerky paths when pursuing the player
  • Fixed an issue where Runners could stop navigating properly after vaulting
  • Fixed animation issues when zombies are attacking
  • Additional non-player facing issues