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0.2.4 Roadmap Update - Map(s), and a whole lot more!

Hello Responders,

We hope that you’re all enjoying our January update, 0.2.4!

As we move one step closer to our bigger February update we’re excited to kick off one of our new initiatives heading into 2025; a newspost after every monthly update that highlights the newest iteration of our roadmap as changes and features move from “in concept” to “in development”, and new additions find their way onto the map. Our first updated roadmap of the year should give players insight into the massive amount of work the development team is doing.



With the launch of Infection (0.2.1) in December and 0.2.4 in January we’ve pushed some big roadmap features to live, including:
  • Infection
  • Self Sacrifice
  • Firefighter Zombie Variant
  • Ammo Type Rework

The early months of 2025 should bring a lot more excitement to our Community. We’ve spent a lot of time listening over the past couple of months, and have already taken a lot of what we’ve heard and turned it into content that’s gone directly into development.

[h2]In Development[/h2]
The first thing players might notice is a large number of features that have found their way onto the “in development” bracket of the roadmap. These are features that are currently in production and slated to be released in the coming months. New features in development include:
  • New Map: Pottsville (formerly Codename: Town)
  • Map #3
  • Loadout gear options using match-earned Credits
  • Weapon Attachments
  • Multiple Responder Slots & Character Customization
  • New Weapons (Rochester, MP5, Shovel)
  • New Zombie Types (Construction Zombie & More)
  • Melee Rework
  • Matchmaking Backfill

[h2]Maps: [/h2]
[h3]New Map: Pottsville (formerly Codename: Town)[/h3]
It’s exciting for us to give you the first glimpse into one of our upcoming maps, Pottsville. Based on a small town in rural Pennsylvania, Pottsville represented quintessential Americana before the outbreak. Our Environment team wanted to make sure that glimpses of that humanity were shown through the active apocalypse.

Power Plant has taught us a lot, and while we’re still extremely proud of “Map 1” we’re excited to integrate those learnings into Pottsville. Pottsville is a lot more compact than its predecessor, and features suburban and urban gameplay.

While deep into production and already being playtested internally, we're expecting Pottsville to be in your hands within the next few months.



[h3]Map #3[/h3]
Everything our team learned from creating our first map Power Plant - and from listening to your feedback - has allowed us to rethink the way we create maps. We’re happy to say that a third map is also deep in development, and it does something bold that we hope you all will enjoy. We’re not ready to say too much about Map #3 just yet, but we’re excited to say that it’s on a similar production schedule as Pottsville.

“Give us more maps!” is a constant request from our Community, and our team has made them a major priority.


There’s a lot of meat and potatoes on our newest roadmap, and we’re very excited to dig deeper into everything coming to No More Room in Hell 2 in the near future. Some of the features highlighted on the roadmap are slated to be released in our next monthly update, so stay tuned for more news just around the corner.

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!