No More Room in Hell 2 - Huge Update, Free Weekend & Sale
Hello again to the NMRiH1 community!
No More Room in Hell 2's REANIMATION update just released on April 15 - a release that compares in size with NMRiH2 Early Access launch back in October 2024.
Since October, we've added Infection, weapon attachments, many new weapons and tools, many bug fixes and much more. The April Reanimation Update brings the sequel much closer in spirit to the original, with two new tighter, more claustrophobic city maps, a radial inventory, deeper combat, and much more.
A Free Weekend runs from NOW until April 21 at 1pm ET, giving players the opportunity to try out the entire new update and also pick up the game for 20% off for a limited time.
We see the Reanimation Update as practically a relaunch of the Early Access game - a big moment for NMRiH2 to show itself off as a far more content and feature-packed version of No More Room in Hell 2 in Early Access - with many bugs, performance hiccups and general "early access kinks" fixed at this point as well.
Early Access will continue beyond April with more updates to come as we work towards its 1.0 version.
Take a look back at the release roadmap up to now:
What's new since launch:
TWO NEW URBAN MAPS
https://youtu.be/ERrJHnvTG2c
Lewiston
Lewiston is an urban map that longtime followers of NMRIH2 would remember as a map named Waldoboro being worked on by the Lever team before they joined Torn Banner.
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.
Pottsville
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 another city streets map with more claustrophobic encounters against the undead, as players creep down foggy alleyways and roam through neighbourhood houses and downtown buildings.
Combat 2.0 - A Melee Redesign
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.
Character Roster & Character Re-roll
With the new Character Roster, players will now have three character slots rather than just one - so they can save and maintain multiple permadeath characters at once.
And, with Re-roll, 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 to pick from.
Weight-based Radial Inventory
The radial inventory from NMRiH1 returns to the sequel now, with a weight-based system that determines how much you can carry.
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.
Weapon attachments
Added in February update 0.3.0, weapons now have 3 different types of attachments - Sights, Rail, and Muzzles. Responders are only limited to attach weapons as the firearm has slots for it - a weapon with a weapon slot for a Sight, a Rail, and a Muzzle attachment could take a scope, a flashlight, and suppressor, for example.
Classic NMRiH1 weapons
Many fan favorite weapons from NMRIH1 so far have made their return in glorious Unreal Engine 5 with Nanite to render incredible pixel scale detail.
Recent additions include:
M1911A1 Handgun
MP5 Submachine Gun
Rochester 1873 Rifle
The trusty Shovel!
... And many more, that came at launch and are coming in the future too.
More realistic Calibre-based ammo was also added in January's 0.2.4 update, replacing what was previously just weapon type specific ammo.
Infection & "K button"
Infection and self-sacrifice (taking your own life) were added in December's Infection update. Zombies can grab you and, if you fail to shove them away in time, can instantly infect you with a bite. Plus, if you're under 50% HP, any regular zombie attack may infect you, and that increases the lower your health is. Find pills for temporary relief, or the gene therapy cure to rid yourself of the virus!
Minimal HUD UI Options
https://youtu.be/WITwMcnNM-k
In update 0.2.0 we gave players the ability to customize their HUD, and also reduced the default HUD setup to be more minimalist compared to our launch version. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!
This is just a sampling of what we've added since October, with much, much more coming before 1.0 arrives!
We hope to see you over the April 17-21 Free Weekend and beyond.
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added enhanced support for offline solo play, enabled by selecting "1" for max. players in the "Create Server" dialog
Fixes
Fixed an issue with runner behavior, where they would unintentionally steer faster and catch players (this patch has been applied in an earlier hotfix for 1.14.1)
Fixed decal overflow on round restarts, causing bullet holes and blood splatter etc. to disappear on certain maps
Fixed NPCs being invulnerable while frozen
Fixed sniper scope overlay not always hiding when the game suffers from network packet loss
Changes for mappers and modders
Added entity "point_worldtext", displays a text message oriented in the world, at its origin
Fixed cvar "sv_freeze_zombies_on_spawn" being forcefully set during extraction, which could invalidate rulesets
Fixed improper filtering behavior on entity "filter_activator_name"
Fixed rare crash when equipped "item_custom" collides with a moving prop door
Fixed static decals erroneously respawning on round restart and eventually overflowing the decal limit, dynamic decals with a targetname remain unchanged
Fixed zombies targeting players instead of "npc_bullseye" entities that obstruct their attacks
FMOD: Fixed sound files packed by maps not being precached and becoming inaudible when client joins a server
Ruleset: Added "Include" keyword for scripts
VScript: Added CBaseAnimating functions GetModelScale(), and SetModelScale()
VScript: Added CNavMesh functions FindNavAreaAlongRay(), GetAreasWithAttributes(), GetNavAreasOverlappingEntityExtent(), GetObstructingEntities(), and NavAreaTravelDistance()
VScript: Added CNMRiH_Player functions IsInBarricadingMode(), and IsPlacingBoard()
VScript: Added CPointWorldText bindings
VScript: CNavMesh function GetNavAreasFromBuildPath(startArea, goalArea, goalPos ...) now accepts null parameter for "goalArea", to compute a path as close as possible to "goalPos"
VScript: Optimized CConvars functions, getting values is now more efficient for cvars registered by scripts and rulesets
Changes for server admins
Added ability to ban items via cvars:
Added cvar "sv_ban_items", a list of banned item entity names with ',' delimiter, e.g. "sv_ban_items me_fubar,exp_tnt,item_pills"
Added cvar "sv_ban_items_on_entities", apply item ban list to loose entities (such as items placed by mappers)
Added cvar "sv_ban_items_on_random_spawners", apply item ban list to random spawners
Added cvar "sv_ban_items_on_supplies", apply item ban list to supply crates
Added cvar "sv_ban_items_override", additional ruleset validated ban list for use with maps, scripts etc.
Added first batch of "legacy cvars", in effort to allow servers to rollback changes that may affect their community playstyle (zombie behavior cvars were shipped earlier in 1.14.1)
Added cvar "sv_barricade_sounds", play impact sounds when boards get damaged
Added cvar "sv_bow_fix_wallbang", fix being able to shoot through walls with a bow
Added cvar "sv_bullet_impulse", turns on bullet impulse, which results in more visible ragdoll knockbacks based on ammo type
Added cvar "sv_cancel_throw_drop", fixes a glitch where player could hold drop key to store throw charge after holster
Added cvar "sv_chainsaw_fix_charge_glitch", fixes a bug where chainsaw can be charged to deal extra damage
Added cvar "sv_chainsaw_fix_use_entity_glitch", fixes a bug where chainsaw has infinite fuel while using something e.g. supply crate
Added cvar "sv_dropallammo", allow dropping all ammo by right clicking in the radial wheel
Added cvar "sv_etool_allow_shove_during_switch", allow players to shove while switching e-tool mode
Added cvar "sv_extinguisher_use_distance", how close to a progress trigger player must be with a fire extinguisher in order to use it
Added cvar "sv_flame_legacy", legacy tracking for flame kills (pre-v1.12.3)
Added cvar "sv_flare_gun_apply_radius_damage", projectile generates a small explosion that affects props, windows, players/NPCs and so on
Added cvar "sv_flare_gun_fix_oob_supply_drop", crates drop on player position to avoid out of bounds
Added cvar "sv_flare_gun_passthrough_glass", projectile passes through glass and won't explode on contact
Added cvar "sv_flare_gun_passthrough_player", projectile passes through players when friendly fire is off
Added cvar "sv_grenade_angular_impulse_max", apply forces to make grenades spin after throwing
Added cvar "sv_grenade_angular_impulse_min", same as above
Added cvar "sv_grenade_infect_bypass", infected players dying by explosion won't turn
Added cvar "sv_npc_goal_repath_tolerance", default value of 120.0 prevents runner zombies from catching moving players
Added cvar "sv_player_bullet_force_accumulator", apply bullet forces to player ragdolls
Added cvar "sv_player_death_music", play a tune on death
Added cvar "sv_player_duck_on_crawler_grab", allow players to duck when a crawler grabs them
Added cvar "sv_player_fix_hitbox_desync", fixes hitbox desync when looking up and down
Added cvar "sv_player_follow_ragdoll", camera follows player ragdoll on death
Added cvar "sv_player_grab_ff_immunity", grabbed players won't take friendly fire
Added cvar "sv_player_spawn_sound", play local sound on player spawn
Added cvar "sv_player_water_splash", players generate splashes on water
Added cvar "sv_realism_fix_bullet_penetration", fixes bullets not penetrating on realism mode
Added cvar "sv_realism_fix_crawler_damage", by default, body damage isn't zeroed on crawlers, as their hitboxes are difficult to hit
Added cvar "sv_shove_allow_during_firemode_change", allow players to shove during fire mode change
Added cvar "sv_shove_allow_during_ironsight", allow players to shove during ironsight raise/lower animation
Added cvar "sv_shove_allow_during_pickup", allow players to shove while carrying a prop
Added cvar "sv_shove_drain_stamina_on_world_hit", if shove hits world, drain stamina
Added cvar "sv_shove_stab_sound", play stab sound on applicable shove (SKS bayonet)
Added cvar "sv_suicide_disallow_while_using", disallow contemplating while using a progress trigger
Added cvar "sv_suicide_infect_score", score for gunshot suiciding while infected
Added cvar "sv_suicide_play_impact_sound", play impact sound on gunshot suicide
Added cvar "sv_voicecmd_common_sounds", common sounds such as bleeding use hidden voice commands
Added cvar "sv_voicesubtitles", enable voice subtitles in chat
Added cvar "sv_weapon_unload", allow unloading of firearms
Added cvar "sv_zippo_extinguish_underwater", zippo extinguishes underwater and can't be ignited
Added cvar "sv_zombie_always_attack_bullseye", zombies don't consider npc_bullseyes as obstructions, when 0, it emulates glitched v1.14.1 behavior
Added cvar "sv_zombie_pound_sound", zombies play impact sounds when pounding barricades, props, walls, etc.
Maps
nmo_shoreline
Added barricade point on cabin main entrance door
Fixed pixelwalk above cabin entrance stairs
Small visual changes
Tweaked zombie spawning and navigation
Update 1.14.1 Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added ability to erase keypad input by pressing backspace
Added bullet impulse to ragdolls, this results in more visible knockbacks based on ammo type
Added corner blocking detection for zombies, they can now properly attack blocking players instead of finding a new path
Changes
Enabled "whole program optimization" on client, this may slightly improve overall performance
Improved server performance on crowded maps
Optimized Add-on Manager and Workshop support, improving performance
Optimized CPU usage across the board, improving performance on lower spec machines
Optimized RAM usage on maps that utilize FMOD ambient sounds
Zombies no longer spend 20 seconds standing still when all of their enemies die, instead, they play an idle animation and move on
Zombies now try to find cover again when an enemy is unreachable, they no longer skip to wander
Updated the localization files:
With thanks to community translators: Atheist, Blueberryy, DouglasVarollo, Holy Crap, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, SkyAfterRain
Fixed being able to charge chainsaw's melee swing to deal extra damage while sawing (#1543)
Fixed dropped custom items colliding with player (#1463)
Fixed dropped weapons blocking zombies and causing them to find a new path (#1544)
Fixed idle stutter during zombie's "face best sound" schedule
Fixed inconsistent zombie "greasing" due to incorrect wandering routine, they should switch collision groups more frequently now
Fixed local player ragdoll t-posing on death
Fixed mutator state not being reset after loading a config in the selection dialog
Fixed NPC movement stutter when no alive players are present
Fixed player ragdolls not properly reacting to bullet forces
Fixed players occasionally having their voice commands stuck in one spot when they aren't visible (#1503)
Fixed regression where dynamic music wouldn't transition to next song in the playlist
Fixed transparent board models persisting when not in barricading mode (#1532)
Fixed voting messages being cut-off in Spanish (and possibly other languages) (#1530)
Fixed zombie attack hurting players behind it (#1288)
Fixed zombie kids t-posing while climbing (#800)
Fixed zombies attempting to grab dead players
Fixed zombies getting stuck in pathfinding loop and stuttering in place when all enemies are unreachable
Fixed zombies not entering their "angry" wandering schedule when an enemy became unreachable, they erroneously began "normal" wander which had different tasks and conditions for neutral roaming
Fixed zombies not playing impact sounds while bashing barricades
Changes for mappers and modders
Added entity "func_precipitation_blocker" (#1541)
Added entity "logic_script_preserved", a variant that's preserved across round restarts
Added game event "player_jump"
Added game event "player_use"
Added game events "item_medical_start" and "item_medical_apply"
Added keyfield "Can Grab?" to zombies
Added keyfield "Ignore Room Size" to entity "func_zombie_spawn", when set to 'Yes', the brush will always regenerate spawns, and is treated as a large room regardless of its size (Overlord won't spawn more zombies for small rooms once visited by player)
Added keyfield "Show Compass Blip?" to entity "nmrih_objective_boundary"
Added keyfields for weapon viewmodel and worldmodel overrides (#1547)
Fixed crash on entity "filter_name" when a disconnecting player dies (#1539)
Fixed crash when colliding with a moving brush which has a point entity parented to it (#1527)
Fixed entity "item_custom" crashing due to missing VPhysics object when motion is disabled
Fixed entity "item_inventory_box" input "RemovedAllItems" not working for uncategorized items (#1538)
Fixed oversight where "ambient_generic" entity would be removed when its sound file was missing
Fixed particle precipitation overextending its bounds and overriding other precipitation brushes (#1545)
FMOD: Added "ambient_generic" and "ambient_fmod" cross compatibility, "health" keyfield is now recognized as volume
FMOD: Added spawnflag "Is NOT Occluded (Obstructions won't muffle sound)" to entity "ambient_fmod"
FMOD: Fixed sound characters not being applied for direct filenames
FMOD: snd_show now displays more information, similar to engine sounds
NMRObjective: Fixed crash after loading a NMOS file on map with less boundaries than previously saved
NMRObjective: Now shows a warning dialog when potential issues are raised during NMOS load
Objective HUD is now always available regardless of gamemode if we have an objective string, e.g. during scripted objectives
VScript: Added CBaseEntity functions GetClassname(), and SetClassname()
VScript: Added CNMRiH_Player functions IsHoldingEntity(), and GetHeldEntity()
VScript: Added CObjective function SetDescription()
VScript: Added CObjectiveManager function SendObjectiveNotify()
VScript: Added ConCommand "script_dump_scope"
VScript: Added functions TracerEffect(), and ParticleTracerEffect()
VScript: Added functions VPhysicsInitNormal(), and VPhysicsDestroyObject()
VScript: Added legacy support for deprecated function CNMRiH_ObjectiveManager::GetCurrentObjectiveBoundary(), fixes compatibility with some existing mutators
VScript: Added Squirrel debugger (sqdbg), contributed by samisalreadytaken
VScript: Entity script scope is now automatically cleared on deletion
Added cvar "ai_legacy", runs AI behavior from pre-v1.14.0 for legacy gameplay purposes
Added cvar "sv_first_draw_activity", shows initial draw animation, e.g. pulling back the hammer on pistols
Added cvar "sv_ng_zombie_drop_grenade", NG zombies can drop grenades as loot on death
Added cvar "sv_zombie_chase_enemy_on_barricade_fail", should zombies attempt to chase enemies if barricade bash schedule fails?
Added cvar "sv_zombie_cornerblock_method", deals with 'corner blocking' players: 0 = zombies freeze (~v1.09), 1 = zombies find new path (~v1.13), 2 = zombies attack with direct hit trace (default)
Added cvar "sv_zombie_crawler_attack_barricade", can crawlers attack barricades?
Added cvar "sv_zombie_crawler_open_doors", can crawlers open doors?
Added cvar "sv_zombie_crawler_swat_items", can crawlers swat items?
Added cvar "sv_zombie_explosion_shove", shove zombies on explosions?
Added cvar "sv_zombie_fix_barricade_distance", don't attack barricades that are too far away
Added cvar "sv_zombie_fix_bestsound_alert", don't stutter idle sequence while facing a 'best sound'
Added cvar "sv_zombie_fix_bite_damage", if zombie is biting an enemy, only deal damage to them
Added cvar "sv_zombie_fix_dawdle", default behavior after losing an enemy waits for 20 seconds, perform idle cycle instead?
Added cvar "sv_zombie_fix_falling_loot", prevent zombie loot from falling through the ground
Added cvar "sv_zombie_fix_hitbox_offset", fix zombie hitboxes being off by one? (bug introduced in v1.11.0)
Added cvar "sv_zombie_fix_physobj_distance", zombies tend to return to objects even if those are too far away, this fixes it
Added cvar "sv_zombie_fix_rise_collision", fix turned zombies clipping into players after rising?
Added cvar "sv_zombie_standoff_on_chase_enemy_fail", perform standoff routine instead of wander on chase fail, requires "sv_zombie_take_cover_from_enemy 0"
Added cvar "sv_zombie_swat_supplies", can zombies swat health stations/supply pieces?
Added cvar "sv_zombie_take_cover_from_enemy", should zombies attempt to take cover from unreachable enemies? When off, this may introduce a path failure loop on non-legacy AI (v1.14.0)
Removed cheat flag from cvar "sv_shove_multi"
Maps
nmo_rockpit
Changed fire extinguisher objective to save progress after cancelling interaction
Increased helicopter extraction length by 30 seconds
Increased instructor hint timeouts slightly
Moved gas can in spawn room closer to the exit gate
nmo_shoreline
Added a drop down in the upper floor of the guest house
Added a warning message for activating the extraction flare when not all players have yet made it to the extraction deck
Added additional direction arrows and glow outlines for some objectives
Adjusted numerous item spawners throughout the map to reduce RNG
Adjusted some zombie spawn brushes
Changed secret stash key color from red to green to distinguish it from objective glows
Changed spawn positions of some objective items
Fixed godspot during extraction
Fixed issues with clipping in the garage
Fixed some doors being blocked by zombies
Fixed visible gaps in doorways
Improved legibility of certain unclimbable props
Increased the interaction length for activating the flare
Rebalanced extraction
Rebalanced Overlord zombie spawns with "Ignore Room Size" option
Removed clip brushes from some props and handrails
Tweaked some objective outlines to be visible at further distances
Various small visual changes
NMRiH Shoreline Update (1.14) Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
New Maps
Shoreline [Objective] (by Sirdoggy)
The US military declared this portion of the shoreline as a redeker safe zone. We, and many others, have fled here from the city, but the dead bastards have also followed us here. This caused the military to withhold rescue operations. It's been days now, and things are only getting worse.
Last night a horde breached one of the cabin entrances. Many got bit and infected. A couple of us got together and hid in the basement of a nearby house. We're staying quiet until things calm down. The plan is to return to the cabin and re-establish contact with the national guard. Hopefully they'll organize one last transport for us.
Code
Additions
Added medical item viewmodels, contributed by S0kk0 (#1516)
Changes
Improved zombie LOD models, contributed by BigHatMarley (#1500)
Inactive safezones are now displayed as "INACTIVE" on the HUD
Fixed Badass character model not casting dynamic shadows (#587)
Fixed broken center-bottom HUD messages (#1484)
Fixed custom sounds not playing sometimes on Workshop maps
Fixed demo compatibility with files recorded before 1.13.5
Fixed disconnect with infection status crashing the game (#1489)
Fixed dying during extraction with respawn tokens making game enter 'win state' in survival (#1168)
Fixed missing sounds for shoving and holstering with frag grenade (#1293)
Fixed shaky viewmodel when running into walls (#1354)
Fixed walking on a texture with gravel surface causing player to slide (#1507)
Fixed zombie AI aggro issues (#1448/#1475)
Changes for mappers and modders
Added input "SetActivatorCaption" to entity "env_instructor_hint"
Added inputs "PauseDrain" and "ResumeDrain" to entity "func_safe_zone" (#1467)
Added keyfield "Spawn Solid?" to entity "item_inventory_box"
Added map-defined override for "func_zombie_spawn" spawn regen target, to fix a bug with it being reset on round restart
Added support for highlighting multiple objective entities sharing the same name (#1524)
Fixed crash caused by "prop_physics_override" with collisionless model (#1504)
Fixed crash when "generic_actor" spawns with empty "model" keyfield (#1494)
Fixed "Disable Motion" spawnflag being ignored for "item_custom" (#1510)
Fixed entities "point_viewcontrol_multiplayer" and "nmrih_extract_preview" locking camera rotation for spectators (#1522)
Fixed entity "ambient_fmod" not playing a sound when spawned by a script (#1496)
Fixed entity "item_custom" not releasing inventory space on "Kill" input
Fixed input "Disable" for entity "instant_trigger" not functioning (#1498)
Fixed keypad codes not persisting when changing those with "InputSetCode"
Fixed late transmit for "item_custom" inputs "SetLabel" and "SetIcon"
Fixed late transmit for weapon label and icon overrides
Fixed "physics mayhem" bug when setting "solid" keyvalue directly
Fixed preferred carry angles not working (#1509)
Fixed zombie attack sound override not working (#1491)
FMOD: Added console command "fmod_memstats" for tracking memory usage
FMOD: Added occlusion to ambient sounds
FMOD: Added partial sound character support ('*' [stream from disk], '#' [dry mix, play everywhere, affected by music volume])
FMOD: Fixed inaccurate attenuation with ambient sounds
MapHack: Fixed misbehaving $respawn function, it now correctly respawns an entity on its original position with pristine entdata (#1089)
NMRObjective: On initial load, default description is set to objective name instead of empty field
VScript: Added CAI_BaseNPC function IsFrozen()
VScript: Added CNMRiH_Objective functions GetObjectiveBoundary(), and GetObjectiveBoundaryName() (#1495)
VScript: Added CNMRiH_ObjectiveManager function GetCurrentObjective()
VScript: Added function DispatchParticleEffectByAttachment()
VScript: Added function FMOD_PrecacheSound()
VScript: Added particle attachment constants
VScript: Deprecated Enable/DisableEntityListening() functions, entity hooks are now always listening
VScript: Fixed CBaseEntity::GetKeyValue() returning garbled values for strings
VScript: Fixed CNMRiH_Player::GetCarriedItems() not returning custom items with duplicate targetnames
VScript: Fixed hooks "NPC_TranslateActivity" and "NPC_TranslateSchedule" not working properly
VScript: Ruleset validated cvars are now allowed to be set by Convars functions
VScript: Throw an error instead of crashing when a function expects table parameter and won't get one
Changes for server admins
Added cvar "sv_grenade_rise", ported from Ryan's QoL plugin (warps grenades slightly off ground on detonation to improve effectiveness around clutter)
Added improved idle player detection, idle item drop, and new cvars "sv_idle_tracking_method", "sv_idle_item_drop", and "sv_idle_item_drop_time" (#1372)
Added QoL inspired multi-shove, can be enabled by cvar "sv_shove_multi" (off by default)
Maps
nmo_cleopas
Door near market, which leads to a house with a welder, now opens outside only
Fixed nodraw surface on destroyed wall's brick
nmo_quarantine
Fixed softlock (#1451)
nmo_rockpit
Added watermelon
Fixed instructor hint indicators following other players
Fixed respawn door being openable by zombies
Removed various clips
nmo_underground
Tweaked clips
nms_camilla
Little tweaks
nms_laundry
Changed escape van color
Little tweaks
nms_notld
Little tweaks
nms_ransack
Fixed wrong prop placement in cutscene area
Update 1.13.6 Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
The game now includes a full sound cache, this resolves noticeable framerate hitches when playing sounds for the first time, especially for users with slower disk drives
Changes
Improved tension calculation in the dynamic music system (#1482)
Tweaked runner pursuit dynamic music playlist, songs with lengthy intros have been cut
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta, RicecakeHuman, Uncut
VScript: Added CConvars function RegisterAdminCommand(), creates a console command that can be only executed by server admins, otherwise it's identical to RegisterCommand()
VScript: Fixed CItem_InventoryBox function AllowEmpty() not working properly
Changes for server admins
Added cvar "sv_infection_bypass", ported from Ryan's QoL plugin
Added cvar "sv_barricade_show_damage", ported from Ryan's QoL plugin
Cvar "sv_bullet_bypass_player" no longer has a cheat flag
Maps
nmo_cleopas
Fixed incorrect dynamic music playlist
nmo_lakeside
Added dialogue captions
Fixed radio dialogue looping forever
nmo_rockpit
Fixed outdoor shadows and incorrectly lit props
Removed a single fence in front of the entrance to the control room
Removed clips from the staircase leading to the upper floor of the control room
Small adjustments to some item pools to reduce RNG
Zombies will now be pushed away from the spawn fence gate when it's being opened
Tank now properly goes backwards when all players are extracted or when extraction expires
No More Room in Hell 2 Announced at Summer Game Fest 2024!
Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios.
View the announcement trailer, first revealed during Summer Game Fest 2024: No More Room in Hell 2 is an intense permadeath co-op journey into the eerie darkness of zombie-infested zones. As an emergency responder you must survive, scavenge, stockpile and fulfill your mission - then repeat, each time in an ever-changing experience.
No More Room in Hell 2’s original developer, Lever Games, was acquired by Torn Banner, the studio behind Chivalry 1 & 2, and the original “Age of Chivalry” mod. Led by a core team of veterans from Torn Banner and Lever Games, the majority of the previous No More Room in Hell 2 team continues to work at the studio on the sequel.
A commercial release in the same world as the 2011 award-winning Source mod, players start isolated in the dark, find their friends, and try to survive in a dynamic, endlessly replayable zombie apocalypse. With enemies and map locations inspired by classic horror cinema, No More Room in Hell 2 will instill terror into players while offering fresh, tactical gameplay, high-stakes permadeath, and intricate combat design that rewards teamwork and grit.
Find your way to your teammates with proximity voice chat and grow together in power. Each match, you’ll go from spawning in the darkness with a flashlight, to forming a fully stocked 8-player co-op squad with assault rifles and explosives. An ever-present threat remains: if a responder dies, all of their progress is lost.
“No More Room in Hell 2 continues the dark, grounded aesthetic and intense action horror approach of the original game while expanding its vision dramatically,” said Steve Piggott, CEO and creative director at Torn Banner Studios. “We’re excited to be the new shepherds of a franchise we adored as fans and we’re thrilled to take up the mission of capturing the iconic horror of classic zombie cinema. We want to blow people away with our first co-op game, pushing Torn Banner’s skill in multiplayer action to a whole new level.”
Powered by Unreal Engine 5, No More Room in Hell 2 is a co-op game with consequences coming to early access on PC via Steam and Epic Games Store this Halloween.
We look forward to sharing more with our community over the next month with more details coming during the PC Gaming Show on June 9th, a Torn Banner Studios Twitch livestream on June 11th, plus multiple blogs exploring details of No More Room in Hell 2.
Join our Discord to stay connected with the NMR2 community and to interact with our community team!
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Update 1.13.5 Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added mutator configuration, users can now save/load their selections (#1459)
Added new game type "Minigame", supported by mg_ map prefix
Current map name and game type are now displayed on the scoreboard
Experimental: Added item pickup prediction, toggled with cvar "cl_predictpickup" (when enabled, picked up items will move smoothly with lag)
Changes
Bayonet can now hit the character hull for more accurate shove detection
Deprecated SSAO and depth of field effects due to instability, these settings are no longer saved / visible in options, while cvars "nmrih_ssao" and "nmrih_dof" can still be used
Fallen arrow projectiles now expire over time
In maps utilizing level transition, player inventories and status effects are no longer restored on round restart by default
Reduced installation size by compressing navigation meshes, streamed audio, and voice lines (by ~685mb)
Weapons with no audible ammo check will always display information on the HUD (barricade hammer, bow, chainsaw)
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
Fixed attached arrows causing the "physical mayhem" bug (#1455)
Fixed bullet penetration not working properly in realism mode (#1439)
Fixed compass visual bug after resolution change (#1396)
Fixed controls locking up in ironsight mode after holstering flashlight (#684)
Fixed crash when joining a server with cvar "sv_allow_custom_balance" set to 1
Fixed current objective not showing after resolution change (#1396)
Fixed dead players respawning with 1HP after level transition
Fixed dropping a currently equipped item also dropping a currently held physics prop (#1433)
Fixed exhausted supply bag station prop continually fading in and out if you keep pressing the use key (#1423)
Fixed existing glow on items disappearing when a player gets close and then moves away (#1456)
Fixed flashlight remaining visibly equipped even though it's not present in player's inventory (#1424)
Fixed ghost flashlights appearing occasionally when other players go out of view
Fixed grenades falsely appearing during an ammo check (#1460)
Fixed inaccurate chainsaw sound (#1231)
Fixed incorrect closed caption when attacking with fists (#938)
Fixed instantly spawned zombies not expiring in previous zones, causing the overlord to hit a zombie limit and not being able to spawn more
Fixed instructor hints displaying as "No Caption Specified" for players other than activator (#1410)
Fixed insufficient amount of zombies being spawned by overlord in high density zones (e.g. Boardwalk's survive section)
Fixed issues with closed caption fade-out order
Fixed level transition not working with server plugins that deal with level changes
Fixed missing sprint animation when holding down fire button with an empty gun (#59)
Fixed players and their weapons being networked for no reason when out of sight
Fixed prediction error on firing while using a progress trigger
Fixed rich presence crash when Steam is unavailable
Fixed search path overflow preventing caption files from loading (i.e. fixes an issue with captions disappearing after having a lot of Workshop add-ons)
Fixed server name field on the scoreboard being blank after resolution change (#1396)
Fixed shadow buffer overflow when rendering flashlight depth textures for other players (#1336)
Fixed starting chainsaw canceling its idle sound when shoving (#1252)
Changes for mappers and modders
Added ammobox_ entities for each ammo type
Added compatibility layer for bugged maps killing the !activator instead of !self (applies to "trigger_progress_use", "trigger_progress_weapon", and "trigger_keypad")
Added distant zombie horde models, contributed by Demo
Added entity "env_screenoverlay_multiplayer"
Added entity "point_viewcontrol_multiplayer"
Added entity "trigger_speed", applies overall speed modifier to players who enter the trigger
Added input "BecomeShambler" to zombies
Added input "SetSound" to "ambient_fmod"
Added inventory property overrides for weapons (icon, label, weight)
Added keyfield for changing background texture on "item_inventory_box" (#1296)
Added navigation mesh compression to reduce file size, existing meshes can be resaved with "nav_compress", or switch "-compress" can be used on existing nav_ commands (e.g. "nav_generate -compress")
Added output "OnItemSpawn" for "random_spawner"
Added output "OnPlayerDrop" for weapons
Added particle precipitation, incl. rain, rainstorm, snowfall, and ash (ported from Mapbase)
Added support for custom inventory items with "item_custom" entity (#1297)
Added support for loading custom soundscripts
Added support for precaching custom particles (#1465)
Added support for safe zones outside Survival mode
Added support for uncategorized "item_inventory_box" (#1296)
Added WAV -> MP3 fallback compatibility for "ambient_generic" (with looping support) and soundscapes
Added zombie sound overrides
Command "report_entities" now tags server-only entities
Disallowed "Kill" input from deleting players and the world
Don't clear gag flag on zombies (#1437)
Entity "ambient_generic" now supports multiple sound systems, FMOD is used as a fallback for looping MP3 sounds when it's required
Fixed "filter_script" missing "Entity scripts" keyfield in Hammer
Fixed boards with "Disable item motion" flag unchecked still not having motion (#1422)
Fixed crash when using "dumpgamestringtable" command
Fixed custom glow colors not working on weapons, tools, and medical items (#1457)
Fixed outputs on entities "trigger_keypad", "trigger_progress_use", and "trigger_progress_weapon" not setting player as !activator (#1454)
Fixed uncontrollable "func_tracktrain" stealing player use input (#1445)
Fixed Workshop locking up when attempting to download maps when an upload is in progress
FMOD: Overhauled ambient sound support
Free "spotlight_end" entity on efficient spotlights
Included entity "npc_maker" in Hammer game config
Input "SetCauser" now accepts all entities, it no longer has to be a player
NMRObjective: Display warning when boundary isn't a member of a visgroup, or no boundaries exist (#1302)
NMRObjective: Fixed memory leak while dragging lines
NMRObjective: Made "Objectives" and "anti" visgroup names case insensitive
NMRObjective: Now using local help document instead of a wiki link
NMRObjective: Now using modern folder selector
Overhauled entity "logic_script_proxy", sanitized input by doing raw calls
VScript: Added CAI_BaseNPC functions Freeze(), and Unfreeze()
VScript: Removed CLocalize instance since it doesn't work on dedicated servers
VScript: Script named "mapspawn_.nut" now runs on map init when available
VScript: When the server crashes due to inconsistent VM stack, the call stack is now displayed in the error message
Changes for server admins
Added cvar "hide_server", doesn't announce to Steam, i.e. hides from the server list
Added cvar "sv_bullet_bypass_player", makes bullets bypass players, it has no effect when friendly fire is on, or if target is infected (#1466)
Added cvar "sv_remove_unreasonable_physics", removes entities that fell out of the world in physics
Changed ruleset load order, mutators are now loaded before server config
Support for level transition is now enabled by default, admins no longer have to toggle it
Workshop: Optimized updates by reducing file system calls
Workshop: Previous map entry is now removed from the listing if it gets renamed during an update
Maps
All maps
Added few unused tracks to music list (also track "Sorrow" has two different parts, so it has been split and added to ambient and tension section)
Fixed weird reflection on mud texture
nmo_anxiety
Added clips to stairs
Added few missing overlays
Attempted to fix players getting stuck and turning when escape van turns left
Cleaned up nav meshes in unplayable areas
Fixed one of the player spawns in the tunnels not working
nmo_asylum
Added loading screen (#1429)
nmo_broadway
Fixed missing closed caption during evac laptop dialogue
Misc. tweaks
nmo_cabin
Fixed a bug when with a certain objective chain it was almost impossible to carry watermelon to the extraction point
nmo_rockpit
Fixed missing closed caption during radio chatter
nmo_shelter
Added filters to VPhysics clips (no more bouncing explosives in arena objective)
nmo_suzhou
Added few VPhysics clips
nmo_toxteth / nmo_toxtethdark
Removed nodraw texture in breakable brick wall near church
nmo_underground
Fixed objective softlock (#1452)
Tweaked clips
nms_arpley
Attempted to fix train getting stuck randomly due to ammo/weapons
nms_camilla
Added few details
nms_notld
Added more zombies in the end of the map
Added unused music track at the map spawn
Update 1.13.4 Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added backward compatibility to demo files, fixes previously recorded demos not playing
Added support for proportional fonts in closed captions (i.e. caption text isn't small anymore on resolutions higher than 1080p)
Changes
Optimized zombie ability checks when near players, this improves performance on maps with a lot of attacking zombies
Tweaked server networking settings to reduce latency on crowded maps
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, MakinDay, marcielcps, Plazehorta
VScript: Added NavMesh functions NavAreaBuildPath() and GetNavAreasFromBuildPath()
VScript: Added team constants (TEAM_ANY, TEAM_UNASSIGNED, etc.)
VScript: Fixed a crash when using NavMesh methods
VScript: Fixed an issue with "logic_script" calling functions it doesn't own
VScript: Fixed "filter_script" hijacking one another's PassesDamageFilter hook (#1434)
VScript: Fixed potential crash when using debug overlay on dedicated server
VScript: Fixed server-only entities incorrectly using the root scope for scripts
Changes for server admins
Added cvar "sv_item_give", toggles medical item sharing
Fixed "-tickrate" command line parameter not working on Linux dedicated servers
Maps
nmo_broadway2 / nmo_brooklyn / nmo_cleopas
Tweaked clips
nmo_fema
Fixed wrong tree prop angle
Tweaked clips and cubemaps
nmo_shelter
Raised the ground in the sewer section to remove "crouch jump" requirement over infected water
nmo_suzhou
Fixed floating barbered wire near tire fort
Tweaked clips
nmo_zephyr
Minor tweaks
nms_arpley
Fixed cubemaps
nms_camilla
Fixed a bug where instructor hint was following a player who activated the button
nms_laundry
Alleys around zone B are now playable areas
Reworked zombie spawn area near gas station to prevent zombies getting stuck in a door frame
Update 1.13.3 Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added ability to lift ammo when it doesn't fit in player's inventory
Added cvar "cl_melee_impact_effects" to enable / disable melee impact particles
Changes
Reduced chainsaw impact effects on characters (#1414)
Reduced game installation size by compressing misc. textures
Removed friends requirement from the achievement "HAZMAT Team", new goal is "Kill 500 zombies with 6 or more players"
Show compatibility warning when playing with Linux runtime on Steam Deck
Show loading spinner while downloading user avatar
Updated the localization files:
With thanks to community translators: Blueberryy, BloodyMoonlight, Klowby, MakinDay, marcielcps, MsLGXC, Plazehorta
Fixed alignment when using line breaks on center print text
Fixed ambient_fmod's "Play everywhere" flag using entity's sound origin (#1426)
Fixed armored zombie spawn rule having no effect on "npc_nmrih_runnerzombie" (#1432)
Fixed car model crashing clients (#1436)
Fixed chat font drop shadow not being fully opaque
Fixed crash on player join when the main fog controller gets removed
Fixed excessive impact effects on some props (#1421)
Fixed false "Invalid BSP" error in Workshop Publisher (#1416)
Fixed god mode if player spawns mid-cinematic (#1411)
Fixed melee traces ignoring objects and walls (#1415)
Fixed minor performance issues during rendering
Fixed mutator dialog displaying an empty list when leaving it open and closing the "create game" panel
Fixed observer target FOV not using user settings
Fixed point message text not aligning to center
Fixed point messages displaying garbage output when updated often
Fixed potential crash with "game_ui" entity
Fixed several shaders requesting values for undefined base textures
Fixed skillshot material not being precached
Changes for mappers and modders
Added cvar "sv_ignore_win_loss_state", prevents round from ending on win / loss, useful for custom game modes
Added several entities to Hammer game data, including "generic_actor" with model / skin selector, and scripted sequences
Added surface prop "bouncyball"
Cleaned up unused entities in Hammer game data
Entity "point_message_multiplayer" now allows properties to be changed by keyvalues
Following entities no longer require edicts: env_instructor_hint, env_timer, game_text, logic_progress, logic_script, player_speedmod, point_message_multiplayer, scripted_sequence
Extended entity "prop_sphere" with customizable radius
Improved entity "point_message_multiplayer", text now follows movement parent smoothly without jitter, and height offset can be changed
MapHack: Fixed $remove server crash (#1425)
MapHack: Restricted unsafe entities in potentially dangerous functions
Updated "trigger_hurt" damage types to match NMRiH overrides in Hammer
Updated VPhysics clip editor texture
VScript: Added CNavMesh interface and CScriptNavArea class
VScript: Added CNMRiH_BaseZombie::GetShoved()
VScript: Added CNMRiH_WeaponBase functions SetViewModelOverride() and ClearViewModelOverride()
Changes for server admins
Added cvar "sv_vote_initial_delay", sets time in seconds before first vote can be called after map start (#1431)
Added network cvar overrides, new additions are "sv_net_maxcleartime_override" and "sv_net_splitrate_override"
Maps
All maps
Fixed hint instructors following players who interracted with objectives
nmo_boardwalk
Tweaked clips
Fixed zombie shamblers getting stuck in windows during "Survive" objective
nmo_broadway2
Tweaked VPhysics clips
nmo_cabin
Fixed watermelon not being "debris"
nmo_cleopas
Added few VPhysics clips
Rotated player spawn on the second floor for speedrunners
nmo_lakeside
Little tweak for the ivy texture
nmo_quarantine
Added a roof to the diner inside the inner quarantine since it was visible, as well as some additional detail
Added boxes near the graveyard FastEx truck that players can use to boost on top of zombies potentially blocking the chokepoint
Added VPhysics clipping to areas in the sewers where objective items could be lost
Added watermelons
Braced a door, please do not open it
Fixed a bug where upon grabbing the walkie talkie, players could infinitely trigger the soldier's dialogue and destroy everyone's eardrums
Fixed a minor rendering hiccup at the beginning of the sewers
Fixed multiple instances where backside of displacements were visible
Fixed the red X not properly rendering atop the breakable plywood at spawn
Fixed visible nodraw in the Park
Large optimization pass throughout the entire map
Lowered a building in the skybox that was ruining my immersion, visibly floating in the air at certain angles
Players can now get on top of the dumpster in the laundromat alley
Removed a clip brush impeding intentional design
The dumpster in the laundromat alley is on fire
The fire in the inner quarantine is now within the audible spectrum
Tweaked the nav mesh to reduce the chances of zombies getting stuck in certain locations
nmo_rockpit
Added fade out distances to a lot of props
Fixed the surface fire particles sometimes appearing invisible
Fixed invalid brushes
Improved zombie navigation in the surface building
Other minor optimizations and fixes
nmo_toxteth / nmo_toxtethdark
Tweaked clips
nmo_underground
Added few props
Tweaked VPhysics clips
nms_arpley
Reduced train damage to players to prevent an instant kill
nms_favela
Added glowsticks to make it more clear where players need to extract
Replaced unusable ladder prop with a step ladder to prevent any confusion
nms_isolated
Misc. tweaks
nms_laundry
Added electric trap for zone A
Added few details
Added kerosine lamp to zone B
Changed ammo_min "0" parameter value to "10" on random spawners to prevent the spawning of "empty" ammoboxes
Misc. tweaks
Moved flamethrower from zone A to zone B
nms_midwest
Added hurt trigger to train to prevent it being blocked and not letting other players to extract
Update 1.13.2 Released
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Additions
Added proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays, etc.
Added search box and "Find more..." button (that links to Workshop) in the mutator selection dialog
Changes
Improved server performance on Linux
In mutator selection dialog, clicking the list item now toggles the checkbox
Increased max. FOV to 110
Melee impact particles are now displayed across the arc
Optimized zombie AI obstruction checks, improves performance on crowded maps
Restored player freeze on extraction
Server command "workshop_validate" now has a "-restore" option, recovers map entries from cache in case of accidental removals or data loss
Supply crate no longer freezes players, checks for distance instead
Updated the localization files:
With thanks to community translators: Blueberryy, Klowby, marcielcps, Plazehorta
Fixed an issue with melee backing traces taking prominence over the initial swing arc (#1369)
Fixed an issue with stamina being drained only on the first melee hit (#1386)
Fixed background transparency issues on UI panel list items
Fixed birds blocking player spawns (#1389)
Fixed chainsaws rate limiting impact effects on characters
Fixed entity "point_message_multiplayer" not updating for players who reconnect to the server (#1390)
Fixed game state extraction commands working on dead players
Fixed loading screen not scaling properly after resolution change
Fixed mutator scripts being loaded twice on server init
Fixed national guard announcement cooldown not resetting after map change
Fixed national guard dialogue overlapping in survival mode
Fixed players blocking usable objects with their bodies (#1327)
Fixed players getting stuck after using a supply crate
Fixed several HUD scaling issues across resolutions, incl. "Next Objective" separator clipping through text, tiny labels in ammo display, etc.
Fixed supply crate HUD not always closing
Changes for mappers and modders
Added beta version of level transition for developers, it's disabled by default, and server admins may toggle it with cvar "sv_level_transition" (#1278)
Added command "RespawnDeadPlayers" to the game state functions (I/O, console, VScript)
Added cvar "sv_killpenalty_score", sets score for kill penalty
Added cvar "sv_resetscore", resets all player scores on round restart
Added new category "Mutators" in the Workshop Publisher
Added support for melee impact effect particles
Added support for overriding viewmodel hands
Added surface prop "no_friction"
All MapHack debug spew is now behind cvar "sv_maphack_debug"
Console commands "extractplayer" and "respawnplayer" now accept player name as input
Entity "trigger_changelevel" is now functional on servers with level transition enabled
MapHack: Fixed issues during pre-entity stage, which caused scripts to fail
VScript: Added CenterPrint functions
VScript: Added CNMRiH_GameRules bindings
VScript: Added CNMRiH_Player functions SetHandModelOverride() and ClearHandModelOverride()
VScript: Added CNMRiH_WeaponBase bindings and WeaponID enum
VScript: Fixed event listeners writing bogus data on Linux
Maps
All maps
Added "debris" flag to all explosive gascans
nmo_asylum
Corrected areaportal issue on a door located in the basement (#1376)
Fixed office softlock (#1375)
Fixed ritual meat not scaling health on player count
nmo_broadway
Misc. fixes
nmo_broadway2
Added ability to get welder if players don't have one during "navigate through sewers" objective route
Added clipping to some railing
Fixed multiple places where items could be lost
nmo_brooklyn
Added glow for the extraction van
nmo_cabin
Added rope for extraction helicopter to make it more clear where to go
nmo_rockpit
Fixed softlock (#1394)
nmo_suzhou
Clipped multiple areas where objective items could be lost
Misc. tweaks
nmo_toxteth / nmo_toxtethdark
Misc. fixes
nmo_underground
Added few details to motel
Fixed stuck spot near welder grate
nms_camilla
Tweaked clips
nms_drugstore
Adjusted shambler and runner spawning during the different stages of the map
Fixed a doorway in zone A where zombies could get stuck
Fixed a spawner where zombies could get stuck
Fixed misc. issues/adjustments (#1250)
Fixed prop_door having a wrong hinge axis (#1408)
Fixed several z-fighting glitches in the mall
nms_favela
Fixed wrong zone letter order
nms_ransack
Extended extraction zone and extraction time
Sparks on pawn shop door now start and stop properly when welding
nms_silence
Removed ground fog particles that were accidentally included