Welcome to REANIMATION (Update 0.4.0), our largest content update since Early Access launch!
New maps, new combat, new zombies, new inventory - it’s all here in our April Reanimation Update. We’re excited for all the changes coming in, and without further ado, let’s dive into REANIMATION!
Reanimation Cinematic Trailer:
Update Overview Trailer:
New Maps
We’re excited to debut Pottsville and Lewiston; new, tighter, more urban maps that will create heart-pounding moments as players check around every corner to make sure they do not get trapped in an inescapable alley with zombies closing in.
Pottsville
Fog stirs around your feet as you creep slowly towards the town limits. A morning silence broken only by the moans of zombies greet you as you make your way to the first neighbourhood, before the crackle of your radio alerts you to a call from the CRC - you are here to verify the reports of civilians sheltering in Pottsville, and if true, figure out the next steps to save them.
Pottsville is a rural small town where Responders will be looking to rescue civilians. You’ll start at the outskirts and explore the neighbourhoods, following leads from the CRC through the streets and alleys that could lead you to the Pottsville Bank, where some survivors attempted to access parts of the bank usually more secured; or to City Hall, where we’re sure the mayor and their staff must have made it out…
Responders will spawn separately into the Pottsville map and should eventually make their way to the formerly bustling downtown square, now empty save for the living dead that have no interest in the decorations or landscaping. Find your way to the community center, and learn the fate of Pottsville’s population along the way.
Randomized houses with different locations for your objectives brings new exploration with each playthrough of Pottsville, along with the introduction of a new minigame - Responders will need to align the radio to the correct wavelength.
Lewiston
Calling all Responders! The CRC has been called in to assist in Lewiston, Maine. The local CRC Team leader, Waldo, asked us to come out his way to lend a hand. Like many in the CRC, he didn’t expect to have to step up for a zombie uprising, and is feeling a little… overwhelmed, so we’ll be sending you in, but you’ll have to find your own way out - by boat or by train.
We are thrilled to bring you to Maine, with 2 new types of extractions, randomized stores to explore, and a sunset over the small town giving everything, even the dead, a glow-up. Spawn together with up to 4 other Responders, try to find the rest of your group, and explore Lewiston. Make sure to check if you have overdue books at the Library, or if there are supplies left at the Pawn Shop. Keep an eye on the gathering shadows, watching for any movement in the autumn sunset.
Matchmaking Note - we’ll be adjusting the prevalence of how often each map appears, without the need for game updates to do so. Currently we’ll be weighting the matchmaking percentages more towards letting players experience the two new maps Lewiston and Pottsville more than Power Plant. As always we will listen to community feedback to inform us. Let us know which map is your favourite!
Character Roster
Players will have 3 character slots, and can select 3 different Responders to fill them. Each can have their own loadouts, character levels, and skills. You’ll be able to decide the difficulty of the match you want to play by selecting the Responder with the character level to match.
Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.
Set up your favorite character build and loadout, and keep them ready for your sessions.
Character Reroll
Players will be able to spend match-earned credits to reroll the character selection when creating a new Responder. This will reroll all 3 of the options available.
We’re open to hearing feedback about the amount of credits spent for the reroll, and can adjust this without needing to patch the game, so please share that feedback with us regularly in the Discord!
Radial Inventory
The memorable NMRiH1-style Radial Inventory is back!
This weight-based style of inventory is easier to use dynamically in combat.
Weights are reflected in the size of each "slice" of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more "weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.
You can set up a quick slot by highlighting over an item and pressing a number key (1-9).
Instead of the number of items counting against your inventory, all items will have a weight value that will affect your inventory. This is still being tuned, so please be sure to give feedback, either through our in-game menu or in our Discord.
Combat 2.0
We’ve talked about Combat 2.0 on our Livestream [Insert Link], and we are excited to get it into the hands of our Responders. How you combine your attacks and actions with those of other Responders will be more rewarding, and, we hope, lead to more cooperation between players.
Combat 2.0 will feature:
Directional Melee - Left or Right attacks with a melee weapon depending on the left or right input..
Strong Attacks - if you repeat the input, the 2nd attack will be stronger. For example, if you repeat a left left attack, the 2nd attack will be the stronger one.
Charged Attacks - hold your attack. It will hold the animation, and when you release it, you will deal a massive blow. There will be a difference between a Slashing attack, and a Bludgeoning attack. Try out the different attacks, and let us know which you decide to use.
Kick and Shove - both will have a different use in your attacks. Kick, performed by holding the "shove" key, will be an extension of your combo to move zombies. Use it alongside your fellow Responders' attacks to direct and knock down zombies. Shove is usually to be combined with your other attacks to create a combo.
As part of Combat 2.0, weapons have gotten a rebalancing. Slashing and Bludgeoning style weapons will have different purposes. Body shots and headshots will have a different response, depending on the weapons.
Stamina has been rebalanced, and your ‘out-of-stamina’ state will be harsher - Responders will deal less damage and less impact when dealing blows.
Let us know of your experience with Combat 2.0 in the Discord!
Zombie Variants
There are new zombies coming in with the new maps, including Riot Police and Construction Zombies.
We advise Responders to approach with caution and strategy, as both have helmets protecting them from headshots. Riot Police will have body armor to protect them from firearms, and some may also have a shield, protecting their body from attacks, so use your directional melee to deal damage. You can also run into zombie police officers and even zombie chefs - who are looking to make you their next finely prepared meal.
Along with the new zombie types, there we have made improvements to the Shambler type such as the ability to walk around, summon zombies to help them after a few screams, and release a gas cloud that will increase the infection rate of a zombie in the cloud - plus, the cloud also has a chance to infect players itself. We have also added new styles to the Runner type of zombies. Our ‘Red Eyes’ zombies have also gotten an adjustment. No longer will they have red eyes coming out of the darkness - they’ll have an ‘eyeshine’ to them instead. More dead-like. They also can take damage regularly, instead of relying exclusively on headshots. The CRC does recommend still aiming for them first however - a ‘Prime’ state alters the zombies it affects, giving them more health and higher damage.
Notable Additions:
New Weapons:
Cleaver
Quick and sharp, one-handed bladed weapon
Tree Trimmer
Two-handed bladed weapon
Extended reach, great for removing limbs
New Scopes
Hunting Scope - Long range rifle scope
Combat Optic - military grade, medium range holographic sight
Performance Fixes
Lighting Optimization
Improved Hit Reaction Animations
In-Game Early Access Roadmap
Loading Screen Tips (with some community suggestions!)
Improved Loot Spawning
Spawning of items is more dynamic, less predictable
Matchmaking with Multiple Maps
Map selector available on Private Matches
A skill pool that will display all available skills that could be randomly generated for the player at their current level
New audio mixing options and sliders
Added support for DLSS 4 with Multi Frame Generation
Zombie spawning improvements
A new spawning system that should improve zombie density and scarcity for better gameplay pacing
Balance
Difficulty tweaks
Bug Fixes
Animations
Zombie animation will not retrigger when in a knocked down state
Zombie Runner will move more smoothly while investigating
Pushing zombies during climbing animation will cause the proper falling animation
Shooting firearms while sprinting will have a proper first shot animation
Disconnect panels will trigger lever animation when interacted with
Appearance
Rocks with moss will not appear pixelated
Ground textures will appear more detailed and take less time to stream in when the player is moving
Player hand will no longer disappear when crouching with all firearms
Audio
Added Power Plant Finale music during the final objectives
Rebar shove metal SFX will play correctly
Auto VO will not trigger twice for fuse panel objectives
Roje female VO wheel lines will be louder when triggered in battle state
Ammo collection VO has been turned up for Roje male and female
Player downed UX audio is louder
Radio VO will trigger after extraction for success, partial, or failure
Radio VO will trigger when all Responders die
Radio VO lines will no longer reference mission success when the mission was failed
Locked wire fence gates will play rattle SFX when interacted with
Fixed cases where music would not trigger depending on load-in order of responders
Improved Melee Impact Sounds
Fixed an issue where sounds (particularly zombies) would be inconsistently occluded when there is a wall between them and the player
Added meta pickup sounds to objective items
Improved presence of audio jumpscares
Fixed an issue where reverb was not always applying consistently in interior spaces
Sources inside a reverb space will now have reverb applied correctly for the listener irrespective of the listener’s location
Slightly increased shambler shriek distance
Shamblers now have 2 warm-up shrieks before the third more intense shriek
Fix for cases when meleeing or shooting a zombie through an opening would be missing sounds
Environment
Barricades will no longer float on windows
Small shrubs to the south of Hospital POI no longer have player collision
Player is no longer able to be attacked through stash room doors
Floating wire will be absent near Farmhouse
Placeholder door removed from Substation
Player will no longer be able to enter a one-way area and get stuck at Substation
Player will no longer be able to bypass Substation entrance and softlock self inside Power Plant
Players will no longer be blocked in at the space between fuel tanks at the Substation Entrance
Floating cones no longer present near Ranger Station
Floating loot no longer present at Field Hospital washrooms
Floating items on the road between sawmill, radio station and ranger station have been pushed back down and will stop floating
Small metal piece clipping through Sluice Gate control monitor removed
Gameplay
Bar - Wiring minigame can no longer be completed and Stash accessed without doing any prior objectives
Fixed explosives occasionally not dealing damage to players. They should be consistent now and deal full damage to the throwing player and reduced damage to other players
Improved weapon spreads for all firearms
Reworked melee trace functionality to be more reliable
Increased grenade throw speed by 100%
Bladed weapons and blunt weapons have been rebalanced to deal more damage to world objects such as barricades and doors. Bladed weapons are more efficient at breaking barricades and wood doors. Blunt weapons are more efficient at breaking metal doors
Localization
Description of Skilled Medic Expert has been corrected
Server/Client
Resolved a variety of crashes
Resolved a situation where the interactable state could become desynced between clients and servers
Deployed new client module (on 3/31) to improve Easy Anti-Cheat compatibility, which should help to resolve crashes
UI
MP5 Magazine had clipping bullets and has been adjusted
Nightmare levels will be set properly in the scoreboard
"Firearms" loadout category is properly renamed
Stamina bar and Interaction prompt visibility settings are no longer locked on Nightmare mode
The typo in "Needs Condenser" has been fixed
Revive Syringe Description is now accurate
Destroying a door after opening it no longer disables the interaction UI
Shoving without any weapon equipped will no longer trigger the Heavy Attack hint prompt to show up
New character will show up immediately in the character tab when quitting to main menu
Opening the inventory while moving will no longer cause a player position jitter
User Experience
Player movement will continue when the mouse stops focusing an inventory item
Alarm box will turn green and replicate for players who do not interact with it after being disabled
Switching to flashlight while holding 2 handed weapons will replicate to other clients.
Truck near field hospital now has an interaction
Weapons
Rochester 1873 will animate when dropped
Scope attachments no longer clip into screen when shooting with the 590A1 Shotgun
Rifle suppressor on the Rochester 1873 in will no longer move when shooting
Holographic sight will not pop from vision when shooting with the Rochester 1873
Fire rate on m1911 Handgun fixed; it should be comparable to m9a1 fire speed now
Attachments on spawned weapons now have glint
Weapon will not clip into the bed at Lookout Tower stash room
Deprecated UI no longer appears when picking up the M7A1 rifle or MP5 for the first time
Weapons will not pop out and become misaligned in 3pp animation when switching weapons
Zombies
Zombies will not suddenly rise again/’pop up’ if shot on the ground before dying
Zombies will have no difficulties in navigating through a rooftop area at Stacker Reclaimer - watch your backs Responders
Flame particle effect is accurate when shambler is on fire
Runners will move normally during start and stop roam states and not slide on invisible ice
Player zombies will not repeat their attack VO in quick succession
Zombies bodies will not twitch or pop up after dying - if they are still twitching or popping up, do better at double tapping.
Shamblers will now react and scream when noticing a Responder. Try to not be noticed.
Zombies long sleeve mesh will not twist when transitioning into idle animation
Zombies will only attack barricaded doors if provoked. The CRC suggests not provoking them.
Known Major Issues
Note: as this is Early Access, our title is in active development and bugs are to be expected. We have listed some known major issues that we expect many players to encounter, however:
In Spectator mode, when changing player perspective, parts of the map will be slow to fully load in
In Spectator mode, incorrect first-person character animations may occasionally be seen, such as a looped hand wave motion.
In Spectator mode, players may see inconsistent movement / warping from other players
Lewiston - Responder may spawn A-posing until the flashlight and weapons load in
Doors may appear to be broken but not allow the player through when kicked down or destroyed by zombies, which can typically be fixed by kicking again
Sometimes the death takeover screen will take up to 20 or 30 seconds to clear and transition to Spectator mode
Rarely, Responders’ haircuts may stretch out
We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game through the menu, or in our Discord
REANIMATION Update - Cinematic Trailer
The Reanimation Update launches tomorrow April 15th at 7 am PT / 10 am ET / 3 pm BST.
Watch the new cinematic trailer here:
Last week we revealed the surprise that REANIMATION will include not one, but TWO new maps for No More Room in Hell 2: the urban-set Pottsville and Lewiston.
Surprise! TWO new maps arrive April 15 for the Reanimation Update
REANIMATION is almost here… and we’re excited to reveal that this update coming April 15 will include not one, but TWO new maps for No More Room in Hell 2.
New map Lewiston will join the previously-announced Pottsville map, alongside Power Plant that was released back in October. All three maps will become the new backbone of the NMRiH2 experience during Early Access, while our team busily continues to work on more maps and features on the road towards 1.0 launch.
The April Reanimation Update will release on April 15, and will be accompanied by a Free Weekend running April 17-21.
NMRiH2's largest update yet, and one of our studio's biggest updates for a game ever - we hope you enjoy it.
New map: Lewiston
In Lewiston (previously under working title Waldoboro), responders work to secure the safety of survivors across a ravaged city at golden sunset. Gather supplies if you must, but above all else - get out, alive.
One of two possible escape points will be selected at the start of the map and you must either escape by train or by boat. Collect the necessary gear and security codes and get the hell out of there!
Also coming in Reanimation...
Along with the Lewiston map, the massive Reanimation update also includes a vast amount of new content and features, which you can read about in our blogpost from last week: https://store.steampowered.com/news/app/292000/view/524211581550067879?l=english
New map: Pottsville
Responders are being sent to Pottsville to assist in the civilian evacuation effort at the community center. When additional information is uncovered, responders head downtown to retrieve critical scientific research. Once you have the data, get to the rooftop extraction.
Combat 2.0
- We’ve heard your feedback and have brought the gore and satisfaction of swinging weapons more in line with what you expect from Torn Banner. With this update you can drag and aim your swings to cut off zombie limbs. Use left click for a right to left swing and right click for a left to right swing. Repeat the same input for a stronger attack, or hold down an attack to deliver a forceful blow with potential for knockdown.
- We’ve also added in a Kick, performed by holding Shove that costs a lot of stamina but can knock down zombies, putting space between you and the undead. On top of that we’ve further improved hit reactions, melee timings and the stamina system.
Weight-based Radial inventory
- 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
Character Roster
- Players will now have three character slots - Prefer to leave your level 50 veteran back at base while you venture forth with a lower level responder? Now that’s an option.
Character 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 of 3 choices - Note, any pictured Credit values to reroll are not necessarily final, we're always open to feedback on the credit value of re-roll as well as loadout items.
Riot police & construction worker zombies
- The added armor/protection worn by these 2 new zombie types makes them even harder to take down than normal walkers!
Plus, even more:
New melee weapons
Zombie spawning improvements (essentially, a new spawning system entirely) to bring core improvements to enemy density and scarcity across all maps
Modified loot spawning to create a more rewarding experience as you search for gear and supplies
Performance improvements
Tons of bug fixes
… And many more improvements across the entire game.
While a huge one, REANIMATION is just the latest update we’ve added to the game, with monthly updates (plus more) since we first launched in Early Access back in October. If you’re just joining the community now, we invite you to look back at the release roadmap up to now:
REANIMATION (Update 0.4.0) is now just a few short weeks away, an update that compares in size and scope with NMRiH2 Early Access launch back in October.
Reanimation includes the new Pottsville map, a new radial inventory, a revamped combat system, a character roster, a big surprise, and a host of other big items as well as impactful bug fixes across the entire game.
Our team has looked forward to this update as our opportunity to finally release a huge pile of features and content, a great deal of which has been in the works for months (and in some cases years), but wasn’t able to make it for last year’s initial Early Access launch.
Reanimation to us is more than just another one of our monthly game updates - it’s quite special, and we see it as a big moment for the game to show itself off as a far more playable content and feature-packed version of No More Room in Hell 2 in Early Access.
Early Access development will continue beyond April, with more updates to come as we work towards its 1.0 version.
If you’re just joining the community, we invite you to look back at the release roadmap up to now:
Now, let’s look onward to what’s coming in April…
Surprise Major content
We’re still holding a big card in our decks so that we can truly blow players away once we get closer to the release of REANIMATION.
A few hints as to what April’s surprise content may be:
It's something we've been working on for a long time (and we haven’t been shy about it either!)
It's going to give players a lot more to do in the game.
We think it's the main thing the game needs more of right now!
We’re confident that players are going to be happy with the surprise major content coming in April (alongside everything else in the update) - but there’s a lot more to talk about besides it…
Map 2: Pottsville
The first new map since October 2024’s Early Access launch is nearly here!
Pottsville, a brooding suburban small town full of claustrophobic encounters with the undead at dawn, is a new urban-set map for No More Room in Hell 2.
Inspired by classic zombie movie settings and scenes, Pottsville is smaller and far more dense than the big rural open map, Power Plant. It'll play very differently, with more claustrophobic encounters against the undead, as players creep down foggy alleyways and roam through neighbourhood houses and downtown buildings, as they explore a blend of suburbia and city environments.
Pottsville will see players more rapidly group up (compared to Power Plant) as they explore a neighborhood teeming with the undead, before descending deeper into the map's city streets and urban centre.
"With Pottsville our main goal was to create a suburban horror experience mixed with a new flow and intensity. Players will still spawn alone but we hope to surprise you with how the match plays out from there. Power Plant was a rural setting and more open, whereas Pottsville is a suburban small town and feels more dense. With this density we’re able to create new moments where the zombie pressure is more immediate.”
“One of the big changes we’ve made is to develop some new zombie spawning tech so we can more reliably put pressure on the player when we want to. We then designed our layouts to try and support this new tech and it's really cool to see it come to life!" - Luke Shelswell, Level Design Director
This new map is just one of the many new chunks of major content coming in REANIMATION, one of our studio’s largest single game updates ever.
Character Roster
New to REANIMATION will be a character roster that allows you to manage multiple permadeath characters at once. Prefer to leave your level 50 veteran back at base while you venture forth with a lower level responder? Now that’s an option.
On the character tab, players will now have three character slots.
Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.
We’ll plan to continue to iterate on the Character Roster feature beyond April.
Weight-based Radial Inventory
The new radial inventory harkens back to the first No More Room in Hell, allowing you to move your mouse into quadrants of your screen to quickly select between inventory items.
New to No More Room in Hell 2’s inventory will be a weight system for items you pick up. Weights are reflected in the size of each "slice" of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more "weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.
The radial inventory will also allow players to assign keyboard hotkeys (1-9) by pressing the desired hotkey while hovering over an item.
We expect that the new system will create a more fast-paced inventory experience while also forcing players to make more strategic decisions about what items they collect and use. Players will have to make smarter choices about what to take with them, give to other players, or leave behind.
Combat 2.0
April’s new Combat 2.0 system aims to bring the game’s melee experience much more in line with feedback we’ve heard from the community, which means closer to the core of a No More Room in Hell game. Combat should feel more like desperate and gritty survival, and with more uniqueness between weapons than before.
We last spoke about the new melee system in our recent blogpost: https://store.steampowered.com/news/app/292000/view/534342772300186602?l=english
As combat designer Nicolas Lince described in our livestream earlier this month, Combat 2.0 is focused on allowing players to stack melee actions together for more creativity and better interplay with your co-op allies during fights. It’s now much more important to measure your strike distance, decide on the direction of your attacks, keep an eye on your stamina - and juggle all of this with allies at your side. One player may take a more “crowd control” role, knocking back multiple zombies with heavy attacks and kicks, while another player more carefully disperses enemies with precision, as zombies make it through the crowd.
New melee weapons are also on their way to complement the revised melee system - but stay tuned for those details.
Plus much, much more, including Performance Improvements and Bug Fixes
What we’ve described here is just part of what’s coming in April’s major REANIMATION Update which includes a host of other features as well as that huge surprise chunk of content.
A sampling of more to expect in the April update:
Riot police zombies
Zombie spawning improvements (essentially, a new spawning system entirely) to bring core improvements to enemy density and scarcity across all maps
Modified loot spawning to create a more rewarding experience as you search for gear and supplies
Performance improvements
Hundreds of bug fixes
Stay tuned through the rest of the month for more info about the April update, coming in just a few weeks.
What else we’re working on:
New map: Waldoboro Lewiston
Waldoboro is another urban setting map that we also have deep in development, that longtime followers of NMRIH2 would remember as a map being worked on by the Lever team before they joined Torn Banner.
As one update on the narrative side - we’ve now changed the name of Waldoboro to Lewiston to better reflect its real-world setting within the state of Maine. In this upcoming map, Responders find themselves further afield from Pennsylvania as they work to secure the safety of survivors across a ravaged city at golden sunset.
We’re excited for NMRIH2 to continue to tell the story of an active and evolving apocalypse as more maps come to the game on the road to 1.0.
We have some big improvements coming to the game in Update 0.3.1! Responders will have a higher chance to be infected; will be able to customize what they enter a match with through Loadouts, and those in private lobbies will be able to choose the difficulty of their match!
We are excited to continue to bring improvements and new features to our playerbase, and look forward to hearing your feedback!
Loadouts
Items in the loadouts become available to unlock through either account level, character level, or Nightmare Prestige levels. Once an item is unlocked, it is unlocked for good even if the character it was equipped on dies, unless the item had a character level requirement. If so, it will return to a locked state until the character requirement is met again.
Using Credits, Responders will be able to equip a selection of loadout items that they will start their matches with as long as that character is alive. If your Responder with that item equipped in their loadout dies, the item would need to be repurchased for a new Loadout. If your Responder survives, they will start their new match with the same loadout and gear unless new gear is purchased to be equipped instead.
Loadouts will launch with the ability to purchase the following items:
Ranged Weapons
Model 13 Handgun
DT11 Shotgun
Melee Weapons
Wrench
Kitchen Knife
Rebar
Small Pipe
Large Wrench
Tire Iron
Long Pipe
Explosives
Proximity IED
Pipe Bomb
M67 Frag Grenade
Medical
Bandages
Medkit
Phalanx Pills
Mass Casualty Kit
Revive Syringe
Gene Therapy
Utility
Flashlight Batteries
Deployable Worklight
Deployable Radio
.357 MAGNUM
.45 ACP
12GA SHOTGUN SHELLS
.308 WIN
9MM
5.56 NATO
6.8X51MM
Ammo Crate
Nailer
Ranger Boots
Body Armor
Satchel
Credits
Along with Loadouts, Credits will become available for earning and spending. Credits are account-wide currency that Responders will earn by completing objectives - the same objectives that grant account XP.
These Credits can be spent on Loadouts, and will be the main in-game currency for customization. They can only be earned in-game.
Private Lobbies +
We’re introducing more options to Private Lobbies!
The following options will be modifiable:
Difficulty
Dynamic Grouping
Dynamic Grouping is the ability to either choose to group-up, or automatically group-up when meeting other Responders.
We have more features coming in to allow for modifying in future updates, such as which Start or End scenario on the Power Plant map, or which map to play on!
Character Medals
Character Medals will track how many times Responders extracted, how many supplies you extracted with, how many objectives you’ve completed, and how many times you helped a teammate. These stats cannot be seen by other players, only yourself, and give no other rewards at this time. They are tracked independently - you could have a gold medal in how many times you’ve extracted, but remain a bronze in how many supplies you have extracted with.
Share your stats with other Responders in our Discord!
Infection Updating
Infection is getting an update! Responders now have a chance of getting infected from every Zombie attack - not just when you’re grabbed and lose the “bite” minigame. Chances of being infected by regular zombie attacks will depend on your health and your stamina - once you are below 50% of your HP, you have a chance to get infected. This chance goes up the less HP you have, so stay healthy!
As a reminder for Responders on how Infection works for zombie grabs - the less stamina you have, the shorter the minigame and the closer to defeat you are. Should you reach critical stamina (below 15%), the grab will instead become an instant bite, which will infect you regardless of your HP status. Use your energy wisely, and keep your pills (or better yet, a gene therapy cure) handy!
Notable Additions
MP5 Submachine Gun
Our first SMG in No More Room in Hell 2
Built-in Flashlight - does not use in-game batteries
Will use 9mm ammo
A gun from the original No More Room in Hell
Rochester 1873
Lever-action rifle
Will use .357 Magnum ammo
A gun from the original No More Room in Hell
Roje Voice
The Roje voice is based on a character from No More Room in Hell of the same name
Random chance - joins the overall pool
Satchel
New Item that can be picked up to increase your inventory size
Scope Attachments - Holographic
Gives more customization options for Responder weapons
Allows a player to better aim at further away targets
New Power Plant extractions
3 new extraction spots located outside of the power plant, so Responders will need to be alert to which extraction spot they are to be met at
Balance Changes
Power Plant Balancing
The End Scenarios that involve the Control Centre no longer require completing Power Plant POIs
All 3 Power Plant End Scenarios have an equal chance of occurring
Zombie Combat Improvements
Hit reaction improvements - more tactile and reactive animations
Combat balance improvements - zombies will not slide or teleport to the player as they attack
Loot Container Improvements
Loot will better correlate to the container it is found in
Example: Military Crates will have padlocks and better loot
Bug Fixes
Animations
Emerge encounters sometimes appear in a default pose briefly when spawning
Phalanx Pills will no longer clip into player's hand when being taken
M7A1’s hold position is no longer offset when primed for self sacrifice
Audio
Firefighter tank hiss and explosion SFX are attached to the correct SFX audio volume
Fuse Panels will trigger their correct audio
Vehicle Trunks or Doors will trigger their correct audio
CVO now triggers after completing first and second repairs in the Power Plant repair end scenario
Environment
The oil puddles behind Sawmill location ignite properly now when Responders arrive
Barricades have been trimmed to fit the window width at checkpoint stash room
Invisible fire volume at Farmhouse has been put out
Invisible fire at hospital has been put out
Localization
Skilled Medic description is translated more accurately
“Minimal UI“ text in the boot flow visibility setting will not overflow in Russian localization
Server/Client
Fixed various crashes
Power-up benefits will stop once the item is dropped
Integrated fixes for nanite streaming GPU hang
UI
Unload Weapon prompt will not be visible on a ground weapon if it has no ammo
Main objectives will appear even if multiple Main Quests are triggered at once
Objectives & Markers hint prompt will be seen even when not sprinting inside a POI
Pending Invites tab of the Social Panel will now be visible even with no invites pending
Input device changes can now be saved
MC15 Inventory icon is no longer missing its foregrip
All weapons will use the correct Ping UI icon
VOIP indicators will now be present when in a squad at the main menu
Online friends who are not in game will not have the online CRC logo next to their nameplates in the offline friends section - they will instead appear as fully offline
Skilled Medic skill description has been updated
UX
Gas Station - Loot/Radio can no longer be reached when outside the Stash room
Weapons
Silencer offset for 1911 has been adjusted
M9A3 Pistol during reload and unload actions will not show have the visible floating clip
Zombies
Crawlers will approach the responder properly
Spawn zones have been set to more reasonable triggering of zombie encounters
Player Zombies will not trigger pain VO events
Firefighter zombie will now react when the player shoots the helmet with a firearm
Runners attacks will more reliably inflict damage
Shamblers will no longer pop to downed when shoved while attacking
We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game, or in our Discord!
Preview - Update 0.3.1 coming in March
Hello Responders!
Nightmare (0.3.0), our February update, has been out for a couple of weeks, and we’re already close to our March 0.3.1 update. Our team continues to work incredibly hard on bringing improvements to the game’s core while also expanding No More Room in Hell 2’s features and content by listening to what you’ve been asking for - and acting on it.
Last week we shared a view of what’s coming in March and April, with our largest update yet now just a month away: 0.4.0 REANIMATION.
Read our roadmap blogpost from last week for more details. https://store.steampowered.com/news/app/292000/view/534342772300186602?l=english
The lion's share of our team’s efforts are going into the massive REANIMATION update, which finally takes players outside of the Power Plant map and into brand new territory.
However, there’s some big improvements coming to the game with March’s 0.3.1 too… so read on to find out more.
Loadouts & Credits
One of the major aspects of No More Room in Hell 2 that we knew would need more depth and breadth during Early Access development was progression. Currently our progression system revolves around permadeath, a system we think is important to NMRiH2, but also isn’t enough on its own to drive players back into the game over and over again.
We have a few different progression features in concept & development, but the first, with an initial version coming in 0.3.1, is Responder Loadouts purchasable by match-earned credits (no real money involved). This entirely new system will allow players to earn greater rewards for surviving their games, and then better equip themselves for riskier runs.
Match-earned credits will be used with more features in the future. Please note - there is no real money involved! Credits are earned through gameplay.
“One of the things we want to keep expanding on in No More Room in Hell 2 is ways for players to play within their preferred playstyle. Loadouts offer more control and customization to players to set up their characters in a way that fits their playstyle and how they choose to specialize their characters. On top of that we want to increase the depth of the progression the game offers by adding more things to unlock and pursue, making the various leveling systems more impactful.”
“Players can now earn credits by completing objectives and spend them to buy starting equipment for their character. Your loadout will stay with your character for as long as you manage to keep them alive in this zombie swarmed apocalypse.” - Thomas Schut (Thomaspeanut), Principal Designer
Our first iteration of loadouts coming in March’s 0.3.1 Update is the foundation of the overall feature, so might seem light on launch. We’ll be adding new content to the feature month over month.
Infection Tuning
With 0.3.1 comes a big change to the likelihood of infection: players can become infected with the NPV-26 virus on any zombie attack, depending on how injured the player already is. Prior to this change, infection was only caused by being grabbed and bitten by zombies.
We listened to your feedback and understood that you wanted infection to become a more dangerous and consequential mechanic. This means you’ll need to be extra careful to avoid damage, and keep a closer eye when looting areas to ensure you (or a member of your team) gets their hands on pills to delay zombification, or the gene therapy cure.
While we’ll continue to work on infection throughout Early Access, further difficulty balancing across the game is also underway for the March 0.3.1 update.
Private Lobbies +
We introduced Private Lobbies back in December, allowing friends to play with only their private party of 2 to 8 players. Our team has been working on adding options to private lobbies since the inception of the feature.
With 0.3.1, players running private lobbies will be able to choose the difficulty of their match, the UI settings for players, and turn dynamic grouping on or off.
We’re also planning on further changes to private lobbies in future updates.
New Weapons MP5 and Rochester
March will also introduce 2 new ranged weapons, including our first SMG, the MP5, and our lever-action Rochester 1873 rifle.
The MP5 has a built-in flashlight (no batteries required!) while the faithful Rochester takes things old school with its classic lever action. Both weapons harken back to the first No More Room in Hell.
As always, there’s more to come with our 0.3.1 update, but we’d like to keep some of our cards close to our chest. If you want to join in on the discussion, please join our Discord. You can also leave feedback in-game, or at NMRIH2.com/support.
Roadmap Update - The Road Ahead to our HUGE April Update
February's Nightmare Update has been out for just over a week, and with it came an update to our in-game roadmap.
Today we’re very excited to reveal our brand new “Road to April” roadmap! Internally we’ve had April marked on our calendars for months as an update that will completely revamp No More Room in Hell 2. This updated roadmap also reveals a lot of what’s to come in our March update, which is smaller than Nightmare or Reanimation, but features our first iteration of in-game earned credits, loadouts, two new weapons, tuning to make infection more prominent, and more.
We fully understand players’ need for more content, and our team is working tirelessly to deliver. We also feel that it’s important to showcase the work that’s already been done. Game development is extremely difficult, but throughout multiple challenges since Early Acccess launch we’ve been able to launch updates every month, with big features and improvements including:
Infection
Self Sacrifice
Calibre-based Ammo Rework
Weapon Attachments
Nightmare Mode
Making our first map Power Plant deeper and more replayable
Private Lobbies
Hundreds and hundreds of bug fixes
Coming April - REANIMATION Update
April's update (0.4.0) will be one of the biggest game updates our studio has ever put together.
Our road-to-April roadmap (above) showcases just a portion of new features and improvements coming to NMRIH2 in the near future. With April rapidly approaching we plan on giving you many more details on the full feature list in the near future, so stay tuned!
Our April update, Reanimation, is built to do just that. Reanimation is intended to create a moment where we can showcase to the world the growth that the game has seen since our October launch. With a scope similar to our October release, the game will take a giant leap towards our 1.0 intentions for No More Room in Hell 2.
Combat 2.0
A lot of different factors went into the creation of our original combat system, introduced with NMRiH2’s early access launch. We tried to answer a lot of questions like: as the studio behind Chivalry, how do we use our melee learnings without making it feel too similar to a very different game? How would an untrained combatant go about melee combat with a horde of living dead? How do we make it fun? While some aspects of it worked, we realize that players aren’t happy with the current iteration, and we’re looking to make some big changes to the overall combat in NMRiH2.
“Combat 2.0 is more than an upgrade to our combat system, it’s a fundamental change in our holistic approach. Our launch combat system was streamlined into a simpler version of its former self. Attacks currently feel heavy, they could control every aspect of the encounter without forcing players to think about their resources and weapon selection, this contributed to a feeling of similarity in each encounter.
With Combat 2.0 we have 3 primary focuses:
Moving away from single action importance, and bringing back the idea of stacking actions and cooperativeness
Reframe our current weapons to be more clearly defined and different, offering more variables in combat
Stamina matters, a skilled player can possibly survive alone, but teamwork is fundamental in melee combat
These focuses have helped us build an updated combat system that allows players to express themselves more in combat. With Combat 2.0, weapons will be more clearly defined, you’ll have more ways to engage an enemy, stamina rebalancing will make certain weapons more efficient and others less so, and additive hit reactions will make combat feel more visceral.
Introducing these changes will push No More Room in Hell 2 to a slower-paced combat, one where a player should think harder before engaging, and question if it's worth the danger, bringing it closer to the original NMRIH.
"The match is a marathon, not a sprint and you should not want to be alone"’”
Nicolas Lince (Bomberclaw) - Senior Game Designer
Taking a ton of inspiration from the combat system present in the game before 2024, and originally on the roadmap as “melee rework”, our team has taken this opportunity to look into all forms of combat. We want players to feel like their choices matter, they have more agency and tools in the way they approach combat, and have a more exciting and fun time while battling against the horde.
Combat 2.0 is coming this April.
Map 2
New Map: Pottsville
We're excited to share more details soon about No More Room in Hell 2's second map, Pottsville - which is confirmed to be arriving in the April REANIMATION Update.
Back in January we showed off some concept art of Pottsville, which we'll share here again in case you missed it: Stay tuned for the first screenshots of Pottsville, a brand new map that takes influence from older, more urban NMRIH maps, in the near future.
Map 3
In development: Waldoboro
Keen followers of No More Room in Hell 2 before the Lever games acquisition will recognize the name Waldoboro, as it was a map in early development at the time!
"Waldoboro is a non-linear claustrophobic urban experience, with two new ways to extract. Players find themselves responding to a cry for help from the state of Maine's CRC borough. Traverse a number of randomly chosen locations to secure the safety of any remaining survivors in the city! We wanted Waldoboro to visually look and feel different from our other maps. The tops of buildings glow orange from the early morning sun cutting through cold fog. Even though its morning players will still need their flashlights, especially when heading into dark buildings or underground catacombs. I'm excited to show this map off more in the near future!"
Jonathan Wiley (Cenelder) - Associate Art Director
There’s been a lot of conversation within the community about legacy maps, and our team wants to take this opportunity to resurrect one and see how the community engages with it. Huge amounts of work have already been put in by our Level Design and Environment Art teams, and we’re excited to say that Waldoboro is also being tested internally. Waldoboro is a working title, its official name will be updated closer to release.
If you want to join in on the discussion, please join our Discord. You can also leave feedback in-game, or at NMRIH2.com/support.
Update 0.3.0 - NIGHTMARE
Hello Responders!
The February update is here, following up from January’s smaller 0.2.4 update, and ahead of yet another update coming in March (and more beyond!).
NIGHTMARE is one of our biggest updates yet.
We’ve listened to your feedback and have implemented new features based on it, such as our new Power Plant scenarios for more variety, updates to Nightmare Difficulty to make it more terrifying and a true testament to a player’s skill, Backfill to get people in recently started matches faster… and Weapon Attachments!
Let’s dive into the new features coming in Update 0.3.0, NIGHTMARE.
Weapon Attachments
Weapon Attachments are coming to No More Room In Hell 2!
Weapons have 3 different types of attachments - Sights, Rail, and Muzzles.
Attachments will be in a separate inventory that can only be seen if you have a firearm on hand while checking the attachment inventory of it. Not every attachment will be for every weapon, and there are currently some weapons that do not have attachments.
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.
There are guns that are picked up with certain attachments already on them that cannot be removed unless those attachments are being replaced.
While magnifying scopes are not available in this update, they will be coming in a future update along with more attachment options! Share your favourite weapon set up in our Discord!
New Power Plant Start Scenario
This start scenario will replace the objectives of Responders having to access laptops to enter the main Power Plant gate in our other start scenarios. Instead, you will be expected to find 3 radios. Once found, they will direct players to a body that will have a key nearby that allows responders in through one of the three side entrances.
The radio locations will be random, though they shouldn’t expect radios to be too far away from where you start. These radios are generally found in the previously optional objectives like the Church, Firewatch Tower, and Gas Station.
This will enter the randomization of start scenarios, and have the same chance of appearing as our other starting scenarios.
As well, our original scenario has been adjusted so that players will need to disable the Power Plant Gate security through the laptop found at two of the previously optional locations: Field Hospital, Sluice Gate, Train Station, Checkpoint, Sawmill, or Ranger Station.
New Power Plant End Scenario
We have heard players want more replayability from the map, and we have 2 new scenarios - one for the end, and one for the beginning.
This new ending scenario would replace the generator objectives on the other scenarios with repairing infrastructure around the Power Plant HQ. Responders will need to repair and replace 3 types of machinery. While the CRC would suggest players follow and protect one another, it is understood that they could attempt the riskier option of carrying the piece and repairing the machinery individually, without the support or protection of their fellow responders.
This scenario will trigger from the control room, occurring as a random chance alongside the other ending scenarios.
Nightmare Difficulty Overhaul
Nightmare Mode is being enhanced! While every difficulty is getting new Modifiers and we’re adjusting from 5 different difficulties to 3, Nightmare Mode is becoming even more distinct with its adjustments, based on community feedback.
There will be a thick fog to cover the map and ‘hardcore’ UI - forcing a minimal HUD, which means no objective markers and interaction cues. It will still show your infection status and who is speaking through VOIP. Your flashlight battery can also now run completely out, 100% dead.
Objective mini-games are also being modified to be more difficult with this improved Nightmare Mode. All this works well with our Nightmare Levels.
Nightmare Prestige Levels
A new, simplified progression track, Nightmare Prestige is a way to… brag about your accomplishments, and will track the number of times a player successfully extracts from Nightmare Difficulty.
Backfill
Backfill is a new feature for the 0.3.0 Update, and is a way for players to join a freshly launched match. It is only available for a short amount of time when a match is newly started. This will use the same spawn points, and our current matchmaking logic. We expect this feature to improve the quality of matches and time spent waiting to find a game.
Notable Additions:
New 2-handed melee weapon: Shovel
New Jump Scares in a few locations
Loading Flow Improvements - Audio and loading screen flow should be a lot faster
Player Runner Audio will give different voices for a player that has turned
Infection Audio Hallucinations
Responders will be able to unload a firearm they have in hand by looking at the gun and pressing the prompt (default ‘U’). At this time, guns on the ground cannot be unloaded, but we intend to add this in a future update.
Balance
Runner count has been reduced somewhat overall
The ‘reduced time player is down’ has been removed from higher difficulties
Lowered difficulty on other difficulty levels
Changes to the difficulty of certain objectives - generator mini-game, code sequences length can increase on higher difficulties
Went from 5 difficulty levels to 3:
Classic
Hard
Nightmare
No inventory reduction modifier on Nightmare Mode
Skills
The skill pool is more varied, and lots of skills no longer have restrictions ton them.
Bug Fixes
Appearance
Formal shirt cosmetic texture no longer gets distorted when sliced or dismembered
Responder head shouldn’t disappear when self damaged by a pipebomb
Attacking other players using any weapons should not apply the gore visual effects on impact
Planks will no longer clip into the building at the location near produce stand
Supply items that spawn in the car around the Campsite POI should no longer clip into the car
Player characters should no longer spawn into matches without a body
Corpse at Wetlands/Infrastructure side entrance should not spawn untextured
Audio
Different surfaces now have different landing SFX instead of all having the same SFX
Responders infected with Stage 2 of the infection will now replicate their coughs to nearby players
Responders will not trigger expiry VO after dying due to self sacrifice
Incorrect Post-Match Extraction Music is no longer triggered for players
Environment
Zombies can now navigate the catwalk stairs in Power Plant
Floating environment assets present near Gas Station
The duplicate street lamps at the bridge to filtration have been removed
Lootable shipping container that could not be entered near Bar can now be entered
Side entrance gates cannot be closed permanently
Door will not clip into the wall when opened at Power Plant HQ
Responders will no longer get stuck behind the obsolete gate near Power Plant secondary entrance
The floating supply items that were spawning close to farmhouse will no longer float
Poison gas will now spawn at Ash Farm
Gameplay
Mashing LMB when interacting with the wiring minigame will no longer cause an incorrect camera view
Second swing of common melee weapon's combo attack used to deal no damage to the electrical boxes
Explosives were originally not causing Firefighter tank to explode
Pipe bomb arming SFX now has attenuation while within 150m
Sector threat levels were originally set too high on initial load for some sectors
Small Fuel Can Blast radius was much larger than visualized - it has since been reduced
Localization
Generator hover UI is now translated at Ash Farm
Dynamic Groups by Proximity description should not run off screen after translation
Pending notifications were covering Pending Invites tab after translation
Wiring Mini Game instructions were overflowing off screen
Server/Client
Fixed various client crashes
Adjusted the performance drop that would be experienced at Hera Hospital when large amounts of zombies were present
Optimized the time it took to load into a match
UI
Character name no longer missing from "You Died" screen
Compass will no longer stay toggled on after being brought up with Toggle option set to off
Down bar will not remain on screen when the chopper takes off
Proximity IED now using the correct Ping icon
All ammo types will no longer be using the utility item Ping UI icon
Inventory tile hover state effect will not remain visible if the player closes the inventory before the effect fully played out
The ‘Drop All’ option was missing for stackable items in most Inventory slots and has now been added
Moving items between quick slots and backpack slots with auto-sort on will no longer cause the Inventory to show wrong item information at times
Match privacy toggle has been clarified that solo players are not joining a private lobby
Non-squad zombified players' nameplates will also appear outside the Compass view
Visibility Preset settings have a description in the Options menu
Zombified player's status will change to "Deceased" on the Scoreboard when they are fully zombified, not after they have left the session
Social dropdown widget list options will have a consistent hover state coloring in the Social Panel
The Friend list in the Social Tab will update more frequently
"Player Added" text no longer persisting on Add Friends widget when reopened
Squad leader icon will no longer be the same as zombified player icon
Eagle eye is now listed only once in the skill requirement tooltip
Phalanx pills usage prompt UI will not show up unless the Responder is infected
Stackable items will combine in players inventory even if the stack is not in the first available slot
Gene Therapy Ping HUD Icon will represent the item
Nameplates on front end will no longer be disabled even if using the Minimal/Compass UI preset
Supply counter no longer missing from Dynamic Group info widget
Scroll wheel can be used as a valid keybinding
Squad member avatars in the front end scene will update to reflect changes in squad member characters
Players will get a character selection prompt after exiting a match if they no longer have a character.
User Experience
Syringe will be visible for the player or others when used
Responders should be able to break barricades when shoving with nothing equipped
Being in deep water will kill the player
Responders shouldn’t clip into the wall when looting a cargo box at Checkpoint
Responders will not collide with blood bag stands at Checkpoint
Self-Sacrifice should not be able to be triggered before the readying animation is complete
Players shouldn’t be able to interact with background elements when Options menu is opened while at Frontend
Users should not be removed from private matches if they have died in any previous session
Responders will no longer get stuck on staircase in Hospital
Character XP will still trigger even if players leave a match too soon after extracting
Players will no longer be soft locked in holstered state if they switched quick slots while items were dropped
Infection death flow camera transition should flow to spectator camera without issue without standing up
Responders are no longer able to traverse water killzones by jumping
Weapons
3rd Player Perspective animations will no longer linger in the 2 handed idle animation when switching to or from the Pipebomb
Hunter 85 will not have its floating clip during reload and unload actions
Pipebomb spawner has been re-placed back inside the box at Saw Mill stash room
Zombies
Zombies will be not get stuck at the bottom of the Cooling Tower entrance staircase
Zombies will no longer teleport through doors when attempting to break them down at the Lookout Tower. Barricade wisely
Responders will no longer take damage from zombies when they are not being hit by zombies
Zombies will not get stuck in the falling state forever when trying to cross railings. Just an appropriate amount of time
Walkers will not damage a Responder when not facing them
Damage taken will happen accurately instead of being delayed when the Walker uses a heavy attack against a Responder
Zombies will now be attracted to nearby players instead of ignoring them for some time while chasing their original target
The naked zombie that was found at a vista point near Lookout Tower has been redressed. Our thoughts are with that Responder
Zombies will no longer have difficulty navigating the Sluice Gate interior staircase doors. Be aware of your surroundings, Responders
Runners will attack when close to the player
Firefighter oxygen tanks cannot being triggered by electricity
Firefighter oxygen tanks cannot being triggered by fire
Shamblers will deal damage to the player when attacking
We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game through the menu, or in our Discord.
Big update coming in Feb: NIGHTMARE (0.3.0)!
Hello Responders!
We’re just a couple of weeks from our large February update, NIGHTMARE, and we wanted to give you a first glimpse at some of the content coming in the update.
Weapon Attachments
When we launched No More Room in Hell 2 in Early Access on October 22, community members who were tracking the progress of development while still under Lever Games noticed a number of features missing from what they expected at launch, one of those being weapon attachments.
When Lever Games joined Torn Banner a ton of realignment on priorities took place as we together determined how to create a unique experience in co-op zombie horror. This meant determining which features would make it in time for “day one” of early access release, versus which features would arrive over the course of Early Access. Both groups (now united as one dev team) had big aspirations for the project, and they had to be balanced against our hopes to get an early version of the game into Community hands and start iterating on the game with feedback. Some features (including weapon attachments) fell off of our EA launch day feature list, often regrettably so, but we’re excited for the feature to go live with 0.3.0!
"Back in the day, our original goal with weapon attachments was to give players the choice and flexibility of how they wanted to handle firearms as an extension of their character. In nmrih1, we wanted to have alternative sights for firearms like the M16A4 and the 85 Deluxe, so we had to make new versions of those guns with different sights. These options let players have choice and agency in their use of firearms, but it wasn’t the solution we really wanted. In our earlier version of nmrih2, we extended that idea to allow players to choose for themselves what best suited their playstyle and approach. We were inspired by what other games had done for on-the-go weapon customization and it felt like a natural extension of nmrih's approach to both player choice and realism. Since then, the system also received a UI overhaul compared to the original version. Not only is this system easy to use on the fly mid-game, but it is also flexibly designed which will allow us on the development side to expand the assortment of attachments easily with future updates."
Maxx - Creative Principal
No More Room in Hell 2, specifically in the later levels (more on that below) is intended to be a terrifyingly difficult game. Still, it’s important that we give you weapons to fight back against the horde. Weapon Attachments are intended to buff your arsenal of weapons by upgrading up to 3 slots - rail, muzzle, & sight. 0.3.0 is just the start to attachments, and similar to weapons, we expect to launch more from update to update.
Other Features
Our Welcome to 2025 Responders! Newspost mentioned changes to Nightmare mode and adding more replayability to Power Plant, big iterations of both are coming in 0.3.0!
Nightmare mode was intended to add to the challenge in a player’s late-game runs, where winning felt like a giant accomplishment and losing was expected, but not frustrating. We feel like the current iteration of nightmare doesn’t accomplish those goals, so we’re very excited about the changes to this difficulty mode that are coming in 0.3.0. We’re also using the opportunity to raise the fear factor while running a round of nightmare, but you’ll have to wait until closer to launch to hear more on that one.
One of the major opportunities that No More Room in Hell 2 has is replayability. Last week we talked about the 2 maps coming in our 0.2.4 Roadmap Update Newspost, but we’re also working on making players more excited to hop back onto Power Plant. Changes coming in 0.3.0 will diversify the ways in which you get into the Power Plant, and what happens inside.
There’s more coming with 0.3.0, but you’ll have to wait a little longer to find out the full scope of the update. 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.
0.2.4 Roadmap Update - Map(S), and whole a 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.
In Development
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
Maps:
New Map: Pottsville (formerly Codename: Town)
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.
Map #3
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.