Our first update for the year is here, including additions like the Firefighter Zombie and Caliber-based Ammunition along with runner improvements, additional responder skills, and bug fixes.
Update 0.2.4 is a smaller update, as our team continues to work on the much larger 0.3.0 coming in February, with additional updates well underway too - including new maps, content and features.
Read on, and we’ll see you in Update 0.2.4!
New Zombie Type: Firefighter
A new zombie type is lurching into this update, the Firefighter. You will know them by their gear, and the gas canister they are wearing that can explode - from a distance, or if struck while they are in melee combat with a Responder. Upon being hit and triggered, a small flame will start to come from the oxygen tank. Responders (and zombies) will have a short period of time to back away before there is an ‘air explosion’. It will not do damage, but it can knock down zombies in the immediate vicinity.
Shooting for the head will be tricker with their helmets, but the CRC trusts that in-field Responders will figure something out.
Caliber-based Ammunition
We heard the community asking for more realistic ammunition like in the first No More Room in Hell, and are excited to announce its return in Update 0.2.4!
While some guns will still share ammo, such as shotguns that are sharing 12GA shells or the Hunter 85 and M14 that share ammunition, it does increase the amount of ammo types available to collect. Responders will need to make sure they have the ammo for the gun they are using.
Notable Additions:
Runner Improvements
Lunge Attacks
Improved Climbing
Runner Spawn Frequency
We are adjusting the number of runners that spawn in-game thanks to community feedback - it is being reduced.
Additional Responder Skills
Outdoor - 30% less damage from fire, water, gas, and electricity
Builder - Increases stack size for barricade boards to +5 and batteries to +1
Antibodies - Reduces chance of getting infected by 50%
Default HUD Settings
Built according to community feedback, we have set a new ‘default’ HUD setting for players to use moving forward from Update 0.2.4 that is more immersive and less distracting
Bug Fixes
Gameplay
Unequippable Pipe Wrench no longer present at the Power Plant
Server/Client
Private Server Toggle and hover text in should now have the correct translations
Match Privacy toggle was referring to "Party" instead of "Squad"
UI
Skills were missing from the requirement list of tier 2 skills of the same category
Ping keybinding setting that had no description text has been updated with a description
Character skills no longer missing from ESC menu
UX
Mule and Mule Expert will add the Extra Inventory Slots on Nightmare Difficulty
Lanterns will no longer be able to stop, or slow down, zombies when placed in doorways.
Zombies
The ambient zombies that were naked and present all over the Power Plant Map have been clothed
Hairstyle on zombies will no longer disappear when gore damage takes effect on the head
Bumping in zombies will no longer cause movement corrections to Responders
A stretching issue on Shamblers when they were being killed is fixed
Runner vaulting over fences will no longer get stuck in cars
Zombies will have an easier time navigating doors
We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game, or in our Discord.
Welcome to 2025 Responders!
Happy New Year Responders!
As 2025 begins we want to pull the curtains back and give you a look into what’s to come in our next update, and insight into our ambitions for the first half of the year.
Update 0.2.4
In January, we’ll launch our first update of the year. It will be lighter in content as our team puts most of its efforts into larger feature drops in the coming months. That being said, update 0.2.4 will introduce our first zombie variant that will provide a new challenge to players, selfless Firefighters who were caught between the smoldering forest fires and the horde of living dead. We hope this variant gives players clarity and reassurance in the types of new zombies that we’re crafting. 0.2.4 will also feature a rework to our ammo types, bringing more realism to the gameplay experience and aligning closer with the original No More Room in Hell.
What’s Next?
The development team is very excited about what’s to come in the first half of 2025. While 2024 was a challenge, it’s given us a lot of insight into what’s currently working in Early Access, and what areas of the experience require most of our efforts. With the support of Community feedback, we’ve updated our plan of attack and placed all of our focus for the first half of 2025 into 2 categories -
Upgrading the core foundations of the game, including stability, polish, and the gameplay loop
Adding new exciting content to the game.
Building Our Foundation
We believe that our core gameplay loop has a ton of potential that we’re excited to build on. Updates in the coming months will reinforce the replayability of the game, and give players more of a reason to hop into their next round. Stability, optimization, and polish are all parts of this category of content updates that we’re constantly working on improving. We’re not ready to showcase everything just yet, but here are a couple of examples:
In the next few months we’ll introduce in-game credits which you will earn through successful extraction. Players will be able to use credits to customize loadouts that they’ll have when spawning in-game. This is just the beginning of a more complex progression system.
We’ve gotten a lot of feedback from the community on difficulty modes, and we’re working on updating the way they work. While we have to be careful with when and where players can choose their difficulty, it’s important that they have an avenue to do so. Along with other updates to difficulty modes, we’re looking to make nightmare mode feel more… nightmarish in ways that will greatly impact replayability.
We also plan to use different tools to make Powerplant more replayable, as there’s still a lot of opportunity with the Map that’s yet to be met.
Delivering New Content
As we make our way towards 1.0 launch it’s important that we continue to add exciting new content that builds upon the foundation of our game. One of the highlights of 2024 was the sense of discovery and escape that players felt when traversing through Powerplant for the first time, and it’s important that we continue to deliver those emotions to players in different ways. In the first half of 2025 players can expect at least one large new map, new weapons, new zombie variants, and more!
We previously announced Codename: Hospital as our next map, but late last year our Environment and Level Design teams looked at feedback from our Community and the desire for maps set in cities and towns and changed up our plans. We're excited to announce that Codename: Town (final name to be revealed soon) will introduce players to the classic, more urbanized zombie movie setting, and will be coming next.
2025 looks to be an extremely exciting year for No More Room in Hell 2, and a lot of that has come from the feedback and support that we’ve received from the Community, thank you. In the last 8 weeks of 2024 we shipped Early Access, 4 hot fixes, 2 feature updates (including infection & self-sacrifice!) and numerous online matchmaking adjustments, all hand in hand with our Community. If you want to join in on the discussion, please join our Discord. You can also leave feedback in-game, or at NMRIH2.com/support.
Hotfix 0.2.3
Responders!
We have pushed through Hotfix 0.2.3 for the 'floating heads' issue. There is a chance you will show up with default customizations with this fix.
Please make sure your game has been updated, and let us know through NMRIH2.com/support or through our Discord if you continue to experience the issue.
Thank you!
Hotfix 0.2.2
Hey Responders!
We've released a hotfix that resolves the 'stuck on loading screen' issue, along with changes to Infection.
The Infection changes are:
Infection chance on grab has been removed
Grab Minigame will scale with stamina: the less stamina you have, the more difficult it will be to break
Grab frequency from zombies has been reduced around 30%
The approach of this fix is that Infection should feel like it has a cleaner and more consistent outcome for the player, which should give players the chance to adapt.
Let us know how you feel about these changes once you play through the Discord or nmrih2.com/support, as we continue to iterate on Infection - Stage 1!
Infection Update 0.2.1 - Out Now!
Hello Responders! Today’s update introduces Infection into No More Room in Hell 2. We heard your feedback about Infection and the dreadful “K button” (aka self-sacrifice / suicide) representing an essential part of a true NMRiH sequel experience. As such, we’ve accelerated our development timelines in order to bring you the core components of an individual's experience with the feature set that we’re calling Infection Stage 1. The 0.2.1 update also features Private Servers, an update to our stamina system, and some critical quality of life updates and bug fixes.
Features
Infection
Our early integration of Infection introduces a new level of difficulty, strategy, & cinematic horror into No More Room in Hell 2. Now, when grappled by a zombie, there’s always a chance that you will be infected. That percentage chance goes up as your health goes down. However, if you fail the grapple mini game, or get grappled without stamina, you will be automatically infected.
Infection plays out in 2 stages:
Incubation - For a short period of time the virus incubates in our player and there will be no signs that the player is in fact infected.
Onset - After incubation, signs will start showing that you are infected with the virus. Coughing is one of the first signs, and your fellow responders will be able to hear it. Early on you’ll notice “migraine aura” like visual sensitivity symptoms, and over time the visual and auditory distortion will grow as the virus encroaches deeper into your body.
In the later stages of infection your symptoms will grow more severe, and indicate that without treatment your time is running out.
Once infected, your main focus in the game shifts from completing the map objectives to survival. Infection features two treatments:
Phalanx Pills - Phalanx Pills completely reset your infection without curing it. You can take the pill even in the latest stages of infection, but be careful with your choice, as the consequences are deadly.
Gene Therapy - The gene therapy can be found on the map, but it’s extremely rare, and can only be used once! The medical device draws a sample of your blood, and 30 seconds later creates an antivirus that completely cures you of the virus.
Our first iteration of Infection comes with very limited UI and HUD, as we want the experience to feel as cinematic and realistic as possible. We’re excited to get feedback from the community on Infection and flesh out the final version of the feature together.
Self-Sacrifice
A major request from the community, Self-Sacrifice elevates the immersive experience and gives players the ultimate agency in the way they chose to tackle (or not) the difficult realities of our active apocalypse.
Nicknamed the “K” or “suicide” button, Self Sacrifice allows players to choose when and where their round ends. Making the ultimate choice to Self Sacrifice has a positive effect for your fellow responders, as it eliminates the possibility of you turning into a zombie. The feature also acts as one more potential treatment to Infection.
Private Servers
Starting today players can queue into No More Room in Hell 2 privately with as little as two players. Squad Leaders in parties of 2-8 players will notice the choice to queue into either private or public matches.
Stamina Update
With the launch of 0.2.1, sprinting will now require a small amount of stamina, and draw from the same pool as other stamina draining actions like melee combat. This means you cannot constantly sprint, and also makes it risky to use your stamina pool for sprinting, instead of defending yourself against zombies.
Quality of Life Improvements
Repeated jumping has been slowed down.
Players will no longer be able to ‘bunny hop’ across the map
Bug Fixes
Responders will no longer see the death screen if they have been spectating after death and their zombified self gets killed
Fixed issues where the M7 audio would stop playing or stutter when shooting
Fixed cases where Runners would take jerky paths when pursuing the player
Fixed an issue where Runners could stop navigating properly after vaulting
Fixed animation issues when zombies are attacking
Additional non-player facing issues
Infection and Self-Sacrifice are coming in December (plus, Private Lobbies!)
Your vision pulsates… a gnawing wound on your arm bears the memory of struggle, teethmarks and putrid saliva. A timer in your head ticks as you search for medicine, anything to stop this wild heat erupting in your veins. Is the gun in your hand the only comfort now?
We’re excited to reveal that early versions of Infection and Self-sacrifice are coming to No More Room in Hell 2 in a new update, planned for release in just a few weeks.
We heard your feedback about Infection and the dreadful “K button” (aka self-sacrifice / suicide) representing an essential part of a true NMRiH sequel experience. As such, we’ve accelerated our development timelines in order to bring you an early work-in-progress of the feature set that we’re calling Infection Stage 1.
This early form will not be a complete version of how Infection will eventually look in the full version of NMRiH2. We’d like to make players aware that some aspects are not yet integrated - such as ways to deal with your infected allies - as we determine alongside the community how Infection best fits within the permadeath NMRiH2 experience. As we continue towards the game’s full 1.0 release in 2025, we want to work alongside our players’ direct feedback to help shape infection and self-sacrifice’s ultimate place in the game.
Even in this early form, Infection will be a game-changing addition that can suddenly transform the constant sense of dread and tension into a moment of sheer panic - as you realize what’s happening to your Responder. One minute you’re working with your allies to restore infrastructure and fulfil your mission… the next minute, a personal quest to save your character from zombification becomes tantamount.
Private Lobbies!
The Infection Stage 1 Update will also feature Private Lobbies, a much-requested feature from players that will allow parties of two or more to matchmake privately. While the quintessential NMRiH2 experience relies on the social dynamism of encountering strangers in the darkness, we do recognize that it’s also fun to play with just your friends sometimes.
Stamina Drain during sprint
New for the next update will also be a gameplay change that we’ve heard constant feedback about from the community. Sprinting will now drain stamina, so you can’t sprint forever, and you’ll compromise your ability to defend yourself if you overdo it - all of which means players will need to be considerably more cautious when traversing through the map.
Stay tuned on our intended patch release date for this next update to No More Room in Hell 2! In the meantime, we hope players enjoy this week’s large Reinforcement Update that brought in new content, improved features, and a lot of additional fixes.
Greetings Responders! After a series of hotfixes after launch earlier this month, we are finally heading into our first content and feature update for NMRiH2. We are excited for you to jump into the game and experience some new content, improved features, and a lot of additional fixes.
One of the major feedback items after launch was replayability of our first major map, Power Plant. We wanted to start addressing this imminently, so REINFORCEMENT will introduce a first variation to the Power Plant ending. In this variation, the sequence in the control room is shortened, but players will have to venture across a larger area of the power plant itself and repair all of its three major installations (Stacker Reclaimer, Ash Farm, and Cooling Tower). This means that the ending is less about holding out against the increasing pressure from zombies pouring into the control room, and more about traversing the dangerous and treacherous environment of the power plant.
For future updates, we are already working on more exciting variations of the ending (and start) of the Power Plant mission, both of which will introduce new mechanics and features for this map.
Let us know any feedback about this new variation. Our vision is to provide these large and iconic play spaces, and then - over time - add to the types of experiences on these maps, and add ways of how you can navigate through and how you can experience these maps. Your thoughts here will be integral to how we are shaping these experiences!
Alongside replayability of the map, we are excited to also start expanding the arsenal of weapons that players can find within a match. More varied weapons means more variety in your arsenal, so we are excited to introduce the iconic M1911 pistol, as well as the M7 assault rifle.
Perhaps the most exciting change for REINFORCEMENT is not even a feature - it is a balancing overhaul across all difficulties. The team has been doing a great job with a multitude of changes across all areas of the game - but the most impactful ones are:
Zombies no longer have more HP in higher difficulty modes, instead…
Higher difficulties now make certain loot (especially ammo) much more rare,
and the frequency of Runners and ‘Red-Eye’ zombies increase more significantly as well.
Overall, these changes contribute to a harsher and tighter difficulty curve which makes the game only more rewarding! Making it to Nightmare difficulty will now be a really tough challenge that we hope you are up for.
Another major part of this update are a lot of UI and UX improvements. Of course, you will finally be able to customize your settings for player nameplates, objective markers, and other HUD elements. This has been a heavily requested item after launch, and we are happy to give this control into all of your hands. Alongside these settings, we are also improving the in-game map experience, and fixing some issues on the home screen.
Last but not least, the REINFORCEMENT update brings with it hundreds of bugfixes across all game areas. Beyond replayability, bugs and robustness remain our highest priority and the team is working hard on polishing the game across all areas.
We hope you will be enjoying this first feature and content update for No More Room in Hell 2. Let us know your thoughts and feedback, and stay tuned for more updates to come really soon!
- Leif Walter, Game Director, No More Room in Hell 2
Features
HUD Visibility Settings
[TAG-20]
We are giving players the ability to customize their HUD, and fully control the visibility of each of the HUD elements individually. Examples of HUD Elements that can be changed:
Player Nameplates
Objective Markers
Health and Stamina Bars
Extraction UI
Reloading and Status Check
Communications UI
Notifications
Interactions UI
There are also preset options such as Full UI, Compass Only, or Minimal UI that will automatically adjust parts of the UI if players do not want to individually change the settings. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!
Additional Power Plant Ending Scenario
Instead of having to fix the generators in the control room, there is now a random chance players must instead complete the established objectives at 3 other locations within the power plant area. This will happen in approximately 1/3rd of matches, providing an alternative end scenario for players.
New Weapons
M7A1 Assault Rifle
Our first full auto rifle! The M7 Assault Rifle, M7A1, will have a magazine capacity of 20 light rifle ammo.
M1911 Pistol - M1911A1
The M1911 Pistol, M1911A1, has a small magazine capacity of 7 bullets, using pistol ammo.
Quality of Life Changes
New Responder Skills!
Stayin' Alive - Reduce time needed to revive other players by 25%, and 50% at the next level
Icarus - Damage falloff for shotguns is reduced by 30%
Grenadier - Increased stack count for traps and throwables by 1 per step of the perk
Difficulty Modifiers and Enhancements
Some modifiers have been removed based on community sentiment, notably the increased zombie health and headshot resistance.
New difficulty modifiers have been added
Reduction of Loot
Reduction of Ammo
Increased Threat levels of sectors
General tweaks to the difficulty including the aggression of stronger zombie types on higher difficulty matches.
Explosive Fire Extinguishers
A new hazard for players! Fire Extinguishers will obscure your vision if they are shot. Check your targets, use careful aim, conserve your ammo, and be cautious.
Fire extinguishers can explode when taking damage, causing temporary clouds that block vision.
Improved Hit Reactions
Improved animations and triggers surrounding knockdowns and zombie staggering.
Inventory Auto Sort
Balance Changes
Tweak to fall damage so that Responders don’t die unexpectedly
Responders will call out more of their actions for other responders, such as when working on objectives
Responders will no longer spawn with a revive syringe
Bug Fixes
Appearance
Corrected mismatched skin tones on some responders’ heads and bodies
Approximately 23 fixes to Zombie/Responder appearance. Examples:
Eyeballs could be found below Responders feet
Clothing Stretching on Zombies being dismembered
Audio
Responders can now unmute other Responders
Various fixes for missing SFX on barricades and when shoving with some items
General VOIP adjustments and fixes.
Proximity VoIP is to be audible at distances around 125m
Fixed an issue that would cause Proximity VOIP to be inaudible.
Push to talk VOIP will no longer have a delay
Push to talk messages with delays were only reaching other players if the push to talk button is held after the message. This delay has been fixed
Proximity VoIP should not distort and clip when playing
Input Volume VOIP Setting should now work - adjust accordingly
Proximity VOIP UI indicator should not show up when talking to players that are outside of VOIP range
24 Additional fixes for various SFX issues. Examples:
Death audio filter no longer remains active while spectating other players
Various locations discovery audio was not playing
Frag Grenade will have special ping SFX
Environment
Fixed numerous ‘Responder Stuck’ Locations across the map
Fixed various Lookout Tower Objectives
Interactable objects being unable to be interacted with if done in quick succession
Two object markers being displayed on the screen for the same objective
Stash room doors can no longer be unnecessarily barricaded
Gas Station stash room door can now be closed
Propane Tank no longer flickers in and out of view when physically rolling around
Fixed out of bounds issue near the trainyard
Firearms can now damage power source boxes at Bar
Invisible fire at the Trainyard Entrance has been put out
Power Plant HQ doors not opening after completing objective fixed
Fence between Train Tunnel spawn and Bar can now be jumped over
Fixed issue where certain surfaces leaked water/dust when shot
Padlock at the farmhouse is no longer indestructible
Windows can now be barricaded
Fuel Can will now explode when shooting it
Fixed issue where Barricades could not be broken on active doors and windows
Removed overlapping fires at Trainyard Entrance which were dealing simultaneous damage to players, damaging them very rapidly
Fixed - Invisible poison gas at Train Station
Light source has been moved from being too close to ground at Trainyard
Numerous clipping and texture fixes. Examples:
Loot clipping or being inaccessible
Textures being distorted or broken under certain lighting
Gameplay
Flashlight has been re-attached to responders hand
Fixed Responders being unable to sprint after taking damage when changing batteries
Fixed players being unable to spring or attack if push was used while throwing an item
Localization
Scoreboard Responder state was missing in Simplified Chinese
Some special characters did not render properly in nameplates
General fixes to translations. Example:
Options in Quick Slot Preferences were not translated
Server/Client
Fix for stuttering that occurred after Responders were in a match for 40 minutes
Responders should no longer lose their character on client crash
Approximately 22 fixes for some uncommon server and client crashes
UI
Fixed being unable to move items to some inventory backpack slots
Responder’s status will no longer change to ‘left behind’ on other Responders scoreboard when they leave the session
Power Balance Objective in Powerplant clarified
Fixed cases where the Bar objectives would not appear
Holding E to pick up and equip items when you don’t have a weapon equipped
Able to accept/dismiss friend invites in a match
Approximately 45 fixes for various UI issues. Examples:
Wiring Minigame UI will not overlap with the Wire Indicators
More of the objective markers will be displayed in Ash Farm
Friend code will properly display as a series of numbers
Number of Revived Players description has been updated
Restore Defaults in Controls tab will update the options back to their default settings
ESC Key on Minigame should no longer be visible
Hold Button prompt will show up when checking ammo
UX
Fixed the AZERTY Key Binding Q bound permanently
POIs will no longer grant Account XP every time a Responder enters and leaves the stash room
Train Station no longer grants double XP
Interacting with electrical breakers multiple times is no longer possible
Syringe improvements
Multiple syringes being consumed at once if a Responders uses one
Being downed from fall damage and using the syringe is fixed
DBNO revival bar now updates correctly if a responders uses syringe while being revived by another responder
DBNO revival bar updates correctly after using syringe
Spamming E key while using syringe will no longer allow Responders to move in, nor extend, DBNO state
Attempting to revive a responder right before their DBNO timer ends no longer soft locks them into DBNO
Responders will not have the option to revive other responders that have already left the game
Fixed an exploit where Responders could gain too much account XP by entering a POI multiple times
Fixed an exploit where barricades could be used to duplicate items
Fixed ADS breaking when dropping a gun while in ADS
Padlocks no longer soft lock by pressing ‘E’ too quickly
Picking up passive items no longer prevents the responder from looting any supplies
Fixed an issue where Responders couldn’t pick up supply items when they had 5 passive items
Electrical breakers will remain interactable if interacted with in quick succession
Power Plant control room code sequence mini game won’t re-use codes
Control Panel minigame interactions will not become locked when spamming minigame switches
Fixed - Interacting with the notebook not opening it
Fixed - Responders being unable to interact with Command Console Objective at the Cooling Tower
Fixed - Responder only able to place one barricade board on one side of window
The strong beam of the flashlight will not turn on during melee hits
Additional fixes for rubberbanding in some parts of the map, especially near roads
Zombies
Downed Zombie will no longer get back up and skip the animation
Zombies should no longer pop into existence in front of responder
Zombies now apply damage properly when grabbing responders – look out!
Zombies who have caught fire no longer have interaction widget showing
Crawlers will no longer be invincible
Runner head gore should now appear correctly
Zombies no longer vaulting through some environmental assets at various POIs that they shouldn’t have been vaulting at
Zombies no longer have delayed responses to explosions
Zombies no longer slide on belly
Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
Dismembering legs will not leave behind "gore" outline of the limb and a shadow
We thank our playerbase for continuing to report issues and encourage further reporting through nmrih2.com/support, in-game, or in our Discord.
REINFORCEMENT Update lands next week!
No More Room in Hell 2’s Reinforcement Update is almost here, and should arrive mid next week! Stay tuned to our Discord for an exact date.
We’ve heard your feedback about focusing on improving the core game, so this update does exactly that - addressing hundreds of bugs in the live game and diving into quality-of-life improvements that should have a large impact on the moment-to-moment experience of playing NMRiH2.
This is primarily a quality-of-life patch to substantially improve the core game, rather than adding a large spread of new content and features. But as we mentioned last week, we are rapidly working on Infection and Self-sacrifice, with plans to release these features as soon as inhumanly possible. This update will also include a significant difficulty balance overhaul, an alternate ending objective in the Power Plant, additional Responder Skills, and other effective improvements that add to the replayability of the core game.
As mentioned last week, players will get their hands on a pair of new weapons: the M7A1 assault rifle and M1911A1 handgun. Check out a quick preview of those here:
We’re excited to see players discover these new weapons in the open sprawl of the Power Plant map. We hope you’re excited to kill the Dead with these tools, too. Speaking of which…
Today we’d also like to highlight just a small selection of additional improvements coming to the game in the Reinforcement Update. This time, improvements to the zombies themselves!
Here’s a list of various fixes to expect when it comes to zombies:
Downed zombie will no longer get back up and skip the animation
Zombies should no longer pop in existence in front of responder
Zombies now apply damage properly when grabbing responders – look out!
Zombies who have caught fire no longer have interaction widget showing
Crawlers will no longer be Invincible
Runner head gore should now appear correctly
Zombies no longer vaulting through some environmental assets at various POIs that they shouldn’t have been vaulting at
Zombies will no longer have delayed responses to explosions
Zombies will no longer slide on their belly
Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
Overall improvements to zombie animation and locomotion – ongoing
Zombies/Walkers no longer teleport during their grab attack
Lunge animation will not pop during transition
Zombies no longer move to ledge to where the player is standing
We also shared our video of Improved Hit Reactions on zombies last week. https://www.youtube.com/watch?v=C22Pomk_Mjc
In all, we feel we’ve lurched another step closer to realizing the most hauntingly cinematic zombies out there. Stay tuned for our full patchnotes to see the hundreds of other bugs that are being fixed with this update.
We’re excited for the Reinforcement Update to bring many players back to the game, and see it as a significant step towards No More Room in Hell 2 being on firmer ground during its Early Access journey -- as we look to the very near future of Infection & Self-sacrifice to arrive in the game in an early form, ahead of many more updates beyond that.
We know that, despite its size, this update won’t solve every issue present in the game, and so to help make us aware of your wants and needs, please continue to report issues through nmrih2.com/support, in-game, or leave us feedback and ideas for the future in our Discord.
Our first major update is just weeks away!
Responders - we’re only a few weeks away from our major November patch: the REINFORCEMENT UPDATE (0.2.0), which will include a large number of improvements to the core game, hundreds of bug fixes, and new features to play with. Players can expect this update at the end of November.
Between now and the update, we are not expecting to put out further small hotfixes. This ensures that the November update lands on schedule, so that players continue to receive the benefit of more polish and stability. We hope players can understand that we’ve got our heads down for a few weeks to ensure that this major update can make a big impact on the game’s health and replayability.
The November update includes a variety of improvements and additions to the game, but today we’d just like to touch on a few incoming changes…
Difficulty overhaul
We’ve heard your feedback about the game’s difficulty needing further work.
In November’s update, players can expect an overhaul to the game’s difficulty. We’re making ammo more scarce, have spent time re-tuning difficulty for player levels, made balance passes on zombie lethality, and more.
Improved Hit Reactions
Also coming with this patch is improved hit reactions on zombies, so zombie bodies will react more realistically, especially when they’re on the receiving end of your melee weapons and explosives. Here’s a quick glance at some of those improvements in action:
Alternative Power Plant ending sequence
As discussed in our recent livestream last week, there will be a random chance to encounter a new ending sequence to Power Plant before you jump on the helicopter. We know players want more variety and replayability in the game’s (currently) single map, and this remains a high priority.
In this new variant you’ll be completing a series of tasks at different locations within the central Power Plant area, rather than experiencing the “code book” objective in the control room. While the original control room objective will remain as a variant too, and is still probably the “best” way to experience an exciting crescendo at the end of the map, we’re excited for players to get their hands on a different ending experience and want to hear your feedback on how to continue to improve it.
Looking ahead, we’ve also got additional varieties of new objective sequences in development, prioritized for early 2025, to further extend the replayability of the Power Plant map, as we continue work on the second map.
Bug fixes
Bug fixes continue to be a major focus for the game. In total, hundreds of bugs have been fixed in this update!
The November update will have a long list of bug fixes, including but not limited to…
VOIP improvements
Fixed invincible “no legs” crawler zombies
Various fixes to propane tank issues
Fixed cases of zombies sliding
Fixes to bullet falloff damage
Objective markers and interaction fixes
Fixed Zombies spawning too close to players
Fixed various revive bugs
Fixed bug where non-major limbs could not be removed - now hands, feet, and lower arms are all removable
Fixed various Floating flashlight bugs
… and many more!
Additional weapons
As shown in our roadmap, we’re excited to be arming players with two new weapons in the November update: the M1911A1 handgun and M7A1 assault rifle. More tools to loot, more one handed firearms (which, of course, work with a flashlight in your other hand), and our first fully automatic firearm.
And much, more more!
We’ll be back next week to talk more about the REINFORCEMENT update and beyond.
We know players are also excited about franchise features like Infection and self-sacrifice making their return in No More Room in Hell 2. We are excited about the impact that infection will have on the social chaos of the game. But more than that, we feel it is going to greatly add to the sense of dread and desperation that is what makes the franchise so iconic - especially with the introduction of self-sacrifice, the grim “K button”.
We want to assure players that Infection remains a high priority, and we plan to deliver it as soon as possible after November’s REINFORCEMENT patch. Hopefully, very soon after.
We’ll be back next week to provide clearer timelines for what players can expect, and provide further info on new content and features coming to the November update too!