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Update notes via Steam Community
Hello Responders!

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

[list]
  • 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!
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