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<rss version="2.0"><channel><title>No More Room in Hell 2 Latest Topics</title><link>https://gamelife.ro/forum/forum/2272-no-more-room-in-hell-2/</link><description>No More Room in Hell 2 Latest Topics</description><language>en</language><item><title>Free Weekend and Survival mode preview are LIVE NOW!</title><link>https://gamelife.ro/forum/topic/75256-free-weekend-and-survival-mode-preview-are-live-now/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-35080c8d5fb8ae3f87ea056513592bf3.png.d7478d0c7d33a9c79e2c3671d7d6cfb0.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="17355" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-35080c8d5fb8ae3f87ea056513592bf3.png.d7478d0c7d33a9c79e2c3671d7d6cfb0.png" data-ratio="1" width="monthly_2026_04/rssImage-35080c8d5fb8ae3f87ea056513592bf3.png.d7478d0c7d33a9c79e2c3671d7d6cfb0.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-35080c8d5fb8ae3f87ea056513592bf3.png"></a></p><p class="bb_paragraph">Hello veteran Responders and new recruits alike!</p><p class="bb_paragraph">Welcome to No More Room in Hell 2’s second free weekend, offering another glimpse into our intense 8 player zombie survival shooter. We’ve been in Early Access for a year and a half and throughout that time we’ve worked alongside our dedicated community to build an atmospheric and challenging cooperative experience unlike any other. This weekend, we invite everyone to become a Responder and survive hell together!<b><i></i></b>If you’re someone who is new or returning to No More Room in Hell 2, here is what the game offers now during the free weekend:</p><ul class="bb_ul"><li><p class="bb_paragraph">A roster of up to three customizable CRC Responders you chose prior to entering a match.</p><ul class="bb_ul"><li><p class="bb_paragraph">Think about the best starting perk fit for your selected mode and difficulty</p></li><li><p class="bb_paragraph">If your Responder dies, they are permanently lost. If they live, they will gain XP and unlock more perk options for future runs.</p></li></ul></li><li><p class="bb_paragraph">Two modes to select from:</p><ul class="bb_ul"><li><p class="bb_paragraph">Objective, offering 5 maps that each offer unique scenarios and visuals, asking players to complete a set of tasks to assist survivors and extract from the zone.</p></li><li><p class="bb_paragraph">Survival, here as an exclusive preview for free weekend on one of the multiple maps coming at 1.0 launch! Defend against waves of undead using traps and barriers until it’s safe to extract.</p></li></ul></li><li><p class="bb_paragraph">Four difficulties to select from:</p><ul class="bb_ul"><li><p class="bb_paragraph">Casual, offering an easy entry point with respawning after objectives and full UI</p></li><li><p class="bb_paragraph">Classic, our standard experience with minimal UI and manageable threat levels</p></li><li><p class="bb_paragraph">Hard, with more zombie variety and a scarcity of resources</p></li><li><p class="bb_paragraph">Nightmare, a true test of skill and the endgame for fully-kitted Responders</p></li></ul></li><li><p class="bb_paragraph">A robust extraction-survival experience across modes once deployed:</p><ul class="bb_ul"><li><p class="bb_paragraph">Meet up with other Responders using proximity voice chat, tackling objectives to progress and earn more XP.</p></li><li><p class="bb_paragraph">Gear up with a diverse set of items found across the map, including 15 firearms, 19 melee weapons and several tools to choose from! Each offers its own use case and strengths to weigh carrying in your limited inventory.</p></li><li><p class="bb_paragraph">Extract with Supplies to earn Credits that can be spent on perks and starting equipment.</p><ul class="bb_ul"><li><p class="bb_paragraph">If a match becomes too dire to finish, early extraction opens up to offer another way out.</p></li><li><p class="bb_paragraph">Any tools you found during a run are given to other survivors, each run starts only with what’s in your Responder’s pockets</p></li></ul></li></ul></li><li><p class="bb_paragraph">Grow your Responder’s experience, spend Credits to build a personal arsenal, and tackle Nightmare to earn tokens that lead to Early Access rewards at launch!</p></li></ul><p class="bb_paragraph">For more information on the free weekend &amp; our road to 1.0, check out <a class="bb_link" href="https://store.steampowered.com/news/app/292000/view/540010953256731643" target="_blank" rel="external nofollow">this post</a>! No More Room in Hell 2 leaves Early Access and launches on PC and consoles Summer 2026, community feedback and support remains invaluable so join our <u><a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow">Discord</a></u> if you haven’t already!</p><p class="bb_paragraph"></p><p class="bb_paragraph">Stay safe out there,</p><p class="bb_paragraph">The NMRIH2 Dev Team </p><p><a href="https://store.steampowered.com/news/app/292000/view/685252675610083904" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">75256</guid><pubDate>Thu, 30 Apr 2026 17:10:38 +0000</pubDate></item><item><title>Free Weekend, Survival preview, and 35% sale starts tomorrow!</title><link>https://gamelife.ro/forum/topic/75212-free-weekend-survival-preview-and-35-sale-starts-tomorrow/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-09c16ebb652de88446a4a3fbb0a84b1b.png.2e2bf615e2ce6e67a65ad0eadf8d0289.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="17328" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-09c16ebb652de88446a4a3fbb0a84b1b.png.2e2bf615e2ce6e67a65ad0eadf8d0289.png" data-ratio="1" width="monthly_2026_04/rssImage-09c16ebb652de88446a4a3fbb0a84b1b.png.2e2bf615e2ce6e67a65ad0eadf8d0289.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-09c16ebb652de88446a4a3fbb0a84b1b.png"></a></p><p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">It’s been a little over a year since No More Room in Hell 2’s last free weekend, and one of the most popular requests from our community has been to bring the game to more players in the wider gaming world.</p><p class="bb_paragraph">We’re excited to share that we are officially headed to PlayStation 5 and the Xbox Series consoles as part of our 1.0 launch – slated for Summer 2026 – with Green Man Gaming as our publishing partner on those platforms! We can also confirm that native controller support will be added to PC for 1.0, as well as crossplay meaning wherever your friends play, you all can fight to survive together!</p><p class="bb_paragraph">To commemorate all this news, we are hosting another free weekend starting <b>tomorrow,</b> April 30th through May 4th!</p><p class="bb_paragraph"></p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"nZLC8C20A9I' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%22nZLC8C20A9I?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><p class="bb_paragraph"></p><p class="bb_paragraph">Since last free weekend, we’ve worked alongside players to improve and expand features including:</p><ul class="bb_ul"><li><p class="bb_paragraph">4 difficulty options, offering more ways to play</p></li><li><p class="bb_paragraph">Tutorial Gym, to allow for self-guided learning</p></li><li><p class="bb_paragraph">2 new Objective maps: Broadway and Hospital</p></li><li><p class="bb_paragraph">Responder customization, making each character your own</p></li><li><p class="bb_paragraph">Overhauled melee and firearm combat</p></li><li><p class="bb_paragraph">Added more zombie types</p></li><li><p class="bb_paragraph">Shipped over 8000 bug fixes!</p></li></ul><p class="bb_paragraph"></p><div class="bb_h1">Survival Preview</div><p class="bb_paragraph">During the free weekend, players can try Survival Mode on one of the multiple maps coming at 1.0 for the first time! In this experience, speakers attract waves of zombies away from population centers and into the waiting arms of combat-focused Responders, narratively assisting the events of our Objective scenarios. These maps are more chaotic and fast-paced while still offering the core match and meta progression players have come to expect from No More Room in Hell 2. Here’s how the mode plays:</p><ul class="bb_ul"><li><p class="bb_paragraph">Responders arrive at the scene with a few minutes to spare, enough to loot up and prepare defenses around the first set of speakers. A supply drop with added support from the CRC is available as well.</p></li><li><p class="bb_paragraph">Once the wave starts, players will have to hold out for five minutes against the onslaught to protect the speakers as they broadcast. Each area has special traps and defensive options that can be used when pressure gets too tough.’</p></li><li><p class="bb_paragraph">After a successful wave, the CRC will send an additional supply drop and players can move to the next objective with a few moments to breathe. After three waves, your distraction is a success and a helicopter comes to extract you. If you fail two waves, early extraction opens as a way to prevent disaster.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Preview Map: Flooded</div><div class="bb_h3"><img alt="7c3541a894ba110f4768878eefad54273add0735" data-src="https://clan.fastly.steamstatic.com/images/39540272/7c3541a894ba110f4768878eefad54273add0735.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></div><p class="bb_paragraph">Set in an industrial complex overcome by recent storms in rural Pennsylvania, Flooded offers players their first glimpse into Survival. Large multi-floor buildings, ransacked cargo containers, and abandoned machinery all offer unique ways to handle the undead and keep them distracted until the CRC’s nearby mission into a power plant is complete. The groundwater present throughout the whole map makes for a new challenge, as zombies are harder to confirm as slain and dry spots to comfortably share loot are rare.</p><p class="bb_paragraph"></p><div class="bb_h1">35% Sale on No More Room in Hell 2</div><p class="bb_paragraph">We’re offering No More Room in Hell 2 for its lowest price ever as part of this celebration of this milestone, so anyone who tries the game out this weekend can more easily pick it up and continue to fight back against the horde alongside our community. Earn Early Access rewards, join the thousands of Responders in our <u><a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow">Discord</a></u>, and prepare for when all hell breaks loose at our 1.0 launch!</p><p class="bb_paragraph">As always, stay safe out there!</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/540010953256731643" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">75212</guid><pubDate>Wed, 29 Apr 2026 12:59:42 +0000</pubDate></item><item><title><![CDATA[Zombie Perception & Spawning - How The Horde Fights Back]]></title><link>https://gamelife.ro/forum/topic/75046-zombie-perception-spawning-how-the-horde-fights-back/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-435e5e697228709b440e381a38406709.png.3f904eb850d8e663444940feef47e67b.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="17266" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-435e5e697228709b440e381a38406709.png.3f904eb850d8e663444940feef47e67b.png" data-ratio="1" width="monthly_2026_04/rssImage-435e5e697228709b440e381a38406709.png.3f904eb850d8e663444940feef47e67b.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-435e5e697228709b440e381a38406709.png"></a></p><p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">In our two most recent blogs, we talked about the foundational updates we’ve made to the arsenal of weapons players can use against the horde. Those adjustments are only half of the combat story, so today we’re going to talk about the other side to paint the whole picture: the zombie perception and spawning tuning that came as part of <i>Revelation</i>, how it enables more player expression and cinematic moments, while also allowing for better balance across maps and difficulties.</p><p class="bb_paragraph"></p><div class="bb_h2">Lying in Wait</div><p class="bb_paragraph">Our Objective scenarios all involve Responders arriving at the scene and quickly  navigating their way through populated areas. Prior to <i>Revelation</i>, hiding rarely felt like a viable option even when properly geared and consciously attempted due to how persistent our zombies were.</p><p class="bb_paragraph">One of the largest goals of our perception changes was to make it so their attention could be more easily managed, both to capture and avoid. We reduced their field of view from 220° to 150° (effectively cutting their overall view by 30%), dramatically shortened their attention time on lost targets, and added the ability for them to stop and think when arriving at a player’s last known location.</p><p class="bb_paragraph"><img alt="992656ebedc329ce86af1ee1ebbe3d6cc9def147" data-src="https://clan.fastly.steamstatic.com/images/39540272/992656ebedc329ce86af1ee1ebbe3d6cc9def147.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"><i>Zombie View Angle prior to Revelation</i></p><p class="bb_paragraph"><img alt="ab06a3dc13265ee9b1dc5eff5276f4100c6b33af" data-src="https://clan.fastly.steamstatic.com/images/39540272/ab06a3dc13265ee9b1dc5eff5276f4100c6b33af.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"><i>Zombie View Angle after Revelation</i></p><p class="bb_paragraph"></p><p class="bb_paragraph">These changes now make the horde more reactive yet distractible, opting to pick whomever seems like the easiest prey as opposed to sticking to one Responder even when they escape their immediate area. Alongside the improvements to weapon sound generation and suppression, hiding from small groups is a viable strategy especially on lower difficulties. Taking the attention away from an ally completing an objective, or by sneaking past a group when traveling to a meetup point, there are now more ways to take back home field advantage from the horde than ever before.</p><p class="bb_paragraph"></p><div class="bb_h2">Ever-Present Threat</div><p class="bb_paragraph">How zombies spawn, both on your first visit to a location as well as after it’s been cleared out, sets the pace of every run. When looking at how we could improve both the moment-to-moment gameplay as well as overall difficulty of a given playthrough, adjusting the cadence of spawning is the most wide-reaching knob to turn.</p><p class="bb_paragraph">In No More Room in Hell 2, we control the amount of zombies on a map by setting minimum and maximum amounts alive at a given moment in the entire level, depending on the map and how far players have progressed in objectives. We also always try distributing zombies into areas players are within or approaching. This system is designed to try and keep every zone at the right danger level while not overwhelming isolated players, yet cranking up the pressure as the end gets closer.</p><p class="bb_paragraph">In <i>Revelation,</i> we’ve adjusted how this tuning works across various difficulties to raise pressure on groups of players. Ideally, we can encourage more strategic gameplay to split the horde up and raise your odds of survival at the risk of getting separated. </p><p class="bb_paragraph">There is an additional aspect to zombie spawning: certain sequences or objectives have constant pressure applied until completed – such as our holdout sequences in the Pottsville gymnasium or Beaulieu Hospital morgue. In cases like these, we use hand-placed spawners that keep on getting zombies in the map. This emphasizes the need for teamplay when tackling later objectives, and  rewards players who spend time gearing up before attempting to progress.</p><p class="bb_paragraph">We’re happy with what we’ve seen so far from extraction rates and zombie pressure across maps, but we’ll continue to listen to feedback and finetune any issues you all have discovered. Speaking of, here’s a rough representation of the difference in zombie pressure around objectives on Broadway between the Genesis and Revelation updates using heatmaps of player deaths. Overall, less players are dying in traversal zones and more players are dying on or near objectives. Furthermore, we see more players making it to the later objectives to die in glory trying to extract, rather than just in the first holdout at the Diner.</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="9c3681ddf98a641ec55f19425ac554233c7d5d3e" data-src="https://clan.fastly.steamstatic.com/images/39540272/9c3681ddf98a641ec55f19425ac554233c7d5d3e.jpg" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"><i>Map of Broadway overlaid with the first 2 weeks of deaths after Genesis</i></p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="3675199b7ba21eec6c7f5c62ea398f58e9b16f61" data-src="https://clan.fastly.steamstatic.com/images/39540272/3675199b7ba21eec6c7f5c62ea398f58e9b16f61.jpg" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"><i>Map of Broadway overlaid with the first 2 weeks of deaths after Revelation</i></p><p class="bb_paragraph"></p><div class="bb_h2">A New Challenge</div><p class="bb_paragraph">When 1.0 arrives and Survival is added to game mode selection, our existing zombie spawning paradigm is flipped on its head. Players now gain the head start and can prepare for when zombies arrive in full force, which means we have to also adapt how we handle pressure. Zombies will threaten your defenses at a consistent rate once the timer starts, with a cap put in place to preserve opportunities to clinch victory from the jaws of defeat. The amount and types of zombies change as you’d expect on higher difficulties, however intensity is ramped up across the board compared to Objective scenarios.</p><p class="bb_paragraph">The changes in <i>Revelation</i> not only act as a preview of what you can expect in Survival, but allow us more control in the future to ensure both experiences feel enjoyable yet distinct. We want No More Room in Hell 2 to bring thrills to players of varying playstyles but also retain its unique, hardcore identity regardless of mode. Nightmare should feel like a truly daunting experience that players aspire to complete…with the horde being the only thing standing in their way.</p><p class="bb_paragraph"></p><p class="bb_paragraph">As always, stay safe out there!</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/540010953256731478" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">75046</guid><pubDate>Fri, 24 Apr 2026 18:29:43 +0000</pubDate></item><item><title>Hotfix 0.9.1.1 Is Live!</title><link>https://gamelife.ro/forum/topic/74932-hotfix-0911-is-live/</link><description><![CDATA[<p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">This hotfix is aimed to fix several issues discovered as part of the Revelation update, including interactions between text chat and other inputs, zombies teleporting unexpectedly, and a handful of additional improvements.</p><p class="bb_paragraph"></p><div class="bb_h1">Bug Fixes</div><div class="bb_h3">Gameplay</div><ul class="bb_ul"><li><p class="bb_paragraph">Applied fixes to prevent zombies appearing to teleport when moving towards specific navigation points.</p></li><li><p class="bb_paragraph">Fixed an issue where players could lose inputs if dropping an item and opening text chat at the same time</p></li><li><p class="bb_paragraph">Fixed an issue where players could lose inputs while vaulting and throwing explosives.</p></li><li><p class="bb_paragraph">Applied fixes to prevent Responders from falling out of the helicopter during extraction.</p></li><li><p class="bb_paragraph">Fixed an issue where Code Input computers could become blocked if multiple responders were interacting at once.</p></li></ul><div class="bb_h3">Stability</div><ul class="bb_ul"><li><p class="bb_paragraph">Various client and server crash fixes.</p></li><li><p class="bb_paragraph">Applied some VOIP fixes.</p></li></ul><div class="bb_h3">Visual</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where Responders would appear as just a floating head for a second while loading on the main menu.</p></li><li><p class="bb_paragraph">Fixed an issue with responder head mesh appearance on Low graphics settings.</p></li><li><p class="bb_paragraph">Applied some fixes to prevent zombies from popping when ragdolling.</p></li></ul><p class="bb_paragraph"></p><p class="bb_paragraph">No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, on<a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow">http://discord.gg/nmrih</a><u><a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow">Discord</a></u>, or at <a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fnmrih2.com%2Fsupport" target="_blank" rel="external nofollow">https://nmrih2.com/support</a>!</p><p class="bb_paragraph">Stay safe out there,</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/755057297411015580" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">74932</guid><pubDate>Tue, 21 Apr 2026 13:58:32 +0000</pubDate></item><item><title>Revelation Update (0.9) is out now!</title><link>https://gamelife.ro/forum/topic/74436-revelation-update-09-is-out-now/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-0addb8c93a2d718dd759877d00042933.png.d35beaceb5e2e647bd54ccf9d3c0a5df.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="17004" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_04/rssImage-0addb8c93a2d718dd759877d00042933.png.d35beaceb5e2e647bd54ccf9d3c0a5df.png" data-ratio="1" width="monthly_2026_04/rssImage-0addb8c93a2d718dd759877d00042933.png.d35beaceb5e2e647bd54ccf9d3c0a5df.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-0addb8c93a2d718dd759877d00042933.png"></a></p><p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">Welcome to the <i>Revelation </i>(0.9) Update, our last major release prior to 1.0. This update continues to build upon the foundations of previous Early Access improvements and focuses directly on core aspects of the No More Room in Hell 2 experience: Difficulty tuning, firearm depth, clearer progression, user experience improvements and a whole host of bug fixes. With so much new content coming in 1.0, we felt it was important that <i>Revelation</i> continues to focus on improvements to allow players to earn any remaining Early Access rewards and prepare for the progression wipe.</p><p class="bb_paragraph">We’ll still have more news and updates on our road to 1.0 – we know everyone is excitedly waiting for more information surrounding Survival and more – so stay tuned and we’ll share more soon!</p><p class="bb_paragraph">For a full rundown of everything that is LIVE in-game today, here are the patch notes:</p><p class="bb_paragraph"></p><div class="bb_h1">Feature Updates</div><div class="bb_h2">Firearm Combat</div><p class="bb_paragraph">As mentioned in our <a class="bb_link" href="https://steamcommunity.com/games/292000/announcements/detail/537756797280191737" target="_blank" rel="external nofollow"><u>Firearm Combat</u></a> blog, we’ve done a holistic overhaul of ranged weaponry from ammo to firearms and their attachments. These changes aim to make firearms feel more iconic in their strengths, while also reinforcing reasons to prefer and swap between them. This is a feels-based pass so all these adjustments are to enhance the fantasy of these weapons while keeping them grounded in their realistic functions. From overmatching penetration to damage through zombie armor to suppressors drastically improving your ability to stealth, firearms will now have adjustable identities that you can lean into to define your playstyle.</p><div class="bb_h3">Ammo</div><ul class="bb_ul"><li><p class="bb_paragraph">All Ammo Types</p><ul class="bb_ul"><li><p class="bb_paragraph">Finetuned the frequency of spawning based on power.</p></li></ul></li><li><p class="bb_paragraph">.22 LR</p><ul class="bb_ul"><li><p class="bb_paragraph"> Now has the chance to spawn in ammo crates.</p></li></ul></li><li><p class="bb_paragraph">.45 ACP and .357 Magnum</p><ul class="bb_ul"><li><p class="bb_paragraph">Minimum weight increased from 0.35kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0.45kg</p></li><li><p class="bb_paragraph">Weight per bullet increased from 0.01kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0.025kg</p></li></ul></li><li><p class="bb_paragraph">5.56 NATO</p><ul class="bb_ul"><li><p class="bb_paragraph">Minimum weight increased from 0.35kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0.5kg</p></li><li><p class="bb_paragraph">Weight per bullet increased from 0.01kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0.025kg</p></li></ul></li><li><p class="bb_paragraph">6.8x51mm, .308WIN, and 12ga Shells</p><ul class="bb_ul"><li><p class="bb_paragraph">Minimum weight increased from 0.35kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0.5kg</p></li><li><p class="bb_paragraph">Weight per bullet increased from 0.01kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0.04kg</p></li></ul></li><li><p class="bb_paragraph">9mm</p><ul class="bb_ul"><li><p class="bb_paragraph">Weight per bullet increase from 0.01kg <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> .015kg</p></li></ul></li><li><p class="bb_paragraph">Penetration</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased penetration value required to breach Swat Helmet from 1<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 2</p></li><li><p class="bb_paragraph">Increased penetration value required to breach National Guard helmet 1<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 3</p></li><li><p class="bb_paragraph">Increased penetration value required to breach Swat Shield 1 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 3</p></li></ul></li></ul><div class="bb_h3">Attachments</div><ul class="bb_ul"><li><p class="bb_paragraph">Optics</p><ul class="bb_ul"><li><p class="bb_paragraph">Combat and holographic sights now improve ability to deliver follow-up shots.</p></li><li><p class="bb_paragraph">Hunting sight provides additional effective range and pinpoint opening shot accuracy.</p></li></ul></li><li><p class="bb_paragraph">Suppressors</p><ul class="bb_ul"><li><p class="bb_paragraph">Dramatically reduce zombie perception and improve ballistics performance.</p></li></ul></li></ul><div class="bb_h3">Guns</div><ul class="bb_ul"><li><p class="bb_paragraph">Handguns</p><ul class="bb_ul"><li><p class="bb_paragraph">M1911</p><ul class="bb_ul"><li><p class="bb_paragraph">Body damage decreased from 35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 15</p></li><li><p class="bb_paragraph">Stability loss on hit decreased from 60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25</p></li><li><p class="bb_paragraph">Effective Range increased from 50m <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 40m</p></li><li><p class="bb_paragraph">Damage falloff distance is moderately decreased.</p></li><li><p class="bb_paragraph">Hipfire spread is significantly increased.</p></li><li><p class="bb_paragraph">ADS spread is moderately decreased.</p></li><li><p class="bb_paragraph">Spread buildup per shot is slightly increased.</p></li><li><p class="bb_paragraph">Vertical Recoil is slightly increased.</p></li><li><p class="bb_paragraph">Horizontal Recoil is slightly increased.</p></li><li><p class="bb_paragraph">Time to reset recoil is decreased.</p></li></ul></li><li><p class="bb_paragraph">M9A3</p><ul class="bb_ul"><li><p class="bb_paragraph">Body damage decreased from 25 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 10</p></li><li><p class="bb_paragraph">Stability loss on hit decreased from 40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20</p></li><li><p class="bb_paragraph">Effective Range decreased from 50m <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 45m</p></li><li><p class="bb_paragraph">Damage falloff distance is moderately decreased.</p></li><li><p class="bb_paragraph">Hipfire spread is significantly increased.</p></li><li><p class="bb_paragraph">ADS spread is slightly decreased.</p></li><li><p class="bb_paragraph">Spread buildup per shot is slightly increased.</p></li><li><p class="bb_paragraph">Vertical Recoil is slightly increased.</p></li><li><p class="bb_paragraph">Horizontal Recoil is slightly increased.</p></li><li><p class="bb_paragraph">Time to reset recoil is increased.</p></li></ul></li><li><p class="bb_paragraph">Model 13</p><ul class="bb_ul"><li><p class="bb_paragraph">Headshot damage decreased from 50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35</p></li><li><p class="bb_paragraph">Body damage decreased from 25 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 5</p></li><li><p class="bb_paragraph">Stability loss on hit decreased from 50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 10</p></li><li><p class="bb_paragraph">Penetration value increased from 0 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 2</p></li><li><p class="bb_paragraph">Damage falloff distance is slightly decreased.</p></li><li><p class="bb_paragraph">Hipfire spread is significantly increased.</p></li><li><p class="bb_paragraph">ADS spread is moderately decreased.</p></li><li><p class="bb_paragraph">Spread buildup per shot is moderately increased.</p></li><li><p class="bb_paragraph">Vertical Recoil is moderately increased.</p></li><li><p class="bb_paragraph">Horizontal Recoil is slightly increased.</p></li><li><p class="bb_paragraph">Time to reset recoil is decreased.</p></li></ul></li><li><p class="bb_paragraph">Gruber MKVII</p><ul class="bb_ul"><li><p class="bb_paragraph">Headshot damage decreased from 50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35</p></li><li><p class="bb_paragraph">Body damage decreased from 25 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 5</p></li><li><p class="bb_paragraph">Stability loss on hit decreased from 40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 10</p></li><li><p class="bb_paragraph">Effective Range increased from 30m <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 45m</p></li><li><p class="bb_paragraph">Damage falloff distance is moderately decreased.</p></li><li><p class="bb_paragraph">Hipfire spread is significantly increased.</p></li><li><p class="bb_paragraph">ADS spread is slightly decreased.</p></li><li><p class="bb_paragraph">Spread buildup per shot is significantly decreased.</p></li><li><p class="bb_paragraph">Vertical Recoil is moderately decreased.</p></li><li><p class="bb_paragraph">Horizontal Recoil is significantly decreased.</p></li><li><p class="bb_paragraph">Time to reset recoil is increased.</p></li></ul></li></ul></li><li><p class="bb_paragraph">Heavy Rifles</p><ul class="bb_ul"><li><p class="bb_paragraph">M14 Battle Rifle</p></li><li><p class="bb_paragraph">Hunter 85</p></li><li><p class="bb_paragraph">Rochester 1873</p></li></ul></li><li><p class="bb_paragraph">Rifles</p><ul class="bb_ul"><li><p class="bb_paragraph">M7A1</p></li><li><p class="bb_paragraph">MC-15</p></li><li><p class="bb_paragraph">Gruber 922</p></li><li><p class="bb_paragraph">Gruber Ranch</p></li></ul></li><li><p class="bb_paragraph">Shotguns</p><ul class="bb_ul"><li><p class="bb_paragraph">590A1</p></li><li><p class="bb_paragraph">Fierra DB12</p></li><li><p class="bb_paragraph">X12 Super</p></li></ul></li><li><p class="bb_paragraph">Submachine Gun</p><ul class="bb_ul"><li><p class="bb_paragraph">MP5</p></li></ul></li></ul><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>Developer Note: This section is incomplete and will be receiving additional updates throughout the day as we work to ensure the whole gamut of changes are listed and accurate.</i> <i>We appreciate player's patience as these adjustments are added, and encourage you to try firearms out for yourself in the meantime!</i></p></blockquote><p class="bb_paragraph"></p><div class="bb_h2">General Combat</div><ul class="bb_ul"><li><p class="bb_paragraph">Improved limb detection with bladed weapons.</p></li><li><p class="bb_paragraph">Knives and wrenches are now stackable!</p><ul class="bb_ul"><li><p class="bb_paragraph">Get busy chucking or get busy dying.</p></li></ul></li><li><p class="bb_paragraph">Grenades can now be thrown underarm at a shorter distance.</p><ul class="bb_ul"><li><p class="bb_paragraph">The binding is right mouse button by default.</p></li></ul></li><li><p class="bb_paragraph">Shoving now triggers much earlier in the animation, allowing for quicker response.</p><ul class="bb_ul"><li><p class="bb_paragraph">Invincibility during shove is now much shorter to accommodate.</p></li></ul></li><li><p class="bb_paragraph">Fixed incorrect idle wrench pose.</p></li></ul><div class="bb_h2">Progression</div><ul class="bb_ul"><li><p class="bb_paragraph">Account XP is now always rewarded regardless of if the player dies or extracts.</p></li><li><p class="bb_paragraph">Character XP is now awarded at match end based on extraction and supplies gathered.</p></li><li><p class="bb_paragraph">Credits are now awarded based on supplies, not Account XP.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Supplies and Credit Economy</div><ul class="bb_ul"><li><p class="bb_paragraph">Supplies now directly correlate to Credits earned after a match. Each map has the maximum of extractable Supplies capped.</p><ul class="bb_ul"><li><p class="bb_paragraph">Players that fully extract now receive credits equal to supplies gathered by themselves, other extracting players, and the team pool.</p></li><li><p class="bb_paragraph">Players that extract early get no credits, and their supplies are added to the team pool.</p></li><li><p class="bb_paragraph">Players that fail to extract only receive credits for the supplies they personally gathered.</p></li></ul></li><li><p class="bb_paragraph">Supplies value adjusted to match Credits gained from extracting them.</p><ul class="bb_ul"><li><p class="bb_paragraph">Small Supply: 2</p></li><li><p class="bb_paragraph">Medium Supply: 5</p></li><li><p class="bb_paragraph">Large Supply:10</p></li></ul></li><li><p class="bb_paragraph">Critical Supplies are tracked separately and not subject to map supply caps, providing additional Credits on top of normal supplies.</p></li><li><p class="bb_paragraph">As part of this change, the costs of all Credit purchases have been adjusted.</p><ul class="bb_ul"><li><p class="bb_paragraph">Perk rerolls now scale their cost with the level slot they are being placed in.</p></li></ul></li></ul><p class="bb_paragraph"></p><div class="bb_h2">UI/UX Improvements</div><ul class="bb_ul"><li><p class="bb_paragraph">A new Action Hint UI is available in UI settings.</p><ul class="bb_ul"><li><p class="bb_paragraph">This offers a quick glance option to know available inputs based on context.</p></li></ul></li><li><p class="bb_paragraph">Health bar is now at the bottom of the screen near the stamina bar.</p></li><li><p class="bb_paragraph">Supply counts and caps are now shown when within your inventory and at the end of the match.</p></li><li><p class="bb_paragraph">Increased nameplate view distance from 70m <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 90m.</p></li><li><p class="bb_paragraph">Camera movement has been improved across all actions.</p></li><li><p class="bb_paragraph">Inventory swapping queuing is now more consistent.</p></li><li><p class="bb_paragraph">Scavenger now shows the amount of additional ammo awarded.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Zombie Perception</div><ul class="bb_ul"><li><p class="bb_paragraph">Reduced zombie field of view from 220° <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 150°</p></li><li><p class="bb_paragraph">Reduced time to lose track of target from 10s <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 1s</p></li><li><p class="bb_paragraph">Zombies no longer share extra knowledge with each other.</p><ul class="bb_ul"><li><p class="bb_paragraph">Who knows what those grunts and groans mean anyways?</p></li></ul></li><li><p class="bb_paragraph">Zombies no longer chase towards a player’s current location even after losing line of sight.</p><ul class="bb_ul"><li><p class="bb_paragraph">They will now chase up to the player’s last known location.</p></li></ul></li><li><p class="bb_paragraph">Player footsteps now are only detected if a zombie can feasibly gain line of sight on them.</p></li><li><p class="bb_paragraph">Gunshot perception range has been adjusted to be standard across firearms.</p><ul class="bb_ul"><li><p class="bb_paragraph">Suppressor gunshots dramatically reduce this range and require line of sight.</p></li></ul></li><li><p class="bb_paragraph">Updated various effect’s detection ranges to match their effect ranges.</p><ul class="bb_ul"><li><p class="bb_paragraph">Radio</p></li><li><p class="bb_paragraph">Pipe Bomb</p></li><li><p class="bb_paragraph">Explosions</p></li></ul></li></ul><p class="bb_paragraph"></p><div class="bb_h1">Balance &amp; Map Changes</div><p class="bb_paragraph"></p><div class="bb_h2">Difficulties</div><ul class="bb_ul"><li><p class="bb_paragraph">Updated rewards multipliers for each difficulty:</p><ul class="bb_ul"><li><p class="bb_paragraph">Casual: 100% Account, 100% Character, 80% Credits</p></li><li><p class="bb_paragraph">Normal: 100% Account, 120% Character, 100% Credits</p></li><li><p class="bb_paragraph">Hard: 120% Account, 160% Character, 120% Credits</p></li><li><p class="bb_paragraph">Nightmare: 120% Account, 200% Character, 130% Credits</p></li></ul></li><li><p class="bb_paragraph">Adjusted zombie minimum, maximum, and spawning cadence of spawning events across all difficulties based on player count. </p><ul class="bb_ul"><li><p class="bb_paragraph">This is a large change to how zombie pressure and overall action will feel. We plan to observe how this feels and make adjustments as needed.</p></li></ul></li><li><p class="bb_paragraph">Players take 35% less damage from zombies on Casual</p></li><li><p class="bb_paragraph">Full UI is now defaulted to ON while playing in Casual</p></li><li><p class="bb_paragraph">An additional airdrop now spawns at the start of Objective maps in Casual</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Items</div><ul class="bb_ul"><li><p class="bb_paragraph">Radios now only attract up to 10 zombies per use.</p><ul class="bb_ul"><li><p class="bb_paragraph">Some zombies don’t understand good music.</p></li></ul></li><li><p class="bb_paragraph">Flashlights now last longer as a baseline.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Maps</div><div class="bb_h3">All Maps</div><ul class="bb_ul"><li><p class="bb_paragraph">Maximum zombie counts adjusted across difficulties and squad sizes.</p></li><li><p class="bb_paragraph">Melee weapons spawns are adjusted to better distribute different tiers throughout the experience.</p></li><li><p class="bb_paragraph">There is now a supply of weapons, ammo, and medical items in the extraction helicopter.</p></li><li><p class="bb_paragraph">Adjusted extraction helicopter heights to prevent death if fallen off of at full health.</p></li></ul><div class="bb_h3">Broadway</div><ul class="bb_ul"><li><p class="bb_paragraph">Adjusted zombie pressure during the opening sequence and hatches open automatically after a set period.</p></li></ul><div class="bb_h3">Hospital</div><ul class="bb_ul"><li><p class="bb_paragraph">Improved zombie spawning logic, scaling better at each difficulty and keeping certain areas populated.</p></li><li><p class="bb_paragraph">Wards now have unique experiences when finding bodies. Some wards also have a reduced number of bodies to compliment the unique gameplay within them.</p></li><li><p class="bb_paragraph">Modified the layout of the Morgue POI.</p></li><li><p class="bb_paragraph">Reduced number of security panels to match the exact number needed.</p></li><li><p class="bb_paragraph">Added additional VO lines for objective guidance.</p></li><li><p class="bb_paragraph">Updated various UI markers to better indicate distance and direction.</p></li><li><p class="bb_paragraph">Reworked loot spawning to ensure gear spawns more evenly.</p></li></ul><div class="bb_h3">Zombies</div><ul class="bb_ul"><li><p class="bb_paragraph">Frequency of Riot and Armored Soldier Zombies has been fine tuned on a per-difficulty basis.</p><ul class="bb_ul"><li><p class="bb_paragraph">The calls for backup were finally answered.</p></li></ul></li><li><p class="bb_paragraph">Reduced Fireman helmet health from 100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 75</p></li><li><p class="bb_paragraph">Reduced Construction helmet health from 100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 70</p></li><li><p class="bb_paragraph">Increased National Guard helmet health from 100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 130</p></li></ul><p class="bb_paragraph"></p><div class="bb_h1">Bug Fixes</div><p class="bb_paragraph"></p><div class="bb_h2">Animation</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where revived responders can appear to be crouching</p></li><li><p class="bb_paragraph">Improved firing animations with the M7A1 rifle, X12 shotgun, and Gruber 922.</p></li><li><p class="bb_paragraph">Improved MC-15 and M7A1 textures.</p></li><li><p class="bb_paragraph">Fixed an issue where responders could appear to be stuck in an interacting animation after reviving another player.</p></li><li><p class="bb_paragraph">Fixed an issue where the camera would shake erroneously during attack recovery.</p></li><li><p class="bb_paragraph">Fixed an animation issue that could occur by interacting with a wiring minigame and using Phalanx pills.</p></li><li><p class="bb_paragraph">Fixed an issue where players can continue to appear to be climbing after exiting a hatch.</p></li><li><p class="bb_paragraph">Fixed animation issues when responders jump off ladders.</p></li><li><p class="bb_paragraph">Fixed an issue where responders appear nude during shader compilation.</p></li><li><p class="bb_paragraph">Fixed issues where zombies turn very slowly to face deployable radios.</p></li><li><p class="bb_paragraph">Fixed issues where naked zombies could spawn in parts of Power Plant.</p></li><li><p class="bb_paragraph">Fixed an issue where crawler legs would not appear to be dismembered properly to some players.</p></li><li><p class="bb_paragraph">Zombies with bullet-proof vests should not create gore when shot or hit in the body.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Audio</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed issues where 2H melee weapons would play attack audio multiple times or not at all</p></li><li><p class="bb_paragraph">Adjusted some Female Zombie attacking DB levels to be a little quieter.</p></li><li><p class="bb_paragraph">Applied some water sounds to areas missing them near fountain spawn in Power Plant.</p></li><li><p class="bb_paragraph">Fixed an issue where some fires would have occluded audio.</p></li><li><p class="bb_paragraph">Increased volume level of opening some containers.</p></li><li><p class="bb_paragraph">Added a cooldown to VO when reviving other responders.</p></li><li><p class="bb_paragraph">Fixed an issue with Power Plant entrance music not playing.</p></li><li><p class="bb_paragraph">Added more obvious sounds when zombies attempt to grab you (they were silent before).</p></li><li><p class="bb_paragraph">Fixed a case where POI music and Evacuation music could overlap</p></li><li><p class="bb_paragraph">Fix for missing water sounds in the rehab pool in Beaulieu Hospital</p></li><li><p class="bb_paragraph">Added new audio in rehab ward in Beautlieu Hospital</p></li><li><p class="bb_paragraph">Added audio to indicate progressing and completing subobjectives</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Combat</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where attacks to zombies or windows very close to the player would miss.</p></li><li><p class="bb_paragraph">Fixed a case where the player could become unable to attack after interacting with a fuse.</p></li><li><p class="bb_paragraph">Fixed an issue where hitting multiple zombies could cause stamina to get refunded to the player.</p></li><li><p class="bb_paragraph">Set the default camera shake strength for combat in the settings.</p></li><li><p class="bb_paragraph">Fixed an issue where firearms can shoot extra rounds after shoving.</p></li><li><p class="bb_paragraph">Fixed an issue where one-handed pipe combo attacks would repeat.</p></li><li><p class="bb_paragraph">Fixed an issue where shoving and kicking in certain tight areas would not work consistently.</p></li><li><p class="bb_paragraph">Fixed an issue where pipe bombs attractors could permanently attract zombies, even after exploding.</p></li><li><p class="bb_paragraph">The reload animation and ammo count for the Winchester and 590A1 shotgun now line up.</p></li><li><p class="bb_paragraph">Fixed an exploit where players could pick up exploded IEDs and pipe bombs.</p></li><li><p class="bb_paragraph">Fixed hitbox issues when attacking zombies with melee weapons while jumping.</p></li><li><p class="bb_paragraph">Fixed an issue where National Guard zombies can be killed by a headshot before the helmet is destroyed.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Environment</div><ul class="bb_ul"><li><p class="bb_paragraph">Applied fixes to prevent players from getting stuck when using ladders in the Trainyard on Power Plant.</p></li><li><p class="bb_paragraph">Blocked off locations in the North and South Wing of Hospital where it was possible to skip the bioscanner objectives.</p></li><li><p class="bb_paragraph">Blocked off a location on the Hospital roof where a fence could be jumped over.</p></li><li><p class="bb_paragraph">Fixed an invisible wall inside a ward storage room in Hospital.</p></li><li><p class="bb_paragraph">Fixed an issue where players could enter an inaccessible area in Beaulieu Hospital early.</p></li><li><p class="bb_paragraph">Fixed an area in Broadway nearby the Diner where zombies could bunch up and get stuck.</p></li><li><p class="bb_paragraph">Fixes to make daytime lighting on Hospital look less fuzzy on lower graphics settings.</p></li><li><p class="bb_paragraph">Fixed various flickering textures in Power Plant and the Training Range.</p></li><li><p class="bb_paragraph">Fixed floating assets and gaps in walls and terrain in Lewiston and Power Plant.</p></li><li><p class="bb_paragraph">Made Level of Detail improvements on Power Plant.</p></li><li><p class="bb_paragraph">Fixed floating gene therapy crates in the Training Range.</p></li><li><p class="bb_paragraph">Fixed an issue where some wood doors would change texture when damaged.</p></li><li><p class="bb_paragraph">Fixed an issue where planks would disappear at the end of the Stoke the Fire objective on Broadway.</p></li><li><p class="bb_paragraph">Fixed a location where players could get stuck in a Broadway manhole.</p></li><li><p class="bb_paragraph">Fixed environment assets inside the Power Plant blocking pings in some areas.</p></li><li><p class="bb_paragraph">Fixed an issue where responders could get stuck by cancelling a throw with a melee attack.</p></li><li><p class="bb_paragraph">Fixed a location in Broadway where zombies could get stuck climbing a truck.</p></li><li><p class="bb_paragraph">Improved zombie navigation in the Training Range.</p></li><li><p class="bb_paragraph">Fixed various cases of loot clipping into surrounding objects or floating across various maps.</p></li><li><p class="bb_paragraph">Fixed open doors in Food Storage in Lewiston blocking zombie navigation.</p></li><li><p class="bb_paragraph">Blocked zombies from vaulting into Lewiston spawn stores.</p></li><li><p class="bb_paragraph">Gas clouds now appear red to distinguish themselves from infection clouds.</p><ul class="bb_ul"><li><p class="bb_paragraph">Their density has also been adjusted for visibility.</p></li></ul></li><li><p class="bb_paragraph">Blocked some locations where the player could escape the map in the Tutorial Range.</p></li><li><p class="bb_paragraph">Fixed an issue where a garbage truck on Power Plant appears to be sinking into the ground.</p></li><li><p class="bb_paragraph">Fixes for floating foliage across various maps.</p></li><li><p class="bb_paragraph">Fixed several cases of floating supply items across various maps.</p></li><li><p class="bb_paragraph">Fixed a truck missing a tire on Pottsville.</p></li><li><p class="bb_paragraph">Fixed an issue where loot wasn’t able to be picked up in a workshop in Power Plant.</p></li><li><p class="bb_paragraph">Fixed more penetration issues when shooting through fences with gaps in them. </p></li><li><p class="bb_paragraph">Fixed the rotation of various off-axis items in several maps</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Gameplay</div><ul class="bb_ul"><li><p class="bb_paragraph">Made improvements to fix an issue where the extraction helicopter can float too high up for some players on Hospital.</p></li><li><p class="bb_paragraph">Applied more fixes to ensure players cannot get stuck on the Clear the Tracks objective in Broadway.</p></li><li><p class="bb_paragraph">Fixed an issue with certain guns where unloading a weapon on the ground would also unload the held weapon</p></li><li><p class="bb_paragraph">Fixed certain zombie falling spawn locations in Hospital which could cause animation issues.</p></li><li><p class="bb_paragraph">Improved zombie navigation in the Broadway sewers.</p></li><li><p class="bb_paragraph">Doors no longer take damage from poison gas and other environmental hazards.</p></li><li><p class="bb_paragraph">Fixed an issue where the state of damaged power boxes or wiring box minigames would not replicate to other players.</p></li><li><p class="bb_paragraph">Fixed an issue where Farmhouse doors would not replicate properly for players arriving to the zone later on Power Plant.</p></li><li><p class="bb_paragraph">Applied fixes to prevent dropped or thrown objects from clipping through the ground.</p></li><li><p class="bb_paragraph">Fixed a bug where picking up an item would cause the responder to holster their flashlight and go back to a 2H firearm.</p></li><li><p class="bb_paragraph">Fixed an issue where responders could not swap weapons after using an ammo crate in the Training Range.</p></li><li><p class="bb_paragraph">Fixed an issue where responders could get stuck from performing actions after throwing and mounting a ladder.</p></li><li><p class="bb_paragraph">Made Hospital spawn points safer for players joining the game late.</p></li><li><p class="bb_paragraph">Fixed an issue where locks couldn't be destroyed in one hit.</p></li><li><p class="bb_paragraph">Removed the option for “Ultra” graphics.</p><ul class="bb_ul"><li><p class="bb_paragraph">This setting was meant only for cinematics and never intended for gameplay use.</p></li></ul></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Localization</div><ul class="bb_ul"><li><p class="bb_paragraph">Added translation for menu elements in the Avatar Customization menu.</p></li><li><p class="bb_paragraph">Improved some Simplified Chinese translations in the Roadmap.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">UI &amp; UX</div><ul class="bb_ul"><li><p class="bb_paragraph">Updated out-of-date tooltips on loading screens.</p></li><li><p class="bb_paragraph">Areas of the Training Range now get checked off on the map as they are completed.</p></li><li><p class="bb_paragraph">Fixed skill tooltips obscuring character selection.</p></li><li><p class="bb_paragraph">Fixed an issue where melee hint prompts could not be dismissed.</p></li><li><p class="bb_paragraph">HUD effects should appear properly when in deep water.</p></li><li><p class="bb_paragraph">Improved the clarity of some Broadway objective text.</p></li><li><p class="bb_paragraph">Updated the description for the Marathon Runner Expert perk to be accurate.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Progression</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed character medals failing to increment properly.</p></li><li><p class="bb_paragraph">Fixed a Broadway objective which was not properly awarding XP.</p></li><li><p class="bb_paragraph">Fixed a scenario in Lewison which was awarding double the amount of intended XP.</p></li><li><p class="bb_paragraph">Nightmare Level should appear properly when spectating and on the end of match screen.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Server &amp; Client Stability</div><ul class="bb_ul"><li><p class="bb_paragraph">Prevented players from entering the Training Range while shaders are compiling, which could lead to visual issues.</p></li><li><p class="bb_paragraph">Various crash fixes.</p></li><li><p class="bb_paragraph">Applied fixes to a known issue where the game will hang on start.</p></li><li><p class="bb_paragraph">Optimizations to foliage targeting Low and Medium graphics settings.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Known Issues</div><ul class="bb_ul"><li><p class="bb_paragraph">Using a VPN while trying to send or accept Squad invites can cause players to be immediately kicked after joining the Squad. Try turning off any VPN you’re using, if you encounter this issue.</p></li><li><p class="bb_paragraph">On Power Plant during the extraction cinematic, the helicopter can appear to be underground.</p></li></ul><p class="bb_paragraph">No More Room in Hell 2 is still in Early Access, and your feedback has helped shape every step forward. Help out by continuing to report bugs in-game, on<a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow"> <u>Discord</u></a>, or at<a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fnmrih2.com%2Fsupport" target="_blank" rel="external nofollow">http://nmrih2.com/support</a><a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fnmrih2.com%2Fsupport" target="_blank" rel="external nofollow">https://nmrih2.com/support</a>!</p><p class="bb_paragraph">Stay safe out there,</p><p class="bb_paragraph">– The NMRIH2 Dev Team</p><p class="bb_paragraph"></p><p><a href="https://store.steampowered.com/news/app/292000/view/537757250473691911" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">74436</guid><pubDate>Tue, 07 Apr 2026 14:38:39 +0000</pubDate></item><item><title>Firearm Combat - Higher Caliber Gameplay</title><link>https://gamelife.ro/forum/topic/74164-firearm-combat-higher-caliber-gameplay/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_03/rssImage-af43ea73328c98cecc9bb1bf3f41184c.png.d4c1087a181bed24b1e981769a1c0eca.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="16890" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_03/rssImage-af43ea73328c98cecc9bb1bf3f41184c.png.d4c1087a181bed24b1e981769a1c0eca.png" data-ratio="1" width="monthly_2026_03/rssImage-af43ea73328c98cecc9bb1bf3f41184c.png.d4c1087a181bed24b1e981769a1c0eca.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-af43ea73328c98cecc9bb1bf3f41184c.png"></a></p><p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph"></p><p class="bb_paragraph">We’ve been hearing feedback about firearms throughout Early Access, especially after the <i>Genesis</i> update reworked melee weapons in No More Room in Hell 2. As part of our next update, <i>Revelation</i> (0.9), we’re aiming to deliver a holistic overhaul to firearm feel, inspired by your feedback as well as lessons we learned from <i>Genesis</i>.</p><p class="bb_paragraph">The general goals of this overhaul are similar in scope to melee weapons but touch more broadly upon the whole firearm ecosystem: </p><ul class="bb_ul"><li><p class="bb_paragraph">Each firearm should have a distinct feel based upon its real life identity.</p></li><li><p class="bb_paragraph">Guns should require effort to control effectively, with room for players to master.</p></li><li><p class="bb_paragraph">Attachments should provide more drastic and tangible benefits to a firearm.</p></li><li><p class="bb_paragraph">Ammo is difficult to hoard and impactful when found. </p></li></ul><p class="bb_paragraph">These firearms changes have a greater focus on individual identity that matches the player and medium expectations of video games than melee did. This means that if a weapon’s specific balance tuning went upwards or downwards, it was done to create a dynamic where each offers strengths and weaknesses and every firearm you encounter should prompt thought on if it’s an upgrade, a good secondary option, or not for this run through.</p><p class="bb_paragraph"></p><div class="bb_h2">The Weapon</div><p class="bb_paragraph">Every firearm has had its feel adjusted to be more distinct from each other – from handling to recoil – informed by its size and caliber. Larger weapons trade weight for damage, taking up inventory space but decimating groups of zombies. Range and handling are impacted across the board, with smaller weapons struggling past close quarters but allowing for more accuracy and control in their intended distances.</p><p class="bb_paragraph">Aiming down sights now significantly benefits all weapons, with spread values adjusted to encourage thoughtful shooting. Your opening shots are now crucial, providing the only moments of ideal accuracy you’ll experience. Penetration is now a more active factor in weapon choice, as all zombie-worn gear and armor now can be penetrated through mattering on the weapon’s ammo caliber. If it exceeds the required penetrative value, the bullet will continue through to its target and deal reduced damage.</p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"1JE_W91ZDGA' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%221JE_W91ZDGA?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><div class="bb_h2">The Caliber</div><p class="bb_paragraph">Speaking of ammo, it will now directly power how each weapon feels, whether it be .308WIN causing a firearm to kick back into a Responders shoulder while blasting through a distant zed head or .22 LR making for comfortable close-range operation with minimal damage and recoil.</p><p class="bb_paragraph">Hipfire is still an option but most ammo types will make you struggle to hit shots reliably, meaning in desperate moments you may want to consider crouching for more control or switching to your blunt or slashing weapons. Ammo is generally heavier to carry across the board, meaning firearms have to be used wisely and in conjunction with melee to maximize effectiveness.</p><p class="bb_paragraph"><img alt="32f3d8a502029a97c59c604affd0bdf85c399fa0" data-src="https://clan.fastly.steamstatic.com/images/39540272/32f3d8a502029a97c59c604affd0bdf85c399fa0.jpg" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><div class="bb_h2">The Attachments</div><p class="bb_paragraph">Attachments allow for more playstyle expression through a weapon, each now raising effectiveness in areas you may find a base firearm lacking. Suppressors are more important than ever, as their avoidance of zombie perception has been enhanced. (Slight spoilers for another <i>Revelation</i> overhaul: zombies have had their ability to hear and see fine-tuned. Tune into the full patch notes for more!).</p><p class="bb_paragraph">Sights will enable faster and more accurate follow up shots, allowing certain weapons to expand beyond their archetypes and solve more problems as you venture deeper in your run.</p><p class="bb_paragraph"></p><div class="bb_h2">The Path Forward</div><p class="bb_paragraph">With both melee and firearms now updated on a systemic level, our core combat flow will now have foundations that match our goals for 1.0 launch. We’ll be listening to feedback on specific pain points or areas of improvement as we work on other systems and content to let these changes shine across all maps and modes. <i>Revelation</i> brings with it not only these firearms changes but a host of updates meant to make the game more approachable and rewarding. We’ll have more to share about <i>Revelation </i>this week, including its release date!</p><p class="bb_paragraph">Until then, stay safe out there.<br>- The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/537756797280191736" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">74164</guid><pubDate>Tue, 31 Mar 2026 16:58:53 +0000</pubDate></item><item><title>Hotfix 0.8.0.1 Is Live!</title><link>https://gamelife.ro/forum/topic/72490-hotfix-0801-is-live/</link><description><![CDATA[<p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">Genesis has been out for two weeks now, and we’ve gotten plenty of useful feedback that we wanted to act upon. As we discussed in our <a class="bb_link" href="https://store.steampowered.com/news/app/292000/view/563648694026502491" target="_blank" rel="external nofollow">Melee Combat Developer Blog</a>, this hotfix will be delivering a substantial balance update addressing the response to the initial melee combat rework. We also have several bugs we tackled alongside them to overall improve the Genesis experience!</p><div class="bb_h1">Responder Perk Preview</div><p class="bb_paragraph">A small quality-of-life update, players can now see the default perk a Responder comes with when selecting a new one!</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="88ecaf41578e9fd05b4a329691c601dc81efb2c0" data-src="https://clan.fastly.steamstatic.com/images/39540272/88ecaf41578e9fd05b4a329691c601dc81efb2c0.jpg" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><div class="bb_h1">Balance Changes</div><div class="bb_h2">Difficulty</div><ul class="bb_ul"><li><p class="bb_paragraph">Melee damage dealt to zombies no longer changes between difficulties.</p><ul class="bb_ul"><li><p class="bb_paragraph">Casual &amp; Classic outgoing damage reduced from 1.25x <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 1x.</p></li><li><p class="bb_paragraph">Hard &amp; Nightmare outgoing damage increased from .75x <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 1x.</p></li></ul></li></ul><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>This change is to allow players to build muscle memory and streamline the process of learning how each melee weapon feels and performs without running into too much variability as you ascend the difficulty levels. While many of the below balance changes involve some damage reductions, this is in conjunction with the functional 25% increase in Hard &amp; Nightmare damage. Casual and Classic’s combat has been a bit too forgiving, making it more difficult for players slowly gaining experience to transition to those higher difficulties. Now, it should be a steady progression upward in challenge!</i></p></blockquote><p class="bb_paragraph"></p><div class="bb_h2">Melee Weapons</div><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>Damage values shown as X/Y/Z are Quick, Strong, and Charged attacks respectively. When looking at these changes, keep in mind that normal Zombies have 100 health, while Shamblers have 70 &amp; Primes have 130. In general, these adjustments make weapons more responsive &amp; emphasize their tiers of strength (i.e. Tier 1 are weaker than prior, Tier 2 roughly the same, and Tier 3 stronger) while also achieving our goals from the Melee Combat Dev Blog for Slashing &amp; Blunt weapons.</i></p></blockquote><p class="bb_paragraph"></p><div class="bb_h3">One-Handed Blunt</div><ul class="bb_ul"><li><p class="bb_paragraph">Tier 1</p><ul class="bb_ul"><li><p class="bb_paragraph">Pipe (Small)</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 10%</p></li><li><p class="bb_paragraph">Reduced base damage from 18/20/30 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 10/10/15</p></li><li><p class="bb_paragraph">Reduced headshot damage from 30/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/25/30</p></li><li><p class="bb_paragraph">Adjusted stability damage from 20/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/50/50</p></li></ul></li><li><p class="bb_paragraph">Wrench (Small)</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 20%</p></li><li><p class="bb_paragraph">Increase charged swing speed by 25%</p></li><li><p class="bb_paragraph">Reduced range from 170 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 160</p></li><li><p class="bb_paragraph">Reduced base damage from 18/20/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 10/10/15</p></li><li><p class="bb_paragraph">Reduced headshot damage from 30/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/25/30</p></li><li><p class="bb_paragraph">Adjusted stability damage from 20/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/45/45</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 2</p><ul class="bb_ul"><li><p class="bb_paragraph">Tire Iron</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick &amp; charged melee swing speed by 10%</p></li><li><p class="bb_paragraph">Reduced range from 180 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 175</p></li><li><p class="bb_paragraph">Reduced base damage from 18/20/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 13/15/20</p></li><li><p class="bb_paragraph">Reduced headshot damage from 30/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/30/35</p></li><li><p class="bb_paragraph">Adjusted stability damage from 20/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/45/45</p></li></ul></li><li><p class="bb_paragraph">Mallet</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 10%</p></li><li><p class="bb_paragraph">Increased quick melee swing speed by 20%</p></li><li><p class="bb_paragraph">Reduced range from 170 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 160</p></li><li><p class="bb_paragraph">Reduced base damage from 18/20/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 13/15/20</p></li><li><p class="bb_paragraph">Reduced headshot damage from 30/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/30/35</p></li><li><p class="bb_paragraph">Adjusted stability damage from 20/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/50/50</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 3</p><ul class="bb_ul"><li><p class="bb_paragraph">Claw Hammer</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick &amp; charged melee swing speed by 20%</p></li><li><p class="bb_paragraph">Reduced base damage from 20/25/40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 15/20/25</p></li><li><p class="bb_paragraph">Reduced headshot damage from 40/50/80 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/35/45</p></li><li><p class="bb_paragraph">Increased stability damage from 20/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 40/55/60</p></li></ul></li><li><p class="bb_paragraph">Crowbar</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 10%</p></li><li><p class="bb_paragraph">Reduced range from 190 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 185</p></li><li><p class="bb_paragraph">Reduced base damage from 20/25/40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 15/20/25</p></li><li><p class="bb_paragraph">Reduced headshot damage from 40/50/80 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/35/45</p></li><li><p class="bb_paragraph">Increased stability damage from 20/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 40/60/60</p></li></ul></li></ul></li></ul><div class="bb_h3">Two-Handed Blunt</div><ul class="bb_ul"><li><p class="bb_paragraph">Tier 1</p><ul class="bb_ul"><li><p class="bb_paragraph">Rebar</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 5%</p></li><li><p class="bb_paragraph">Increased charged melee swing speed by 15%.</p></li><li><p class="bb_paragraph">Reduced range from 220 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 210</p></li><li><p class="bb_paragraph">Reduced base damage from 20/25/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/20/30</p></li><li><p class="bb_paragraph">Reduced headshot damage from 30/40/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/30/40</p></li><li><p class="bb_paragraph">Adjusted stability damage from 20/60/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/45/55</p></li></ul></li><li><p class="bb_paragraph">Pipe (Large)</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased range from 220 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 225</p></li><li><p class="bb_paragraph">Reduced base damage from 30/45/50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/20/30</p></li><li><p class="bb_paragraph">Reduced headshot damage from 50/70/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/30/40</p></li><li><p class="bb_paragraph">Reduced stability damage from 40/60/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/45/55</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 2</p><ul class="bb_ul"><li><p class="bb_paragraph">Hockey Stick</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick &amp; charged melee swing speed by 10%</p></li><li><p class="bb_paragraph">Increased range from 240 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 255</p></li><li><p class="bb_paragraph">Reduced base damage from 20/30/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/20/30</p></li><li><p class="bb_paragraph">Reduced headshot damage from 34/50/80 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/30/35</p></li><li><p class="bb_paragraph">Reduced stability damage from 40/60/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/40/65</p></li></ul></li><li><p class="bb_paragraph">Wrench (Large)</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased range from 220 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 230</p></li><li><p class="bb_paragraph">Adjusted base damage from 20/30/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/25/40</p></li><li><p class="bb_paragraph">Reduced headshot damage from 34/50/80 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/40/60</p></li><li><p class="bb_paragraph">Adjusted stability damage from 40/60/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 45/55/65</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 3</p><ul class="bb_ul"><li><p class="bb_paragraph">Baseball Bat</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick &amp; charged melee swing speed by 20%</p></li><li><p class="bb_paragraph">Increased base damage from 20/30/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/35/45</p></li><li><p class="bb_paragraph">Increased headshot damage from 34/50/80 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 45/50/80</p></li><li><p class="bb_paragraph">Increased stability damage from 40/60/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 65/75/100</p></li></ul></li><li><p class="bb_paragraph">Sledgehammer</p><ul class="bb_ul"><li><p class="bb_paragraph">Decreased quick melee swing speed by 20%</p></li><li><p class="bb_paragraph">Decreased charged melee swing speed by 15%</p></li><li><p class="bb_paragraph">Increased range from 220 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 230</p></li><li><p class="bb_paragraph">Decreased base damage from 30/45/50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/35/50</p></li><li><p class="bb_paragraph">Decreased headshot damage from 50/70/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 50/65/100</p></li><li><p class="bb_paragraph">Increased stability damage from 40/60/100 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 65/75/100</p></li></ul></li></ul></li></ul><div class="bb_h3">One-Handed Slashing</div><ul class="bb_ul"><li><p class="bb_paragraph">Tier 1</p><ul class="bb_ul"><li><p class="bb_paragraph">Kitchen Knife</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick &amp; charged melee swing speed by 20%</p></li><li><p class="bb_paragraph">Reduced range from 180 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 160</p></li><li><p class="bb_paragraph">Reduced base damage from 20/25/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 15/18/25</p></li><li><p class="bb_paragraph">Increased headshot damage from 20/30/40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 25/38/40</p></li><li><p class="bb_paragraph">Reduced stability damage from 20/20/30 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 2</p><ul class="bb_ul"><li><p class="bb_paragraph">Cleaver</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 10%</p></li><li><p class="bb_paragraph">Reduced range from 180 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 165</p></li><li><p class="bb_paragraph">Reduced base damage from 20/25/35 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 13/18/25</p></li><li><p class="bb_paragraph">Increased headshot damage from 20/30/40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 28/38/45</p></li><li><p class="bb_paragraph">Reduced stability damage from 20/30/50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li><li><p class="bb_paragraph">Increased limb damage from 20/30/30 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/30/40</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 3</p><ul class="bb_ul"><li><p class="bb_paragraph">Machete</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased quick melee swing speed by 15%</p></li><li><p class="bb_paragraph">Reduced base damage from 20/25/40 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 17/22/26</p></li><li><p class="bb_paragraph">Reduced headshot damage from 40/50/55 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/45/55</p></li><li><p class="bb_paragraph">Reduced stability damage from 20/30/50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li><li><p class="bb_paragraph">Increased limb damage from 20/30/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 40/40/60</p></li></ul></li><li><p class="bb_paragraph">Hatchet</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased charged melee swing speed by 15%</p></li><li><p class="bb_paragraph">Reduced range from 180 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 175</p></li><li><p class="bb_paragraph">Increased base damage from 10/12/20 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 17/22/26</p></li><li><p class="bb_paragraph">Increased headshot damage from 30/35/50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/45/55</p></li><li><p class="bb_paragraph">Reduced stability damage from 20/30/50 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li></ul></li><li><p class="bb_paragraph">Increased limb damage from 20/30/30 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 40/60/60</p></li></ul></li></ul><div class="bb_h3">Two-Handed Slashing</div><ul class="bb_ul"><li><p class="bb_paragraph">Tier 1</p><ul class="bb_ul"><li><p class="bb_paragraph">Shovel</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased range from 230 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 235</p></li><li><p class="bb_paragraph">Reduced base damage from 30/35/45 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 13/18/25</p></li><li><p class="bb_paragraph">Increased headshot damage from 25/34/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 34/38/50</p></li><li><p class="bb_paragraph">Reduced stability damage from 20/20/31 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li><li><p class="bb_paragraph">Reduced limb damage from 30/30/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/30/40</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 2</p><ul class="bb_ul"><li><p class="bb_paragraph">Tree Trimmer</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased charged melee swing speed by 10%.</p></li><li><p class="bb_paragraph">Reduced base damage from 30/35/45 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 20/25/35</p></li><li><p class="bb_paragraph">Increased headshot damage from 25/34/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/35/45</p></li><li><p class="bb_paragraph">Reduced stability damage from 30/30/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li><li><p class="bb_paragraph">Increased limb damage from 30/30/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 30/40/60</p></li></ul></li></ul></li><li><p class="bb_paragraph">Tier 3</p><ul class="bb_ul"><li><p class="bb_paragraph">Fire Axe</p><ul class="bb_ul"><li><p class="bb_paragraph">Increased base damage from 30/35/45 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 35/50/65</p></li><li><p class="bb_paragraph">Increased headshot damage from 35/40/75 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 60/80/100</p></li><li><p class="bb_paragraph">Reduced stability damage from 30/30/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 0/0/20</p></li><li><p class="bb_paragraph">Increased limb damage from 30/60/60 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 60/80/80</p></li></ul></li></ul></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Zombies</div><div class="bb_h3">All</div><ul class="bb_ul"><li><p class="bb_paragraph">When a limb is severed, zombies now react by being interrupted.</p></li></ul><div class="bb_h3">Crawlers</div><ul class="bb_ul"><li><p class="bb_paragraph">Increased stationary attack range from 85 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 150</p><ul class="bb_ul"><li><p class="bb_paragraph">Moving attack increased to 155 to allow better distance closing.</p></li></ul></li><li><p class="bb_paragraph">Increased crawl speed from 65 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️">90</p></li><li><p class="bb_paragraph">Increased turning rate from 45 <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/27a1.png" class="ipsEmoji" alt="➡️"> 90</p></li></ul><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>Crawlers have been providing a bit too much safety compared to the ease of creating them, so we’ve amped up their movement and range to allow them to threaten players a bit more. Our goal here is to make them still worthwhile as a strategy but with much more risk associated with them and force faster follow-ups. </i></p></blockquote><p class="bb_paragraph"></p><div class="bb_h1">Bug Fixes</div><div class="bb_h3">Combat</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed one issue where queueing attacks after a heavy attack would fail and drop inputs.</p></li><li><p class="bb_paragraph">Responders should be able to transition from attacking to sprinting and back with smaller delays.</p></li><li><p class="bb_paragraph">Fixed an issue where stamina would not regenerate properly after being downed.</p></li><li><p class="bb_paragraph">Fixed some cases where players could get stuck in stamina starved state and not combo attacks</p></li><li><p class="bb_paragraph">Tuned various weapon timings.</p></li></ul><div class="bb_h3">Animation</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where zombie hit reaction would play inconsistently based on the movement of the responder.</p></li><li><p class="bb_paragraph">Fixed an issue where melee attack animations would appear lower on the screen than intended.</p></li><li><p class="bb_paragraph">Fixed an issue where certain guns would appear lower on the screen than intended while aiming down sights</p></li><li><p class="bb_paragraph">Updated draw and holster animations for many weapons.</p></li><li><p class="bb_paragraph">Fixed the radio draw and holster animations.</p></li></ul><div class="bb_h3">Client/Server</div><ul class="bb_ul"><li><p class="bb_paragraph">Applied more fixes to prevent an issue where squads would disband as soon as they form.</p></li><li><p class="bb_paragraph">Fixed an issue where players would disconnect from a match when a party member reconnected</p></li></ul><div class="bb_h3">Gameplay</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where carriable items such as the air filter in Hospital could be duplicated.</p></li><li><p class="bb_paragraph">Fixed an issue where the camera would be stuck inside the player's body briefly when joining a match for the first time after compiling shaders.</p></li><li><p class="bb_paragraph">Improved hit registration on breakable objectives, such as outside the Power Plant Bar.</p></li></ul><div class="bb_h3">Zombies</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where Crawlers could be stuck A-posing.</p></li><li><p class="bb_paragraph">Fixed an issue where zombie’s limbs would not always properly disappear after being cut off</p></li><li><p class="bb_paragraph">Fixed an issue where zombies could get stuck in the windows of Pottsville’s Community Center</p></li></ul><p class="bb_paragraph">No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, on<a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow">http://discord.gg/nmrih</a><a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow"><u>Discord</u></a>, or at <a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fnmrih2.com%2Fsupport" target="_blank" rel="external nofollow">https://nmrih2.com/support</a>!</p><p class="bb_paragraph">Stay safe out there,</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/535501649492314293" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">72490</guid><pubDate>Tue, 24 Feb 2026 15:06:53 +0000</pubDate></item><item><title><![CDATA[Melee Combat - From Inspiration to Iteration & Intent]]></title><link>https://gamelife.ro/forum/topic/72285-melee-combat-from-inspiration-to-iteration-intent/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_02/rssImage-c3de6471351b8967ced8ec2e32c118ad.png.79ac9423cc000051ebfd575f82998d37.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="16217" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_02/rssImage-c3de6471351b8967ced8ec2e32c118ad.png.79ac9423cc000051ebfd575f82998d37.png" data-ratio="1" width="monthly_2026_02/rssImage-c3de6471351b8967ced8ec2e32c118ad.png.79ac9423cc000051ebfd575f82998d37.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-c3de6471351b8967ced8ec2e32c118ad.png"></a></p><p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">It’s been two weeks since Genesis launched, and we’ve taken that time to dig deep into some of the feedback we got around the melee combat changes. We appreciate all the responses we received and wanted to take this opportunity to communicate our process, both in development and addressing feedback. </p><p class="bb_paragraph"></p><p class="bb_paragraph">We are still in Early Access, and we expect updates to be rougher in nature as we develop alongside the community, with the goal of building foundations to iterate upon. In the update notes for Genesis, we call out that the melee system rework is a standardization pass prior to additional work as well as knowing there would be animation issues. However, we could’ve been clearer about the intent of this new system and clearer in our future goals.</p><p class="bb_paragraph"></p><p class="bb_paragraph">With that in mind, we’ve worked to bring the rest of our melee changes sooner than originally planned with a hotfix containing a balance update Tuesday, February 24th. These changes weren’t originally ideated well enough to be in Genesis, but through community feedback our designers were inspired and confident in that vision to craft these adjustments. Balance updates are something the team would like to do post-1.0, but in this special case we’re doing one in Early Access to gather data and get our intended vision out sooner. To make this happen, the team rallied around accelerating their plans, and we want to give special thanks to our Community Testers who assisted us in iterating faster with feedback.</p><p class="bb_paragraph"></p><p class="bb_paragraph">Here are the main topics we heard that we are looking to address through this update:</p><ol><li><p class="bb_paragraph">Melee combat, and specifically one-handed weapons, feels slow and ineffective now.</p></li><li><p class="bb_paragraph">Melee weapons overall lack a distinct feel and purpose from each other, especially those of the same rating.</p></li><li><p class="bb_paragraph">The combo system sometimes is restrictive or has unintuitive moments that inhibit smooth gameplay.</p></li></ol><p class="bb_paragraph">We’ll be making pretty substantial changes to the weapon archetypes, individual weapons ratings and statistics, as well as the systems that interact with melee so we’ll be taking players from the most macro lens downward to understand the intent. Let’s dive right in!</p><p class="bb_paragraph"></p><div class="bb_h2">Diversifying Slashing &amp; Blunt</div><p class="bb_paragraph">Currently in NMRIH 2, there is little difference between Blunt and Slashing weapons when it comes to the situations players want to utilize them in. Our goal moving forward is to offer a clear choice when picking up either type that allows for playstyle expression through unique strengths. For Blunt weapons, this already exists through their aptitude at stability damage, which we plan to fully lean these weapons into through enhancing their ability to control a crowd while slightly lowering their base damage. Blunt weapons now will be the choice for those who want a safer damage option that knocks zombies around and opens up opportunities to exploit a downed state.</p><p class="bb_paragraph"></p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"BG-S9HyIgmI' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%22BG-S9HyIgmI?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><p class="bb_paragraph"></p><p class="bb_paragraph">Slashing weapons, by comparison, will be trading away their stability damage (outside Heavy attacks) for enhanced base damage and limb severing potential. Zombies who lose limbs will also be interrupted, giving this identity a focus around quick dismemberment and brutal follow-ups to vulnerable foes. (and for those concerned about a certain leg-focused strategy, legs will be a bit more durable and Crawlers more lethal as a part of this balance update!)</p><p class="bb_paragraph"></p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"0QhpFe3IRes' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%220QhpFe3IRes?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><p class="bb_paragraph"></p><p class="bb_paragraph">The expectation for this archetype refinement is to create moments of deliberation for players when a certain type of zombie approaches, to search for the right weapon for each moment to maximize their potential. This may manifest as sticking with a buddy who has a weapon that compliments yours in group fights, or potentially carrying a suite of options on your responder to be ready for any threat.</p><p class="bb_paragraph"></p><div class="bb_h2">Individual Weapon Feel &amp; Responsiveness</div><p class="bb_paragraph">For individual weapons, we’ve made focused statistical changes to all of them, both in conjunction with our goals listed above as well as defining personalities for each. The Small Knife, as a starting weapon, offers very fast swing speeds with slightly better base damage than even a Tier 2 One-Handed Blunt, but is very dangerous to use as it’s not as fast at severing limbs as Slashing upgrades. </p><p class="bb_paragraph"></p><p class="bb_paragraph">When you get up to the two Tier 3 Slashing One-Handed, the Hatchet and Machete are clear upgrades statistically to any weapons below them but also differ in feel and purpose. The Hatchet is faster at heavy swings, maximizing damage per swing to dismember limbs while the Machete excels at quick swings that hack limbs with more combo-oriented gameplay.</p><p class="bb_paragraph"></p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"3lNMFkKhH7s' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%223lNMFkKhH7s?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><p class="bb_paragraph"></p><p class="bb_paragraph">This is just one example of the type of identities these weapons now have, allowing for deeper connection with each as players discover which feels best for their playstyle and builds. Speaking of which, we’ve removed the changes in weapon damage across difficulties, with the intent of allowing muscle memory to stay consistent and letting the more novel modifiers add complexity to Nightmare runs. All these adjustments, alongside various fixes to issues like combo input queueing, come together to make this iteration of melee combat our most robust.</p><p class="bb_paragraph"></p><div class="bb_h2">Refining Tiers &amp; Emphasizing Looted Weapons</div><p class="bb_paragraph">Tiers have not been quite as important between similar weapons or across options as they should be, so when we look a level deeper at the weapons within these archetypes, changes were made to refine the experience of upgrading mid-run. Overall, weapons that share a handling &amp; type (e.g. Two-Handed Blunts) will now have obvious increases in effectiveness as you trade upwards while still offering differentiation in their own rating band. </p><p class="bb_paragraph"></p><p class="bb_paragraph">As an example, both the Baseball Bat and Sledgehammer will offer best-in-archetype stability damage but differ in base damage, reach, and swing speed. (being the fastest and slowest swinging Two-Handed options respectively). This not only helps each time you find a higher-tier option feel meaningful, but also encourages upgrading across archetypes when you stumble upon a new choice. In conjunction with the changes to Blunt &amp; Slashing, this makes ground looting more relevant even for Responders who enter with strong base gear as they will want to find more tools to answer all combat styles.</p><p class="bb_paragraph"></p><div class="bb_h2">Re:Genesis</div><p class="bb_paragraph">This process, from the level of iteration that has occurred to the testing required to make sure these changes land well, is part of why Genesis was delivered with only the foundations of this plan as opposed to the whole vision at once. As we look towards the future, we have other areas that we know need this level of work and care into envisioning them at their best for 1.0 and onward. We hope these insights help convey the team’s vision when it comes to large-scale changes and our development process, especially while still in Early Access.</p><p class="bb_paragraph"></p><p class="bb_paragraph">As always, stay safe out there!</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/563648694026502491" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">72285</guid><pubDate>Thu, 19 Feb 2026 19:55:53 +0000</pubDate></item><item><title>Genesis Update (0.8.0) is out now!</title><link>https://gamelife.ro/forum/topic/71502-genesis-update-080-is-out-now/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_02/rssImage-021d6c365085dbe16ec9595ca18c63d4.png.81265fddb75a7418e71176dff3033b28.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="15927" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_02/rssImage-021d6c365085dbe16ec9595ca18c63d4.png.81265fddb75a7418e71176dff3033b28.png" data-ratio="1" width="monthly_2026_02/rssImage-021d6c365085dbe16ec9595ca18c63d4.png.81265fddb75a7418e71176dff3033b28.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-021d6c365085dbe16ec9595ca18c63d4.png"></a></p><p class="bb_paragraph">Hello Responders!</p><p class="bb_paragraph">Our first update of 2026, Genesis (0.8.0), is focused on improving gameplay, from the flow of combat within a match to how players progress their Responders. Whether it’s as fundamental as our improvements to Melee combat or our adjustments to Responder perks, Genesis aims to freshen up the No More Room in Hell 2 experience!</p><p class="bb_paragraph">As we mentioned in our <a class="bb_link" href="https://store.steampowered.com/news/app/292000/view/111034315811327580" target="_blank" rel="external nofollow">Welcome to 2026</a> post, most of our major new content will be released as part of our 1.0 launch! However, that doesn’t mean Genesis comes lacking as the iconic Molotov Cocktail joins our expanding arsenal &amp; Responders can now be customized to allow players to connect with them further before they meet an inevitable fate.</p><p class="bb_paragraph">For a full rundown of everything that is LIVE in-game today, here are the patch notes:</p><div class="bb_h1">New Features</div><p class="bb_paragraph"></p><div class="bb_h2">Molotov Cocktail</div><p class="bb_paragraph">A classic tool in any zombie slayer’s arsenal, the Molotov Cocktail offers one of the best options to cut a horde off at open entryways or protect a wider area long enough to form a quick plan. Responders are able to navigate the flames without taking damage, allowing it to also aid in a rescue! Find them across all maps, as well as for use in Responder loadouts starting at Account Level 16.</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="6e396700b65a76425333c7f0a7ce4a494323e212" data-src="https://clan.fastly.steamstatic.com/images/39540272/6e396700b65a76425333c7f0a7ce4a494323e212.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"></p><div class="bb_h2">Prime Runners</div><p class="bb_paragraph">Those flames won’t hold everything back though, as Runner can now spawn as Primes, gaining increased health and dealing more damage as they rush down whomever they target!</p><p class="bb_paragraph"></p><div class="bb_h2">Responder Customization</div><p class="bb_paragraph">Curate the exact look of each of your Responders anytime with the ability to adjust the character’s preset head, skin tone, hair style, hair color, eye color, and voice!</p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"YkHlsrIUviw' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%22YkHlsrIUviw?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><p class="bb_paragraph"></p><div class="bb_h1">Balance Changes</div><p class="bb_paragraph"></p><div class="bb_h2">Hospital Morgue Changes</div><p class="bb_paragraph">We've heard feedback around the positives as well as issues with Hospital, so we're planning for a series of updates and adjustments starting with Genesis. This pass, we've improved the final holdout in the Morgue with the addition of Bioscanners and more zombies pressuring the objective, adding some much needed action and difficulty near the end of runs.</p><p class="bb_paragraph"></p><div class="bb_h2">Melee Combat</div><p class="bb_paragraph">Melee is at the core of No More Room in Hell 2’s combat, whether that be when fighting to protect yourself or working together to push through objectives. Based on past feedback, we knew we needed to make close quarters fights feel more impactful and worthwhile, while also encouraging players to more often consider to cut or run. While small on paper, these improvements are quite noticeable compared to how melee felt prior!</p><ul class="bb_ul"><li><p class="bb_paragraph">Adjusted weapon reach per weapon to better convey and ensure attack hit registration.</p></li><li><p class="bb_paragraph">Tuned blunt &amp; sharp melee animations to help differentiate between attack types.</p></li><li><p class="bb_paragraph">Windup times have been standardized to 0.67s from varying values across weapons</p></li><li><p class="bb_paragraph">Removed slowdown of attacks while stamina starved</p></li><li><p class="bb_paragraph">Attacks no longer combo while stamina starved</p></li><li><p class="bb_paragraph">Release times have been standardized to be 1 second from varying values</p></li></ul><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>Developer Note: This is a standardization pass for melee weapons before improving weapon uniqueness per weapon in a future update.</i></p></blockquote><ul class="bb_ul"><li><p class="bb_paragraph">Reintroduced camera shake on melee swings.</p><ul class="bb_ul"><li><p class="bb_paragraph">Defaulted to 50%, can be adjusted in Settings under Gameplay as “Melee Camera Strength”</p></li></ul></li><li><p class="bb_paragraph">Initial Target hit will not incur any Damage reductions, Secondary hit will reduce all damage output by a percentage based on weapon type. All subsequent hits will incur a further reduction of damage based on weapon type, but will not be reduced any further for hits beyond the third.</p></li><li><p class="bb_paragraph">Blunt weapons will primarily reduce damage each hit</p></li><li><p class="bb_paragraph">Bladed weapons will primarily reduce stability damage each hit</p></li></ul><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>Developer Note: This change was introduced to reduce player effectiveness at killing large crowds of zombies on their own without much resistance. Player engagements with one to two zombies should remain unchanged. Groups three or larger should pose a larger danger to a single player.</i></p></blockquote><p class="bb_paragraph"></p><div class="bb_h2">Perk Pass #2</div><p class="bb_paragraph">As we shared in the <a class="bb_link" href="https://store.steampowered.com/news/app/292000/view/490458043038827024" target="_blank" rel="external nofollow">0.7.1 notes</a>, perks overall were providing a bit too strong of a benefit and discouraging players from engaging with aspects of the game. This pass is meant to compliment the larger changes we are making to combat and progression this update to still allow high-level Responders to feel powerful while also ensuring that all gameplay mechanics remain relevant even for fully-kitted characters.</p><p class="bb_paragraph"><img alt="133ca6c76ed4271d1b6049750075f7ff4f93926c" data-src="https://clan.fastly.steamstatic.com/images/39540272/133ca6c76ed4271d1b6049750075f7ff4f93926c.jpg" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">We’ll continue to read all the feedback players have provided as well as look forward to hearing how these feel in conjunction with the sandbox changes to inform our future adjustments to perks!</p><p class="bb_paragraph"></p><div class="bb_h2">Responder Progression</div><p class="bb_paragraph">With the above Perk changes lowering their power, we’re updating Responder progression to allow even more investment into them for a character’s build as well as importance to preserving their lives. Responder levels are now uncapped with two new perk slots added at levels 75 &amp; 100 to bring the total amount of perks a Responder can have to 10.</p><p class="bb_paragraph"><img alt="b3649a62e4f9cdff269c2c14843217781726bb5a" data-src="https://clan.fastly.steamstatic.com/images/39540272/b3649a62e4f9cdff269c2c14843217781726bb5a.jpg" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Responder levels should now feel a bit more meaningful especially as they rise to meet the challenges of Hard &amp; Nightmare difficulty, with the right balance of power being brought in while still having tension throughout a match until extraction.</p><p class="bb_paragraph"></p><div class="bb_h2">General Balance</div><ul class="bb_ul"><li><p class="bb_paragraph">Player walk/sprint speed reduced by 15%.</p></li><li><p class="bb_paragraph">Walker speed reduced by 20%</p></li><li><p class="bb_paragraph">Runner speed reduced by 10%</p></li></ul><blockquote class="bb_blockquote"><p class="bb_paragraph"><i>Developer Note: These changes are meant to allow for more deliberate pacing, reducing twitchy gameplay, and put a bigger focus on proactive, strategic decisions.</i></p></blockquote><ul class="bb_ul"><li><p class="bb_paragraph">Zombies will be stunned for slightly longer when interrupted during an attack.</p></li><li><p class="bb_paragraph">Adjusted the Hospital morgue to include more loot in place of bodies.</p></li><li><p class="bb_paragraph">Made it possible to sprint while holding C4.</p></li><li><p class="bb_paragraph">Improved transition times on weapon actions to sprint state</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Audio</div><ul class="bb_ul"><li><p class="bb_paragraph">More classic unused music from ThoughT has been added at some lower intensity levels to expand on the melancholic hopeless atmosphere</p></li></ul><p class="bb_paragraph"></p><div class="bb_h1">Bug Fixes</div><p class="bb_paragraph"></p><div class="bb_h2">Animation</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where zombies use an improper walking animation when running.</p></li><li><p class="bb_paragraph">Fixed an issue where Prime zombies could look like normal Walkers.</p></li><li><p class="bb_paragraph">Improved some animations with the Gruber 922.</p></li><li><p class="bb_paragraph">Improved some animations with the DB12 when shooting during reload.</p></li><li><p class="bb_paragraph">Fixed an animation with the M9A3 where the flashlight would disappear.</p></li><li><p class="bb_paragraph">Responders should no longer stay in the carrying animation after dropping an air filter.</p></li><li><p class="bb_paragraph">Overall polish on zombie walk animations.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Audio</div><ul class="bb_ul"><li><p class="bb_paragraph">Adjustments and fixes to cases where zombies could sound too quiet and sneak up on players, contributing to the feeling of zombies spawning right behind you.</p></li><li><p class="bb_paragraph">Fixed an issue where responders could lose the ability to use VO after using their tagline.</p></li><li><p class="bb_paragraph">Reduced reverb intensity in some locations</p></li><li><p class="bb_paragraph">Improved runner alert sound to be more consistent at distances</p></li><li><p class="bb_paragraph">Fixed an issue where responder VO would not match.</p></li><li><p class="bb_paragraph">Adjust the volume on some ammo check callouts with certain responder VOs.</p></li><li><p class="bb_paragraph">Added more infection hallucination audio.</p></li><li><p class="bb_paragraph">Adjusted glass shattering sound effects.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Combat</div><ul class="bb_ul"><li><p class="bb_paragraph">Various fixes due to the broad reworks to the melee combat system including animation and queueing issues. Please let us know if you encounter any problems, and we will continue to address them!</p></li><li><p class="bb_paragraph">Made it easier to queue a shove after a kick input with some weapons.</p></li><li><p class="bb_paragraph">Holding the Unload input should properly allow you to unload a firearm on the ground while holding another firearm.</p></li><li><p class="bb_paragraph">Army Runners take damage from attacks to their arms, and now take reduced damage on the waist and torso, as intended due to their body armour.</p></li><li><p class="bb_paragraph">Attacks should no longer be delayed after opening doors.</p></li><li><p class="bb_paragraph">Significantly reduced frequency of zombies using lunge attacks</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Environment</div><ul class="bb_ul"><li><p class="bb_paragraph">Textures for maps, signs, and screens with lots of details should load in much faster, preventing blurry textures.</p></li><li><p class="bb_paragraph">Blocked off an area where responders were getting stuck near the Fountain spawn point, and another nearby the Ranger Station, and another nearby the HQ building in Power Plant.</p></li><li><p class="bb_paragraph">Loot placed on sliding morgue drawers should move with them.</p></li><li><p class="bb_paragraph">Fixed an issue in Broadway where zombies could block sewer ladders unintentionally.</p></li><li><p class="bb_paragraph">Fixed lighting artifacts around the Cooling Tower in Power Plant.</p></li><li><p class="bb_paragraph">Fixed loot clipping in Hospital.</p></li><li><p class="bb_paragraph">Fixed some floating assets in Lewiston.</p></li><li><p class="bb_paragraph">Fixed some loot which could not be picked up in Hospital.</p></li><li><p class="bb_paragraph">Fixed some floating loot inside a house in Pottsville.</p></li><li><p class="bb_paragraph">Fixed floating foliage in Broadway.</p></li><li><p class="bb_paragraph">Fixed some floating loot near a spawn point in Power Plant.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Gameplay</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an issue where some random objectives in Lewiston would never be selected.</p></li><li><p class="bb_paragraph">More adjustments to spawning to avoid issues where zombies spawn too close to players.</p></li><li><p class="bb_paragraph">Fixed an issue where responders could not sprint after reconnecting to a match.</p></li><li><p class="bb_paragraph">Fixed spawners in Hospital so that more types of loot spawn.</p></li><li><p class="bb_paragraph">Fuel Puddles should ignite faster. Look out!</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">UI &amp; UX</div><ul class="bb_ul"><li><p class="bb_paragraph">Fixed an objective log entry which was showing the incorrect objective in Power Plant.</p></li><li><p class="bb_paragraph">Customization colour options should be consistent during mouse hover.</p></li><li><p class="bb_paragraph">Improved the appearance of glass materials while infection overlays appear on screen.</p></li><li><p class="bb_paragraph">Fixed an issue where players who reconnect into a private match consistently see the Group Up UI.</p></li><li><p class="bb_paragraph">Fixed a clipping issue with the skills on the pause screen in Nightmare Mode.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Server &amp; Client Stability</div><ul class="bb_ul"><li><p class="bb_paragraph">Applied tentative fixes to prevent further cases where players would be disconnected from servers with a ‘Lost Connection to Host’ warning. Please let us know if you continue to encounter this issue!</p></li><li><p class="bb_paragraph">Fixed some rare crashes.</p></li><li><p class="bb_paragraph">Applied more optimizations to character materials and gore, to improve performance overall.</p></li></ul><p class="bb_paragraph"></p><div class="bb_h2">Known Issues</div><ul class="bb_ul"><li><p class="bb_paragraph">It’s possible to lose the ability to attack with melee weapons, when picking up a fuse then dropping a melee weapon. We’re working on a fix.</p><ul class="bb_ul"><li><p class="bb_paragraph">If this occurs, a potential workaround is picking the weapon back up and equipping it to resolve the invalid state.</p></li></ul></li><li><p class="bb_paragraph">Accepting a squad invite more than once will have you join then leave the party in quick succession. Accepting only once works as expected.</p></li><li><p class="bb_paragraph">After our overhaul, we expect some animation quirks with the melee system. Please let us know about these as we iron out combat.</p></li></ul><p class="bb_paragraph">No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Help out by reporting bugs in-game, on <a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fdiscord.gg%2Fnmrih" target="_blank" rel="external nofollow">Discord</a>, or at <a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fnmrih2.com%2Fsupport" target="_blank" rel="external nofollow">https://nmrih2.com/support</a>!</p><p class="bb_paragraph">Stay safe out there,</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p><a href="https://store.steampowered.com/news/app/292000/view/505100449559348727" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">71502</guid><pubDate>Tue, 03 Feb 2026 14:58:51 +0000</pubDate></item><item><title>Welcome to 2026 - Survival Game Mode, Solo Training Mode, and MORE!</title><link>https://gamelife.ro/forum/topic/70322-welcome-to-2026-survival-game-mode-solo-training-mode-and-more/</link><description><![CDATA[
<p><a href="https://gamelife.ro/forum/uploads/monthly_2026_01/rssImage-9cbfd04434ba2a7d30971d07d4c3a192.png.bc20283ee063566a380a94043b1875d1.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="15657" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png" data-src="https://gamelife.ro/forum/uploads/monthly_2026_01/rssImage-9cbfd04434ba2a7d30971d07d4c3a192.png.bc20283ee063566a380a94043b1875d1.png" data-ratio="1" width="monthly_2026_01/rssImage-9cbfd04434ba2a7d30971d07d4c3a192.png.bc20283ee063566a380a94043b1875d1.png" class="ipsImage ipsImage_thumbnailed" alt="rssImage-9cbfd04434ba2a7d30971d07d4c3a192.png"></a></p><p class="bb_paragraph">Welcome to the year of 1.0 Responders!</p><p class="bb_paragraph"></p><p class="bb_paragraph">We’re so excited for 2026, and all that the year will bring to No More Room in Hell 2. 1.0 is still on track to launch in the first half of the year (more on 1.0 below) but we’ll have a couple of Early Access updates leading up to 1.0 launch!</p><p class="bb_paragraph">Exact dates for these updates are still not set in stone. We spent all of 2025 working to get monthly Early Access updates to players, and we’re really proud of what we accomplished! However with hindsight, that push did come at the cost of optimization, and at times the quality of the content that made it into the live game.</p><p class="bb_paragraph">This newspost is hefty, as we’re looking to cover multiple topics! So go make yourself a coffee, grab one of those sweet treats you snagged over the holiday, then lock in for a lot of No More Room in Hell 2 Early Access and 1.0 information!</p><p class="bb_paragraph"></p><p class="bb_paragraph"></p><div class="bb_h2">1.0 Launch</div><p class="bb_paragraph"></p><p class="bb_paragraph">All of our hard work, the countless hours that you’ve played, and the feedback that you’ve provided will culminate at our 1.0 launch. This update will be our official “feature complete” version of the game (We still plan on releasing post-launch/live content, more on that below!)</p><p class="bb_paragraph">We’re still not ready to share everything, but here are 2 big things coming with 1.0 -</p><p class="bb_paragraph"></p><p class="bb_paragraph"><b>Survival Game Mode:</b></p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="492e2d3ff285936548371db0845be479cbac75f8" data-src="https://clan.fastly.steamstatic.com/images/39540272/492e2d3ff285936548371db0845be479cbac75f8.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"><img alt="076fa9ad13da4631904b8111d28df0608a94ce20" data-src="https://clan.fastly.steamstatic.com/images/39540272/076fa9ad13da4631904b8111d28df0608a94ce20.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Survival will be our second game mode, and a brand new way to play No More Room in Hell 2. Survival plays like your favorite classic game modes from the late 2000’s. Responders will have to secure objectives then hold out against an onslaught of Zombies with increasing difficulty. Unlike our current game mode, Survival will push our players into fights!</p><p class="bb_paragraph">1.0 will ship with multiple Survival maps, which are quite more compact than existing objective maps.</p><p class="bb_paragraph"></p><p class="bb_paragraph"><b>Solo Training Mode:</b></p><p class="bb_paragraph"></p><p class="bb_paragraph">We’re excited to announce that the 1.0 version of No More Room in Hell 2 will feature solo play! Solo Training Mode will have its limitations, as you’ll be going into maps alone natively on your pc and not on servers. We also have to remove all progression (and character permadeath) from the solo training mode, as it can easily be turned into a farming tool that breaks the economy and progression of the larger game.</p><div class="bb_h2">Economy Reset and Progression Account Wipe</div><p class="bb_paragraph"></p><p class="bb_paragraph">In September, we announced that 1.0 would be coming with an account wipe, and that is still the case. 1.0 will completely change the way our economy and progression work, and a lot of the rewards that you’ve earned in Early Access will either be obsolete, overpowered, or even meaningless in the 1.0 system. We will however reward you for the hard work that you put into Early Access!</p><p class="bb_paragraph">Players will be rewarded for participating in Early Access, their account level, and their number of Nightmare tokens. These rewards will also feature 2 brand new customization items, logos and patterns that can be placed on most customization items!</p><p class="bb_paragraph">These items are only available to players who participated in Early Access, and will not be available to earn or purchase as of the launch of 1.0.</p><p class="bb_paragraph"><b>Early Access Participation </b></p><p class="bb_paragraph"></p><p class="bb_paragraph"><b>All Early Access Participants</b> will receive this very cheeky icon (wait until you see what it does in the dark!)</p><p class="bb_paragraph"><img alt="297180371f71a3ff5d49c8efe14a926da66253f1" data-src="https://clan.fastly.steamstatic.com/images/39540272/297180371f71a3ff5d49c8efe14a926da66253f1.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph"><b>Account Level</b></p><p class="bb_paragraph">Players who reach account <b>level 20</b> will receive a mask that reflects the battle they went through during Early Access</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="b9ca246fad934a21a75ba3956ca8fcb468c6241c" data-src="https://clan.fastly.steamstatic.com/images/39540272/b9ca246fad934a21a75ba3956ca8fcb468c6241c.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Players who reach account <b>level 50</b> will also receive matching gloves</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="d3204e16ca2b41aeab0610d22b88f0ed3e320af7" data-src="https://clan.fastly.steamstatic.com/images/39540272/d3204e16ca2b41aeab0610d22b88f0ed3e320af7.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Players will also receive a <b>logo that highlights the account level that they reached during Early Access</b>! We’ll have patches for <b>5, 10, 20, 30, 40, 50, 60, 70, 80, 90, and 100</b>, your rewarded patch will be the closest to your level, rounded down.</p><div class="bb_h2"></div>[carousel autoadvance="true"]<img alt="c51e4c2040a10d68fedc3f528b5be3bc3c516093" data-src="https://clan.fastly.steamstatic.com/images/39540272/c51e4c2040a10d68fedc3f528b5be3bc3c516093.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><img alt="c8770ef8144d5ed912aabedf526a6e397a4d6515" data-src="https://clan.fastly.steamstatic.com/images/39540272/c8770ef8144d5ed912aabedf526a6e397a4d6515.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><img alt="2aad533cf1d79b879233bc5195e4ea5665cc30c4" data-src="https://clan.fastly.steamstatic.com/images/39540272/2aad533cf1d79b879233bc5195e4ea5665cc30c4.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><img alt="8f73a286e4ec055c54b9b3d85338f288ab397737" data-src="https://clan.fastly.steamstatic.com/images/39540272/8f73a286e4ec055c54b9b3d85338f288ab397737.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png">[/carousel]<p class="bb_paragraph"></p><p class="bb_paragraph"><b>Nightmare Tokens</b></p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="d4eefff5a19557a81523419f5da299fa0d782aaa" data-src="https://clan.fastly.steamstatic.com/images/39540272/d4eefff5a19557a81523419f5da299fa0d782aaa.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Players who earn <b>10 Nightmare tokens</b> will receive this unique pattern.</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="f973c6136596ab934bbfdda9ac8d7feebf02ef6f" data-src="https://clan.fastly.steamstatic.com/images/39540272/f973c6136596ab934bbfdda9ac8d7feebf02ef6f.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Players who earn <b>100 Nightmare tokens</b> will also receive this pattern.</p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="0368281c6344a37c47ca30749dacb334031f12e9" data-src="https://clan.fastly.steamstatic.com/images/39540272/0368281c6344a37c47ca30749dacb334031f12e9.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Players will also receive a <b>logo that highlights the number of Nightmare tokens they earned during Early Access</b>! We’ll have patches for <b>1, 10, 25, 50, 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1500, and 2000,</b> your rewarded patch will be the closest to your level, rounded down.</p><p class="bb_paragraph"></p>[carousel autoadvance="true"]<img alt="29704494969d5be2476406750e7320e9ba183448" data-src="https://clan.fastly.steamstatic.com/images/39540272/29704494969d5be2476406750e7320e9ba183448.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><img alt="d23a1428027b4663a6aabf051859b4def9bf2c2f" data-src="https://clan.fastly.steamstatic.com/images/39540272/d23a1428027b4663a6aabf051859b4def9bf2c2f.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><img alt="d6192a44821fc5a8ea20a0d746e0583fbde60a28" data-src="https://clan.fastly.steamstatic.com/images/39540272/d6192a44821fc5a8ea20a0d746e0583fbde60a28.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><img alt="62f54fe8f7e1285aef4e231f1ff11c4b0d159fc5" data-src="https://clan.fastly.steamstatic.com/images/39540272/62f54fe8f7e1285aef4e231f1ff11c4b0d159fc5.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png">[/carousel]<p class="bb_paragraph"></p><p class="bb_paragraph">Remember that 1.0 is planned to launch during the first half of this year, so you still have a few months left to earn rewards!</p><p class="bb_paragraph"></p><p class="bb_paragraph"></p><div class="bb_h2">Early Access &amp; our upcoming Genesis patch (0.8.0)</div><p class="bb_paragraph"></p><p class="bb_paragraph">1.0 is very exciting, but we’re still a few months and a couple of really exciting patches away from that big moment. Updates preceding 1.0 won’t feature a ton of new content, and will instead prioritize optimizing the current state of No More Room in Hell 2’s gameplay and performance.</p><p class="bb_paragraph"></p><div class="bb_h3">Patch 0.8.0</div><p class="bb_paragraph">Our early February patch will consist of a lot of updates to current features, and a classic inferno-inducing explosive throwable that we are very excited about!</p><p class="bb_paragraph"></p><p class="bb_paragraph"><b>Melee Combat</b></p><p class="bb_paragraph"></p><p class="bb_paragraph">Genesis is going to bring a lot of changes to melee combat, which should have a big impact on the feel of close quarters combat in No More Room in Hell 2.</p><p class="bb_paragraph"></p><p class="bb_paragraph">Changes include:</p><ul class="bb_ul"><li><p class="bb_paragraph">Combat and movement are now slower for both zombies and Responders, bringing it closer to the feel of the original.</p></li><li><p class="bb_paragraph">Small changes to weapons reach, which should help hits feel like they register correctly more often.</p></li><li><p class="bb_paragraph">Slight animation changes to help differentiate between attack types.</p></li><li><p class="bb_paragraph">We’re reintroducing head shake, and giving players the option to enable it and control it’s strength via an in-menu slider.</p></li><li><p class="bb_paragraph">Slight balance refinement to stamina</p></li></ul><p class="bb_paragraph"></p><p class="bb_paragraph"><b>Perk Pass #2</b></p><p class="bb_paragraph"></p><p class="bb_paragraph">At the end of 2025 we took a pass at heavily nerfing some of our strongest perks, and now we’re back in 2026 with perk pass #2. These perks won’t be receiving nerfs to the extreme degree that perks in the first pass had, as those were the “baddest actors”, but each of them will be nerfed. This pass isn’t the finish line, but will act as a bridge between what came in 2025 and some more Perk changes coming at a later date.</p><p class="bb_paragraph"></p><p class="bb_paragraph">The Perks that are getting a pass with Genesis:</p><ul class="bb_ul"><li><p class="bb_paragraph">Limbo</p></li><li><p class="bb_paragraph">Quiet Steps</p></li><li><p class="bb_paragraph">Outdoor Champions</p></li><li><p class="bb_paragraph">One for One</p></li><li><p class="bb_paragraph">Longer Battery</p></li><li><p class="bb_paragraph">Vulture</p></li><li><p class="bb_paragraph">Grenadier</p></li><li><p class="bb_paragraph">Builder</p></li><li><p class="bb_paragraph">Hard Blow</p></li><li><p class="bb_paragraph">Teddy Bear</p></li><li><p class="bb_paragraph">Hitman</p></li><li><p class="bb_paragraph">Eagle Eye</p></li><li><p class="bb_paragraph">Penetrating Shot</p></li><li><p class="bb_paragraph">Steel Chamber</p></li><li><p class="bb_paragraph">Steady Hand</p></li><li><p class="bb_paragraph">Overkill</p></li><li><p class="bb_paragraph">Tight Shot</p></li><li><p class="bb_paragraph">Mohawk</p></li><li><p class="bb_paragraph">Steady Shot</p></li><li><p class="bb_paragraph">Hellfire</p></li><li><p class="bb_paragraph">Locked On</p></li><li><p class="bb_paragraph">Averaging</p><p class="bb_paragraph"></p></li></ul><p class="bb_paragraph"><b>Responder Progression Update</b></p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="2d436c38660b20a12a1b4d708648d551b8403125" data-src="https://clan.fastly.steamstatic.com/images/39540272/2d436c38660b20a12a1b4d708648d551b8403125.png" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">Currently Responders hit max level (50) fairly quickly, and earn 8 perks by that level. Hitting max level quite quickly makes the permadeath game loop feel a little shallow, as players have limited progression past that point. Genesis will uncap Responder levels, and offer players 2 additional perk slots at level 75 &amp; level 100.</p><p class="bb_paragraph"></p><p class="bb_paragraph">These changes work in tandem with our scaling down of the power level of perks, so that a level 100 character with 10 perks feels just right for Nightmare.</p><p class="bb_paragraph"></p><p class="bb_paragraph"><b>Avatar Customization</b></p><p class="bb_paragraph"></p><p class="bb_paragraph">In our preparation for 1.0, and this is a big one, Genesis will finally allow players to customize their characters!</p><p class="bb_paragraph"></p><div onclick="javascript:ReplaceWithYouTubeEmbed( this );" data-youtube='"YkHlsrIUviw' class="sharedFilePreviewYouTubeVideo"><img class="sharedFilePreviewYouTubeVideo" alt="youtube_16x9_placeholder.gif" data-src="https://steamcommunity.com/public/shared/images/responsive/youtube_16x9_placeholder.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"><iframe src="https://gamelife.ro/forum/applications/core/interface/index.html" allowfullscreen="1" frameborder="0" data-embed-src="https://www.youtube-nocookie.com/embed/%22YkHlsrIUviw?fs=1&amp;modestbranding=1&amp;rel=0"></iframe></div><p class="bb_paragraph"></p><p class="bb_paragraph">Customization will include:</p><ul class="bb_ul"><li><p class="bb_paragraph">Head</p></li><li><p class="bb_paragraph">Hair</p></li><li><p class="bb_paragraph">Eyes</p></li><li><p class="bb_paragraph">Skin Tone</p></li><li><p class="bb_paragraph">Voice</p></li></ul><p class="bb_paragraph"></p><p class="bb_paragraph"><b>Molotov Cocktail</b></p><p class="bb_paragraph"></p><p class="bb_paragraph">Genesis will also bring a new throwable explosive, the fan favorite Molotov Cocktail! </p><p class="bb_paragraph"></p><p class="bb_paragraph"><img alt="6e396700b65a76425333c7f0a7ce4a494323e212" data-src="https://clan.fastly.steamstatic.com/images/39540272/6e396700b65a76425333c7f0a7ce4a494323e212.gif" src="https://gamelife.ro/forum/applications/core/interface/js/spacer.png"></p><p class="bb_paragraph">This one works exactly as you expect: throw the bottle, and awash hordes of zombies in FLAMES!</p><p class="bb_paragraph">That is not all though, even more is coming with Genesis so stay tuned!</p><p class="bb_paragraph"></p><div class="bb_h2">Post Launch Content:</div><p class="bb_paragraph"></p><p class="bb_paragraph">We are way too early to reveal any post 1.0 launch content, but we’re already working on content for 1.1 and beyond!</p><p class="bb_paragraph"></p><p class="bb_paragraph">No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at <a class="bb_link" href="https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fnmrih2.com%2Fsupport" target="_blank" rel="external nofollow">https://nmrih2.com/support</a>.</p><p class="bb_paragraph"></p><p class="bb_paragraph">Stay safe out there,</p><p class="bb_paragraph">The NMRIH2 Dev Team</p><p class="bb_paragraph"></p><p><a href="https://store.steampowered.com/news/app/292000/view/111034315811327580" rel="external nofollow">View the full article</a></p>]]></description><guid isPermaLink="false">70322</guid><pubDate>Tue, 20 Jan 2026 18:30:57 +0000</pubDate></item></channel></rss>
