No More Room in Hell - Bubka3
A beta update is available for No More Room in Hell. The major update notes are below.
A more detailed changelog will be available during the general release.

The beta branch can be accessed in Steam via the Properties -> Betas tab.

You may report issues or provide feedback regarding the beta here:
https://steamcommunity.com/app/224260/discussions/11/

If no issues arise, we hope to release this update to all users in the coming weeks.

Major Changes
  • End of MacOS support: Due to lack of engine support we will be unable to ship Mac builds going forward. You can read more about that here. All Mac downloads will be pulled at general release.
  • Linux build has been patched with critical fixes. Please let us know how the native build runs now compared to running it via Steam Play (Proton).
  • Support for Discord Rich Presence: your game information (server name, map, player count) will now appear in Discord. Friends can press the Join button to join your server directly!
  • Overhauled fire-extinguisher: Press Attack2 (RMB) to equip hose, hold Attack1 (LMB) to fire
  • Numerous new options in difficulty scripts that were previously behind locked cvars
  • Workshop downloads on SRCDS will now complete
  • Overhauled character selection and Voting UIs
  • Many critical stability fixes, including the infamous server crash on map/round restart bug
  • Disabled SteamVR to resolve app crashing problem
  • Resolved many other issues reported to us via our GitHub tracker.
No More Room in Hell - |NMRiH Dev| Maxx

[Disclaimer: ALL CONTENT in video is Work in Progress and not only subject to change but has probably changed already]

HEY EVERYONE HAPPY HALLOWEEN!
So here's the deal we were so busy working and making major changes that we broke a bunch of stuff in the process, and then realized that Halloween was days away and we panicked and we put together this quick video for you.
PLEASE join us on discord (https://discord.gg/nmrih), give us your feedback, ask any questions you have, and we will do our best to listen and answer!

----
We know about the broken Ammocheck UI, we know about the broken crawler, we know about the broken camera at a few spots... We know all of these things, but we want to show you things regardless, because things are cool, and you're cool, and you appreciate cool things.


https://www.youtube.com/watch?v=I02fvkZ03Xs
No More Room in Hell - |NMRiH Dev| Maxx
Yeah, we know we're slow, but we are alive! Well, that's debatable, seeing as how we all just got SLAUGHTERED in our latest playtest after a team meeting. Enjoy some screenshots! There are some *BUGS* in these shots, such as floating guns, debug texts, clipping things, but you know that is expected, and it will all be fixed.

We haven't really spent much time on the art for the UI/HUD stuff, so it's all placeholder and temporary. That includes the tooltips on interactables, and the ammocheck UI.

Night of the Living Dead is almost wrapped up, it's getting to the point where the map is mostly done we just need to finish up zombie and item spawns, as well as all the interactables like doors, computers, safes, generators, all that kind of stuff. They're getting in slowly, but we're almost ready to switch over to Brooklyn Heights!














No More Room in Hell - |NMRiH Dev| Maxx
Our Dev Blog for April 2019 is up now, check it out here!

We apologize for the delay but we hope you like what you see, let us know your thoughts in the comments or leave a comment on the dev blog itself. We'll have more to show in the near future so stay tuned and thank you for your support!

No More Room in Hell - t1gerb4lm


As an addition to the Night of the Living Dead trailer preview shared in October, we're excited to share more of the map with you, the gas station. Our resident environmental maestro, nay0r, has kindly shared a few shots of the progress he's made.

Take a look.











Soon enough, we're excited to share even more with you in the coming months. Be sure to stay connected with us on Facebook, Twitter, Reddit, Discord, and our Website to get the latest news.

Let us know what you think in the comments below.
No More Room in Hell - t1gerb4lm


Click below to play the teaser now:
https://youtu.be/t29099m1oYc

They’re coming to get you, Barbara!

Night of the Living Dead is the classic film that started everything we know and love about zombies today. It was so important to us that we featured the iconic farmhouse in the first game, and we strived to pay homage to such a classic setting. It paid off as it quickly became a fan favorite. With No More Room in Hell 2, we leapt at the opportunity to leverage the additional power of Unreal 4 to deliver even more of the memorable locations and atmosphere of the film in a more expansive environment that is over ten times the size of the maps in the original game.

The Night of the Living Dead map is a vast open trough valley in Western Pennsylvania, spanning a farm, a cemetery, a lumberyard, an airfield, a gas station, a self-storage warehouse, bungalow homes, and even a small lake complete with a dam. It’s our biggest map yet by far — offering a variety of places to explore. This video shows just a small selection of these areas as a teaser to tide you over, while we get ready to show off some gameplay and more of the map this coming holiday season!

I hope you like what you see, we’ve all been working hard on Night of the Living Dead and are super proud of what is shaping up to be a fascinating and haunting map. Let us know what you think in the comments and feel free to follow us on the blog or our Official Discord channel!

Thanks for all your continued support and Happy Halloween!
Maxx, Team Lead
No More Room in Hell - Bubka3


An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:

IMPORTANT LANGUAGE CHANGE
Non-English users will need to set their game language in the steam library options, see:
https://support.steampowered.com/kb_article.php?ref=8487-WSCN-4121
  • The workshop is here! It supports custom maps and addons packaged as VPKs.
  • 15 new achievements are now unhidden and available!
  • Challenge/speedrun mode
  • Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands)
  • Over 100 changes and bug fixes to the game
  • Updates to the game's networking internals including lag compensation
  • Various UI changes including a new background and new loading dialogs
  • Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced.
  • Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen.

General
  • Added "ShowDeathNotice", "ForcePracticeMode", and "KillScorePenalty" to difficulty scripts
  • Added "player_spawn" event
  • Added "showvphysicsclips" command for showing VPhysics clips (also has _toggle variant)
  • Added "sv_deathnotice" which is a killfeed option intended for PvP servers
  • Added "sv_killpenalty" which will make players lose score if they kill their healthy team mates. Set to 0 for PVP scoring.
  • Added "trigger_nofalldamage" entity, negates fall damage when a player is inside the trigger
  • Added "weaponid" and "npctype" values to the "npc_killed" event
  • Added CVAR "cl_fpspanel_font"
  • Added Discord button to main menu
  • Added SourceTV support
  • Added a pickup sound for items
  • Added an example PVP difficulty script
  • Added cheat flag to CVAR "hud_draw_fixed_reticle"
  • Added cvar "fov_desired", allows players to change their FOV between 75 and 90
  • Added drowning sounds
  • Added entity "nmrih_game_state". Helper entity for various game state functions (such as extraction, end round)
  • Added executing of cfg/[mapname].cfg on map init (can be enabled/disabled with sv_execmapcfg)
  • Added flesh stabbing sound when shoving with SKS w/ bayonet
  • Added functionality for debris to hit triggers (special flag required)
  • Added game event for Gene Therapy ("vaccine_taken")
  • Added glow properties for entities
  • Added keyboard input to keypads
  • Added keypad sounds
  • Added logo to the main menu
  • Added map name tags to steam screenshots
  • Added mouse inputs to the scoreboard and with buttons to mute or view a player's steam profile
  • Added player death and drowning sounds to voice script
  • Added sounds for fire extinguisher
  • Added sounds for selecting and taking items from supply crate
  • Added splash effect when player hits water
  • Added support for custom voice sets
  • Added the "nmrih_support_helper" command for help and support debug output.
  • Added various fuse sounds for explosives and projectiles
  • Added voice set preview to player's voice selection menu
  • Adjusted cl_interp_npcs to 0.25 (fixes jittery NPC animations with high ping)
  • Adjusted the damage of Mac10 headshots
  • Adjusted weight and stamina costs for the leadpipe
  • Allow client to modify player name HUD colors
  • Allow crouching while being grabbed by a crawler
  • Callvote console commands will no longer bypass voting cvar restrictions
  • Changed HUD center print font to use same typeface as other HUD elements
  • Changed the SW686 to the handguns category instead of revolver
  • Chippants voice set will now use the correct bleeding lines
  • Crawlers can no longer attack items, bash barricades, open doors, or climb up
  • Fixed Maglite turning off when dropping inventory items
  • Fixed NG zombies RNG item drops spawning under the world
  • Fixed NG zombies not dropping grenades from their RNG item drops
  • Fixed VGUI RichText selection not being drawn properly
  • Fixed VPhysics clips not reloading their filters on round restart
  • Fixed a chat-related issue which allowed servers to execute arbitrary commands on the client
  • Fixed a crash related to round restarts
  • Fixed a server crash caused by VGUI screens on viewmodel transmit
  • Fixed a server crash related prop_physics and players
  • Fixed achievements not being announced in chat
  • Fixed alltalk not working for dead chat
  • Fixed an issue where "12 rounds left" kept looping over and over in Chippant's voice set
  • Fixed an issue where "grab_end" event was being fired all the time
  • Fixed an issue where "npc_zombie_template_maker" would not free its edicts
  • Fixed an issue where ambient_generic would not update on key value changes
  • Fixed an issue where hitboxes desynced between the client and server
  • Fixed an issue where phantom medical items might linger in the inventory after usage
  • Fixed an issue where players could get stuck in spawning player-turned zombies
  • Fixed an issue where sprinting in the water broke a client's sprinting state
  • Fixed an issue where the Cleric voice set did not say anything for an empty gun
  • Fixed an issue where the game would crash after changing your video resolution
  • Fixed an issue where the health of a zone would randomly disappear
  • Fixed an issue where the toxteth achievement would not be granted for toxtethdark
  • Fixed an issue where thrown melees did not properly identify the inflictor
  • Fixed an issue where you can get supply drop items without having enough weight for it
  • Fixed an issue where you could holster dropped weapons
  • Fixed an issue where you could infintely weld with the welder
  • Fixed an issue where you could quickly change weapons to check different ammo counts
  • Fixed an issue with entity glows occasionally not appearing
  • Fixed call vote function in the main menu not resuming game
  • Fixed certain instances where female models would have a male voice.
  • Fixed certain occurrences where phantom name tags would randomly float.
  • Fixed certain occurrences where zombies can grab players through solid dynamic props
  • Fixed explosives not making an explosion sound
  • Fixed fire kills not being credited to the attacker
  • Fixed friendly fire damage not being taken if damage is scaled below 1.0
  • Fixed gene therapy not stopping the infection cure music
  • Fixed green outlines appearing on ammo even when your inventory is full
  • Fixed infection not killing players when sv_friendly_fire_factor is below 0.01
  • Fixed kid zombies T-posing when shoved from side/back and when bashing barricades
  • Fixed main menu appearing during loading
  • Fixed missing Cancel button on VGUI elements
  • Fixed molotovs being able to burn in the water
  • Fixed numerous gameplay exploits with supply drops, health stations and safe zone repair boxes
  • Fixed numerous issues with walkie-talkie such as being used for prop surfing
  • Fixed objective notice sound cutting off occasionally
  • Fixed server admins being able to run arbitrary commands on the client by using an unsafe CVAR
  • Fixed several networking issues including lag compensation not working
  • Fixed soundscapes not loading on Linux dedicated servers
  • Fixed various minor memory leaks
  • Fixed viewmodel from spawning while in join game screen
  • Fixed water occasionally flickering when players are in the view
  • Fixed welder and extinguisher dropping carried items
  • Game client will play a sound and flash its window when the player spawns
  • Gene Therapy can no longer be used if you are already vaccinated
  • Infected players will no longer turn to zombies when killed by grenades
  • Keypad can now be closed with ENTER
  • Lowered volume for supply box sounds
  • MOTD will no longer load remote HTML content ( except from steamcommunity.com )
  • Maglite can now be equipped with Cleaver
  • Molotov explosive item has been revamped
  • NG zombies can now become crawlers
  • Other various tweaks to VGUI
  • Players can no longer avoid votekick by leaving the server
  • Players will no longer bleedout from environmental damage
  • Players will no longer spawn in player clips
  • Pugman voice set has now has unique pain and bleeding lines
  • Removed obsolete voice set code from grenades
  • Removed particle effects on fire extinguisher after dropping it
  • Removed phantom damage from disconnected players explosives which was typically used for griefing
  • Removed shove delay on SKS without Bayonet
  • Removed the ablitiy to move while using a tool
  • Removed the ablitiy to throw items if you have unequipped them
  • Removed various obsolete and unused code
  • Replaced kick voting reason "Scamming" with "Griefing"
  • Show a notice if a player can't take an item from the supply crate
  • Show a notice if player tries to get an item they already own from supply box
  • Suicide now emits a gunshot sound for other players
  • Updated voice status HUD with new compact layout
  • Usage of a medcal item will now switch back to the last used item instead of fists
  • VGUI will now use customizable font for HUD center print instead of default Trebuchet
  • Voice sets are now sorted alphabetically in the character select menu
  • Voice sets can now specifiy additional custom sounds (such as pain or bleeding)
  • Vote kicked players will now be temp banned, ban duration is set by "sv_vote_kick_ban_duration"
  • Zombies will no longer attempt to swat health stations or supply pieces
  • Zombies will no longer grab players who are already being grabbed
  • Zombies will no longer try to attack barricades that are too far away
  • Zombies will now flich from explosions
  • Zombies will now forget their targeted physics objects and no longer return to attack them
  • Zombies will now only deal damage to the player they are grabbing during that state

Maps
  • nmo_brooklyn has been updated:
    • Added key model for the first objective
    • Fixed garage door overlapping with the window
    • Fixed lighting issue on toliet props
    • Fixed missing glow from final cart items
    • Fixed player respawns on the cart route
    • Fixed various bigs with the elevator
    • Fixed wrong reflection in police station room
    • Various adjustments to navigation for zombies
    • Various adjustments to clips and textures
  • nmo_boardwalk has been updated:
    • Added boards with arrows when there is no fence at the end of the pier
    • Added glow for objectives
    • Adjusted level soundscapes
    • Fixed an issue with player spawns
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombie
  • nmo_broadway has been updated:
    • Added ammo boxes
    • Added more player spawns
    • Fixed a bug allowing players to remove keys from doors
    • Fixed an issue where players could be lifted up while welding the motel door
    • Fixed an issue with first player spawns
    • Fixed an issue with the train doors
    • Fixed water sound emitted by the hydrant
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_chinatown has been updated:
    • Added a new glow system for the final objective
    • Added ammo boxes
    • Adjusted chance of chainsaw spawns
    • Fixed helicopter crushing players after cutscene
    • Reduced amount of chainsaw fuel
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_cabin has been updated:
    • Added animation for the helicopter
    • Added glow for the escape key
    • Adjusted some objective descriptions to be more clear
    • Fixed an issue where players could use the radio through the window
    • Fixed an issue where the book became stuck in the safe
    • Fixed an issue where the telegraph line cable was not sticking into the socket
    • Fixed the kitchen lock floating in the air
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_cleopas has been updated:
    • Added ammo boses
    • Added glow for pliers
    • Fixed an issue where the player could become stuch while placing the ladder
    • Fixed an issue with player spawns
    • Pliers will now spawn when extraction begins
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombie
  • nmo_fema has been updated:
    • Added no fall damage to the vent
    • Fixed an issue where 2 napalm canisters could be placed in the same place
    • Fixed an issue where a napalm canister could roll through the exit door
    • Fixed an issue where players could become stuck upon placing the crank
    • Fixed an issue where players could break the rocks and fall into the lake without blowing up the rocks
    • Fixed an issue where players could use the radio or fusebox before the objectives require it
    • Player spawns have been adjusted
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_junction has been updated:
    • Fixed multiple locations objective items could be put out of reach of players
    • Fixed players being able to interact with the func_tracktrain controlling the escape truck and thus being able to make it leave sooner than intended
    • Fixed players being able to interact with the pawnshop keypad directly after using the correct code and getting stuck
    • Fixed the code room and escape tunnel doors being slightly misaligned to the door frame
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_lakeside has been updated:
    • Added additional sounds to the underground part
    • Added ammo boxes
    • Added guide for the generator's canister
    • Added sound to the generator button
    • Fixed an issue where players could break boards and open the door before a code was enterd
    • Fixed an issue where the game would become stuck upon extraction
    • The chopper will now deal damage
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_quarantine has been updated:
    • Added a rope to the inner quarantine gate
    • Added guides on where to place the propane
    • Adjusted player spawn postions
    • Changed a ladder into a ramp which allows players to climb into the construction area
    • Fixed an issue where players could dying during the white fade after entering the quarantine
    • Fixed an issue where players in the graveyard could spawn multiple shovels
    • Fixed jittery camera movement while at the bottom of a grave
    • Fixed misplaced items that were stuck inside various props
    • Fixed the radio sound effect being too loud in the inner quarantine
    • Fixed various visual glitches in the sewers
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_shelter has been updated:
    • Added loading screens
    • Added new spots for objectives
    • Added various new details and level design improvements
    • Rebalanced the amount of zombies spawning, especially during the finale
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_suzhou has been updated:
    • Finale dock doors will now open after the boat appears
    • Fixed a few model fading and "pop-in" issues
    • Added a system to destroy prop boards outside of evac station
    • Increased the density of spawns in a number of areas
    • Players can now respawn when approaching evac station
    • Added a system to stop props, objective items, and weapons getting stuck behind the evac station healthbox
    • Fixed glowing ghost barrel
    • Reduced the height of the counter in the evac center
    • Fixed ancestor shrine secret
    • Collapsed env_soundscapes using soundscape triggers whenever possible to reduce entdata problems that may arise from playing in nightmare mode
    • Modified evac station dock layout to fix issues with zombies from detecting survivors
    • Reduced wait time of final "SURVIVE!" objective
    • Various adjustments to navigation for zombies
    • Various adjustments to clips and textures
    • Various adjustments to lighting
  • nmo_toxteth and nmo_toxtehdark have been updated:
    • Added loading screen
    • Fixed an issue where players could activate the pipes trigger
    • Fixed an issue where the extraction would only work from certain sides
    • Fixed an issue where the helicopter's path would end prematurely
    • Fixed an issue where zombies failed to open a door
    • Fixed an issue with player spawns
    • Fixed players getting stuck in doors
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nmo_underground has been updated
  • nmo_vertigo has been removed, check the workshop for this map
  • nmo_zephyr has been updated:
    • Added a delay between the time when the Engineer ends his speech and when the door code is set
    • Added blocking damage to turntable, in addition of visual cues to warn players after another player inevitably gets crushed
    • Added new "default" code for the station keypad
    • Added new spawn locations for new weapons
    • Added slope to the caboose interior to reduce "bumping"
    • Added support for newer weapons
    • Added trigger_hurt to locomotive
    • Adjusted item spawns in starting area
    • Adjusted warehouse secret cache button to only fires its output once
    • Fixed an issue causing ammo boxes to not spawn
    • Fixed bug that caused the brake release objective to be completed by waiting for the brake wheels to "reset"
    • Fixed minor door clipping in the respawn room
    • Made station warehouse welding less glitchy
    • Moved some boxes around to not block a corner
    • Moved some of the barbed wire in the warehouse loading entrance around
    • Relocated objective boundary entities for clarity
    • Removed deadend output on the last objective
    • Removed deadend output on the station keypad
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_arpley has been updated:
    • Added ammo boxes
    • Adjusted damage of the electric trap
    • Disabled collision for some glowsticks
    • Fixed ammo boxes blocking the gate under the bridge
    • Fixed an issue where players could extract before the train stops
    • Fixed fade distance of various props
    • Fixed flags of some weapon spawns in armory
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_campblood has been updated:
    • Fixed some issues allowing infintie respawns after the extraction cutscene
    • Fixed some issues with soundscapes at zone B
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_favela has been updated
  • nms_flooded has been updated
    • Adjusted level soundscapes
    • Fixed an issue where players respawned during extraction
    • Fixed displacement hills surrounding the playable area not actually connecting to the ground fully
    • Fixed the safe zone extending to outside the building
    • Fixed various locations players could boost up to and be out of reach of zombies
    • Fixed zombies being unable to hit players through the railing
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_isolated has been updated:
    • Added various props
    • Fixed an issue where players became stuck in the roof
    • Fixed an issue with pliers
    • Removed legacy sounds
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_midwest has been updated:
    • Fixed an issue where "survivors withstood the horde" even when they were left behind
    • Flare guns will now spawn with zero ammo
    • Improved some cubemap visuals near the warehouse
    • Opened up the tables and chairs on the ground floor of safezone B
    • Players can no longer spawn in the last round
    • Removed collisions from lights in Safezone B
    • Truck outside of the warehouse is now inaccessible
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_northway has been updated:
    • Added ammo boxes
    • Added glow to the finale buttons
    • Added indicator of how many doors are left during the finale
    • Added weapons
    • Adjusted number of zombies during the later waves
    • Fixed an issue where zombies became stuck behind zone B
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_notld has been updated:
    • Added ammo boxes
    • Adjust various props to become static
    • Fixed an issue where empty canisters can be used to refuel traps
    • Various adjustments to clips and textures
    • Various adjustments to navigation for zombies
  • nms_ransack has been updated
  • nms_silence has been updated

Engine
  • Improved Steam Voice support
    • Removed sv_use_steam_voice convar. Steam voice is now selected via sv_voicecodec steam
    • Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings
    • Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz
    • Improved compatibility with Steam client beta
  • Added CELT audio codec currently in use in TF2 and CS:GO
    • Server operators may enable use of this codec via sv_voicecodec vaudio_celt
    • Steam voice remains the default voice codec
  • Updated spec_player command to match recent improvements in TF2
    • Now accepts partial player names, Steam IDs, etc.
  • Fixed security issue reported by Amat Cama via GeekPwn
  • Fixed security issues reported by Justin Taft from One Up Security, LLC
  • Updated engine with recent stability and bug fixes from TF2
  • Other various security and stability improvements
  • Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line
  • Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate
  • Updated the localization files
Special thanks to Dysphie for the death notices icons and Winning117 for various improvements and fixes to the collisions and origins of props and weapons.

Special thanks to our 1.10.0 testing team (in no particular order): Dysphie, Holy Crap, Ryan, Winning117 and to all of our GitHub contributors.
No More Room in Hell - t1gerb4lm


Hey, Everyone! SufF3R here, with a brief update. The team has been busy working out way through the game, and we wanted to share a few updates with you all. In the recent months, our focus has been getting the game closer and closer to a first playable. We've made some tremendous progress with Cal, Muit, and Hawk joining us recently, but there's much more that needs to be done before we're ready to share our progress with you. 

While we're getting there, here are a few works-in-progress shots of the Night of the Living Dead map nay0r has been working on. 

In the screenshots below, you'll see a few shots of two rooms within the chapel. In the basement, what once was a place to dress the deceased has now become a make-shift hospital for survivors.

 

The upper room of the chapel has also been re-appropriated to be used as a place to store bodies.



Our boy, MzK, has also been working on finishing the animations for the MP5, MK18 (reworked), and the DT11. Please note that these renders were captured in a test environment and the crosshair and setting is for animation purposes and will NOT be in the final game.

MP5

MK18 (Reworked)DT11

We're working away to make a game we'll be proud of, and a game that you'll enjoy. So we honestly appreciate your patience with us as we keep ramping production up! That's it for now, we've got a lot to go, and we'll commit to continuing to share our progress with you all.

Stay tuned for a little something special happening on Hallows Eve...

Share your thoughts with us and join the conversation on discord at http://discord.gg/nmrih
No More Room in Hell - Bubka3


A beta update is available for No More Room in Hell. The major update notes are below.
A more detailed changelog will be available during the general release.

The beta branch can be accessed in Steam via the Properties -> Betas
tab using the access code:
testtest7890

You may report issues or provide feedback regarding the beta here:
https://steamcommunity.com/app/224260/discussions/9/

If no issues arise, we hope to release this update to all users in the coming weeks.

Major Changes
  • The workshop is here! It supports custom maps and addons packaged as VPKs.
  • 15 new achievements are now unhidden and available!
  • Fixes of the game's networking internals including lag compensation
  • Improved demo recording/playback support, with additional features such as auto-record (see ds_ commands)
  • Over 100 changes and bug fixes to the game
  • Various UI changes including a new background and new loading dialogs
  • Starting with 1.10.0, Mac and Linux client builds are being moved to a limited support policy. These builds are untested and may contain bugs. We will no longer provide troubleshooting support for these OSes. To report any issue, please be sure that the problem is caused by NMRiH and not your runtime environment or the source engine. Issues outside the scope of this policy will not be serviced.
  • Staring with 1.10.0, running the game under dxlevels lower than 90 is unsupported. An override will be required and a warning will be printed at the top of the screen.

A special thank you to all the newest members of our testing team for their help in polishing this release, and to Felis, who is our newest programmer!
No More Room in Hell - t1gerb4lm
We're excited to introduce you all to our three new members: Cal, Muit, and Hawk. Each of them has distinct roles to help us get NMRiH2 to where we'd like it to be. To get to know them better, we've asked them a few questions about their role and who they are.

Cal, the man of many words, starts us off.


#Discussions_QuoteBlock_Author
What do you do for the team?
Programming. My area is mainly working on gameplay, but we're too early into this so nothing specific on that.
What excites you most about NMRiH2 and it’s future?
Having a proper co-op FPS game to play especially where teamwork actually matters.
Does pineapple belong on pizza?
Does it belong anywhere? (Pineapple lumps, are the exception, not the rule)
What’s one thing you aim to accomplish in the next three months?
I don't have an answer for this one, I just can't think of anything.

Muit, our fancy boy with extra hands.


#Discussions_QuoteBlock_Author
What do you do for the team?
I focus on gameplay systems and narrative development, that's what I'm most comfortable with, but sometimes extra hands are needed for other tasks, and I have no problem doing those too!
What excites you most about NMRiH2 and it’s future?
I have worked with a lot of genres, but never got in touch with zombies. It's very exciting to work on a game that does this very well and knows how to entertain millions. I think that's a big enough reason, isn't it?
What's a cringe-worthy thing to happen recently that you can share with us?
Well, not recently, but a few years ago I gave a talk about Unreal Engine, and said "fancy" a couple hundred times in half an hour For me, that is pure cringe. (Note: Actually, that's more or less what cringe means right? Haha)
What’s one thing you aim to accomplish in the next three months?
Implementing the narrative system for story progression. That's the main task I'm working on and subdivides on a lot of smaller systems so I will enjoy it a lot.


And finally, Hawk. Our resident birdman.

#Discussions_QuoteBlock_Author
What do you do for the team?
I’m an Environment Artist, I create art assets and do the world building. The tricky part though is making everything feel believable, giving it that good ‘lived-in’ feeling. That’s what I strive to do, bring a bit of storytelling to the environments, so when players get a breather from battling the undead hordes they can have a look around and piece together what happened in the location they’re standing.
What excites you most about NMRiH2 and it’s future?
A replayable horror experience is something I’ve long dreamt of. I think we’re finding that sweet spot between the often aimless open world survival where you wander around without a real goal and eventually get bored of surviving and that of a crafted linear experience where everything is great, but you would probably never replay it since you know all the beats. And for the future, I am excited about the community getting to play it, sharing their feedback, and helping us finely tune the game to find that perfect balance.
Would you rather have to wear socks that are eternally wet, or would you rather eat only cold hot dogs for the rest of your life?
Bring on the wet socks! I love pizza too much (as my Adonis-like figure demonstrates) to possibly go on eating only cold hot dogs.
What’s one thing you aim to accomplish in the next three months?
Within three months, I would like the Night of the Living Dead map to be in a fully playable state. Not necessarily final art, but something we can test and get a proper feel for the game and the art.

Hawk, being the good-looking man of the environmental arts that he is has treated us with a few shots of his latest work to keep you all on your toes.

Gas Station:Saw Mill:

Stay tuned for more blog posts coming up soon. We're excited to share even more with you in the next month.
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