🎹 Simple Piano – A streamlined version for better performance.
🔹 IMPROVEMENTS & FIXES
✔ Furball now reacts more meaningfully to audio. ✔ Improved piano performance. ✔ Resolution scaling added to the main menu. ✔ Smarter particle limiter ✔ GPU-heavy systems are now disabled on CPUs to prevent crashes.
🔹 STABILITY FIXES
Fixed crashes with virtual devices and sound cards.
A huge thank you to everyone who joined the playtest, shared feedback, and helped improve RippleFX along the way. Your support means a lot!
⭐ Help RippleFX Succeed – Leave a Review! ⭐
If you're enjoying RippleFX, writing a review is the best way to support the project. It helps more people discover it and keeps development going strong. Even a short review makes a huge difference. Thank you! 🚀
For 1 Week Forest will be on sale at 10% off. I have also fixed an issue where the mouse cursor wasn't showing in the main menu when launching the game.
Hey drivers! I’ve been under the hood fixing bugs, tuning performance, and adding something electrifying to spice up your races…
⚡️ What’s New • 🔫 Turret Lasers are here! Watch out — new turret hazards have been added to several maps. They lock on and blast laser beams at passing vehicles. Think fast, dodge faster!
🛠 Bug Fixes & Improvements • Tons of bug fixes to improve stability and performance. • Enhanced collisions and physics responses in certain maps. • Fixes for occasional visual glitches during multiplayer races. • Improved UI responsiveness and polish across menus. • Better hit detection for traps and dynamic hazards.
Thanks for all your feedback during Early Access — it helps us improve every lap of the way. Keep your engines running and your feedback coming!
👉 Join the conversation on Discord and let us know what you think of the new hazards!
The Experimental Build is now open to everyone featuring bash migration to scripting and more!
The Experimental Build is used to test important changes in the game to ensure they are viable before moving them to the Nightly Build and eventually to the Public Branch.
This build introduces several interesting changes, completing some elements that had been pending implementation for a while. The terminal has been fully migrated to the server side, including Bash itself, which was previously hardcoded on the client side and now is coded in Greyscript like any other command.
When you open a terminal, it will now load Bash from the path /bin/bash allowing you, if you wish, to replace the default bash with your own on any system. You can view the Bash code with CodeEditor.exe -code bash. When making a remote connection, for example via SSH, calling start_terminal will load the /bin/bash of the remote machine.
This Bash migration improves security by closing potential exploits that could originated from client side, as many variables that were previously exposed are now only available on the server side.
This new system also brings other interesting changes, such as the migration of commands like cd, now located in /bin, and the execution of .exe programs from scripting. You can also use autocompletion and terminal command history from scripting.
Note that the Experimental build is very unstable, may contain game breaking bugs, and savegames can be deleted frequently. It is not recommended for new players.
Changelog
- Bash migration from terminal to scripting, now available at /bin/bash. If the file is missing or is not a script type, the default Bash will be loaded.
- The terminal notifies if the loaded bash is custom.
- Migrated to scripting the commands cd, reboot, and updated scp to work like the old version without needing to specify a source or destination shell. Documentation has been updated.
- Updated user_input to add the result to the terminal history. Documentation has been updated.
- GUI programs can now be launched from scripting. Note: Time limits for launching visual programs consecutively have not yet been defined to prevent abuse when replacing the Bash.
Known Issues
- The automatic connection to rentals from the Map does not work. - Passive trace is disabled. - System logs for actions such as connections or deletions may not be generated or may be incorrect.
Experimental Build Access
Go to your Steam library, right click on Grey Hack and choose Properties. You’ll see a tab for BETAS.
Click on that, and then in the box enter the code: expbuildbash
That done the dropdown box above should become active, and you can now select 'experimental'.
REANIMATION (Update 0.4.0) is now just a few short weeks away, an update that compares in size and scope with NMRiH2 Early Access launch back in October.
Reanimation includes the new Pottsville map, a new radial inventory, a revamped combat system, a character roster, a big surprise, and a host of other big items as well as impactful bug fixes across the entire game.
Our team has looked forward to this update as our opportunity to finally release a huge pile of features and content, a great deal of which has been in the works for months (and in some cases years), but wasn’t able to make it for last year’s initial Early Access launch.
Reanimation to us is more than just another one of our monthly game updates - it’s quite special, and we see it as a big moment for the game to show itself off as a far more playable content and feature-packed version of No More Room in Hell 2 in Early Access.
Early Access development will continue beyond April, with more updates to come as we work towards its 1.0 version.
If you’re just joining the community, we invite you to look back at the release roadmap up to now:
Now, let’s look onward to what’s coming in April…
Surprise Major content
We’re still holding a big card in our decks so that we can truly blow players away once we get closer to the release of REANIMATION.
A few hints as to what April’s surprise content may be:
It's something we've been working on for a long time (and we haven’t been shy about it either!)
It's going to give players a lot more to do in the game.
We think it's the main thing the game needs more of right now!
We’re confident that players are going to be happy with the surprise major content coming in April (alongside everything else in the update) - but there’s a lot more to talk about besides it…
Map 2: Pottsville
The first new map since October 2024’s Early Access launch is nearly here!
Pottsville, a brooding suburban small town full of claustrophobic encounters with the undead at dawn, is a new urban-set map for No More Room in Hell 2.
Inspired by classic zombie movie settings and scenes, Pottsville is smaller and far more dense than the big rural open map, Power Plant. It'll play very differently, with more claustrophobic encounters against the undead, as players creep down foggy alleyways and roam through neighbourhood houses and downtown buildings, as they explore a blend of suburbia and city environments.
Pottsville will see players more rapidly group up (compared to Power Plant) as they explore a neighborhood teeming with the undead, before descending deeper into the map's city streets and urban centre.
"With Pottsville our main goal was to create a suburban horror experience mixed with a new flow and intensity. Players will still spawn alone but we hope to surprise you with how the match plays out from there. Power Plant was a rural setting and more open, whereas Pottsville is a suburban small town and feels more dense. With this density we’re able to create new moments where the zombie pressure is more immediate.”
“One of the big changes we’ve made is to develop some new zombie spawning tech so we can more reliably put pressure on the player when we want to. We then designed our layouts to try and support this new tech and it's really cool to see it come to life!" - Luke Shelswell, Level Design Director
This new map is just one of the many new chunks of major content coming in REANIMATION, one of our studio’s largest single game updates ever.
Character Roster
New to REANIMATION will be a character roster that allows you to manage multiple permadeath characters at once. Prefer to leave your level 50 veteran back at base while you venture forth with a lower level responder? Now that’s an option.
On the character tab, players will now have three character slots.
Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.
We’ll plan to continue to iterate on the Character Roster feature beyond April.
Weight-based Radial Inventory
The new radial inventory harkens back to the first No More Room in Hell, allowing you to move your mouse into quadrants of your screen to quickly select between inventory items.
New to No More Room in Hell 2’s inventory will be a weight system for items you pick up. Weights are reflected in the size of each "slice" of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more "weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.
The radial inventory will also allow players to assign keyboard hotkeys (1-9) by pressing the desired hotkey while hovering over an item.
We expect that the new system will create a more fast-paced inventory experience while also forcing players to make more strategic decisions about what items they collect and use. Players will have to make smarter choices about what to take with them, give to other players, or leave behind.
Combat 2.0
April’s new Combat 2.0 system aims to bring the game’s melee experience much more in line with feedback we’ve heard from the community, which means closer to the core of a No More Room in Hell game. Combat should feel more like desperate and gritty survival, and with more uniqueness between weapons than before.
As combat designer Nicolas Lince described in our livestream earlier this month, Combat 2.0 is focused on allowing players to stack melee actions together for more creativity and better interplay with your co-op allies during fights. It’s now much more important to measure your strike distance, decide on the direction of your attacks, keep an eye on your stamina - and juggle all of this with allies at your side. One player may take a more “crowd control” role, knocking back multiple zombies with heavy attacks and kicks, while another player more carefully disperses enemies with precision, as zombies make it through the crowd.
New melee weapons are also on their way to complement the revised melee system - but stay tuned for those details.
Plus much, much more, including Performance Improvements and Bug Fixes
What we’ve described here is just part of what’s coming in April’s major REANIMATION Update which includes a host of other features as well as that huge surprise chunk of content.
A sampling of more to expect in the April update:
Riot police zombies
Zombie spawning improvements (essentially, a new spawning system entirely) to bring core improvements to enemy density and scarcity across all maps
Modified loot spawning to create a more rewarding experience as you search for gear and supplies
Performance improvements
Hundreds of bug fixes
Stay tuned through the rest of the month for more info about the April update, coming in just a few weeks.
What else we’re working on:
New map: Waldoboro Lewiston
Waldoboro is another urban setting map that we also have deep in development, that longtime followers of NMRIH2 would remember as a map being worked on by the Lever team before they joined Torn Banner.
As one update on the narrative side - we’ve now changed the name of Waldoboro to Lewiston to better reflect its real-world setting within the state of Maine. In this upcoming map, Responders find themselves further afield from Pennsylvania as they work to secure the safety of survivors across a ravaged city at golden sunset.
We’re excited for NMRIH2 to continue to tell the story of an active and evolving apocalypse as more maps come to the game on the road to 1.0.
A confirmation window will now pop up when clearing initial upgrade selections, resetting talents, or recycling Pets.
Improved the interaction sound effects of some buttons.
Re-added the hotkey for clearing initial upgrade selections, which is only active when the search input box is not active.
Changed the movement interval of all combat objects from physics frames to rendering frames to improve visual smoothness at high frame rates, optimize game performance at low frame rates, and enhance player character control.
The brief descriptions of Pet species skills now also display their related attributes (same format as general skills).
Increased the probability of A-rank and S-rank attribute appearing.
Redesigned the Pet fusion interface and added a locking function for attributes, species, and skills. Players can spend stars to lock these stats to obtain ideal pets. (The fusion interface is still relatively rough and will be improved in the next update.)
Redesigned the values and rules for pet attributes fusion.
When fusing pets with different attributes, the resulting attribute will no longer be downgraded and now has a chance to be upgraded by one tier. A special algorithm is used to ensure that the probability and locking cost are reasonable and worthwhile.
The locking cost of general skills is affected by the number of locked skills and the total number of skills.
The base cost of fusion has been increased to 3.
When calculating the total locking cost, the locking costs of the five dimensions – STR, DEX, INT, species, and general skills – will be added together instead of multiplied. This ensures that the cost of single-step multi-dimensional fusion is less than or equal to the sum of the costs of splitting it into multiple single-dimensional fusion steps.
This update includes significant changes to the pet system, aiming to reduce repetitive operations and improve pet growth efficiency. The new rules make low-step cross-rank fusion more effective, and no longer require multi-step fusion from low to high. If you encounter any issues or have any feedback, please let me know!
Recent Development Plan
Hey everyone, so sorry for the long wait! I've spent the past few months learning some new tech, optimizing the game's underlying code, and thinking carefully about the future of the pet system and other systems. This update includes some critical changes, so I'm pushing it separately first. I'll be continuing to add lots of fun new content going forward.
Here's what's coming soon:
A better pet fusion interface.
More pet species and skills.
Pet-related achievements.
Possibly some new upgrades.
Community
Your suggestions and feedback are quite valuable to me. Please feel free to share them via Steam or Discord. I'd love to hear from you! Geometry Arena 2 Discord
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