Big update coming in Feb: NIGHTMARE (0.3.0)!

Hello Responders!

We’re just a couple of weeks from our large February update, NIGHTMARE, and we wanted to give you a first glimpse at some of the content coming in the update.

Weapon Attachments

When we launched No More Room in Hell 2 in Early Access on October 22, community members who were tracking the progress of development while still under Lever Games noticed a number of features missing from what they expected at launch, one of those being weapon attachments.

When Lever Games joined Torn Banner a ton of realignment on priorities took place as we together determined how to create a unique experience in co-op zombie horror. This meant determining which features would make it in time for “day one” of early access release, versus which features would arrive over the course of Early Access. Both groups (now united as one dev team) had big aspirations for the project, and they had to be balanced against our hopes to get an early version of the game into Community hands and start iterating on the game with feedback. Some features (including weapon attachments) fell off of our EA launch day feature list, often regrettably so, but we’re excited for the feature to go live with 0.3.0!

“Back in the day, our original goal with weapon attachments was to give players the choice and flexibility of how they wanted to handle firearms as an extension of their character. In nmrih1, we wanted to have alternative sights for firearms like the M16A4 and the 85 Deluxe, so we had to make new versions of those guns with different sights. These options let players have choice and agency in their use of firearms, but it wasn’t the solution we really wanted. In our earlier version of nmrih2, we extended that idea to allow players to choose for themselves what best suited their playstyle and approach. We were inspired by what other games had done for on-the-go weapon customization and it felt like a natural extension of nmrih’s approach to both player choice and realism. Since then, the system also received a UI overhaul compared to the original version. Not only is this system easy to use on the fly mid-game, but it is also flexibly designed which will allow us on the development side to expand the assortment of attachments easily with future updates.”

  • Maxx – Creative Principal

No More Room in Hell 2, specifically in the later levels (more on that below) is intended to be a terrifyingly difficult game. Still, it’s important that we give you weapons to fight back against the horde. Weapon Attachments are intended to buff your arsenal of weapons by upgrading up to 3 slots – rail, muzzle, & sight. 0.3.0 is just the start to attachments, and similar to weapons, we expect to launch more from update to update.

Other Features

Our Welcome to 2025 Responders! Newspost mentioned changes to Nightmare mode and adding more replayability to Power Plant, big iterations of both are coming in 0.3.0!

Nightmare mode was intended to add to the challenge in a player’s late-game runs, where winning felt like a giant accomplishment and losing was expected, but not frustrating. We feel like the current iteration of nightmare doesn’t accomplish those goals, so we’re very excited about the changes to this difficulty mode that are coming in 0.3.0. We’re also using the opportunity to raise the fear factor while running a round of nightmare, but you’ll have to wait until closer to launch to hear more on that one.

One of the major opportunities that No More Room in Hell 2 has is replayability. Last week we talked about the 2 maps coming in our 0.2.4 Roadmap Update Newspost, but we’re also working on making players more excited to hop back onto Power Plant. Changes coming in 0.3.0 will diversify the ways in which you get into the Power Plant, and what happens inside.

There’s more coming with 0.3.0, but you’ll have to wait a little longer to find out the full scope of the update. If you want to join in on the discussion, please join our Discord. You can also leave feedback in-game, or at NMRIH2.com/support.