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No More Room in Hell 2

No More Room in Hell 2 is an intense 8 player zombie shooter. Overcome the endless undead. Avoid infection. Survive hell together.

21,685 reviews 50% positive · Mixed Released 2026-08-11 $19.49 On Steam ↗

Actively updated The developer posted an update in Jul 2026.
The verdict Contested

Mixed picture. The audience is real at 21,685 reviews, and at 50% positive its players are not fully satisfied — but the developer is still actively patching, so the gaps may close. Contested rather than owned.

The bar you would have to clear

Genuine stakes: permadeath makes every downed teammate a real moral decision — 'strangers risk everything to save people... friends abandon each other out of fear'

Where it falls short 1 of 11

Permadeath punished by bugs/crashes/disconnects

high severity Fixable by a small team

Players lose 20-80 hour characters to crashes, desync, host quits, and getting stuck in geometry rather than actual mistakes. No reconnect option. This is the single most emotionally destructive complaint — the harshest mechanic is undermined by the least reliable tech.

'random crash mid game meant my level 84 character died without a zombie nearby'; 'I've lost more characters... to glitches and bugs than to actual deaths'; 'lost two characters level 50+'

You could do better here your opening Unlocked 7

Permadeath punished by bugs/crashes/disconnects

high severity Fixable by a small team

Players lose 20-80 hour characters to crashes, desync, host quits, and getting stuck in geometry rather than actual mistakes. No reconnect option. This is the single most emotionally destructive complaint — the harshest mechanic is undermined by the least reliable tech.

'random crash mid game meant my level 84 character died without a zombie nearby'; 'I've lost more characters... to glitches and bugs than to actual deaths'; 'lost two characters level 50+'

No solo/small-group support; requires 8 players

high severity Fixable by a small team

Balanced around 8 responders but matches often fill 3-4, making maps unwinnable slogs. Survival mode literally requires two players to even start a private game. No single-player mode at all.

'need two players to create a private game >close >uninstall' (945 helpful); 'balanced around having 8 responders but you can get put into a match where there are only 4'

Melee/movement feel: artificial swing delay, bad hitboxes, sluggish

high severity Fixable by a small team

Devs added input delay to melee as a 'difficulty' lever; zombies phase through swings, no blocking, movement feels like running in place. Widely cited as the thing that kills moment-to-moment satisfaction.

'strange artificial delay when using them... my grandma literally could throw hands faster'; 'no snappiness... making controls harder counts as a difficulty increase'

Zombie spawn logic feels cheap/infinite

medium severity Fixable by a small team

Zombies spawn from floors of cleared rooms, endless respawns punish defending, stealth doesn't work because detection radius ignores crouching — contradicts the game's own 'avoid confrontation' advice.

'zombies still spawn from the floor of the house you're looting even though you killed all zombies there'; 'no stealth since the zombie apparently can smell you within their radius'

Thin content and unrewarding extraction loop

medium severity Fixable by a small team

Small map pool, repetitive objectives, and you don't keep gear you extract with — removing the core reward of extraction games. Progression feels basic.

'you don't get to keep the things you carry out of matches (which is one of the larger appeals of extraction style games)'; 'poor map pool, poor objective system'

No onboarding / tutorial

medium severity Fixable by a small team

New players are dumped in with no explanation of infection, item economy, pacing, or objectives, then get flamed by veterans who speedrun ahead.

'no meaningful tutorial, no clear direction'; 'playing catch up with the players who already know what they are doing'

Anti-cheat and data/telemetry concerns

low severity Fixable by a small team

Kernel-level EasyAntiCheat and a long third-party data-sharing agreement on a PvE co-op game.

'kernel-intrusive EasyAnticheat, which it does not need. This is not competitive e-sports'

Hard, but possible costly 2

P2P hosting, no dedicated servers, no server browser, no self-host

high severity Hard but possible

Ping swings 60ms to 400ms, squads get split during matchmaking, no community servers or custom map support — a direct downgrade from the original's server browser culture.

'peer to peer server connection... if you lose connection you kiss goodbye to tens of hours'; 'no community-driven servers, self-hosting, single-player mode, and a meager server browser'

Performance / UE5 optimization

high severity Hard but possible

90% GPU utilization in the menu, unstable framerates on strong hardware, worse than a Source-engine predecessor.

'drawing >90% gpu utilization in the menu alone'; '160fps or less at 1440p with 2x framegen'; 'unoptimized UE slop'

You would hit the same wall genre shape 2

Lost identity vs. the free original + price/EA resentment

medium severity Structural — likely a dead end

Fans feel the sequel abandoned Source-era grit, atmosphere and mod support, while charging $30 for an early-access, less-moddable product. Some resentment aimed at the studio abandoning Chivalry 2.

'the original was FREE... almost no mod support'; 'they ended support for Chivalry 2 in favor of this'; 'should be illegal to charge 29 euro'

Griefers, hoarders, speedrunners, low playerbase

medium severity Structural — likely a dead end

Public lobbies full of item-hoarding sweats and door-blocking griefers; daily concurrents reported at 100-300, so matchmaking quality is poor.

'tons of griefers and speedrunners who hoard all the meds'; 'player count is quite low, averaging like 100-300 players daily'

What you must not lose 7

Genuine stakes: permadeath makes every downed teammate a real moral decision — 'strangers risk everything to save people... friends abandon each other out of fear'

Atmosphere, lighting, and especially zombie sound design — wailing, sobbing, eye contact while you cave their skull in; Romero-accurate slow horror rules

Gunplay feel and sound; scarce ammo making a single bullet meaningful

Emergent survival stories: giving away your pills, turning inside the extraction chopper, saving civilians and dying anyway

Tense, methodical co-op pacing that rewards slowing down and playing by horror-movie logic

Resource/infection management: hoarding pills, hunting a rare vaccine

Climbing/vaulting mobility and strong level design when it works

Run this on a game you care about.

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