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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.
Where you stand

50%

Mixed · 21,685 reviews

7 of 11 kinds of complaint are things a small team could ship a fix for. The rest are structural, and knowing which is which is the difference between a roadmap and a wish list.

What is already working

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

Fix this first Patchable 1 of 11

#1 Permadeath punished by bugs/crashes/disconnects

high severity Patchable

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+'

A small team can ship this without rebuilding anything.

The queueUnlocked 11

#1 Permadeath punished by bugs/crashes/disconnects

high severity Patchable

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+'

#2 No solo/small-group support; requires 8 players

high severity Patchable

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'

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

high severity Patchable

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'

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

high severity Major work

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'

#5 Performance / UE5 optimization

high severity Major work

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'

#6 Zombie spawn logic feels cheap/infinite

medium severity Patchable

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'

#7 Thin content and unrewarding extraction loop

medium severity Patchable

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'

#8 No onboarding / tutorial

medium severity Patchable

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'

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

medium severity Not patchable

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'

#10 Griefers, hoarders, speedrunners, low playerbase

medium severity Not patchable

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'

#11 Anti-cheat and data/telemetry concerns

low severity Patchable

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'

Genre baseline · Action from Action · Horror · Survival Horror · Zombies

How often each complaint turns up across Action as a whole. The ones near the top are the price of admission to this genre; the ones near the bottom are yours to answer for.

Not enough content / repetitive 98% genre-wide
Bugs & crashes 96% genre-wide
Grind & balance problems 92% genre-wide
Controls & feel 92% genre-wide
Confusing UI / UX 96% genre-wide
Performance 86% genre-wide

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