
No More Room in Hell 2 is an intense 8 player zombie shooter. Overcome the endless undead. Avoid infection. Survive hell together.
Most likely between $7.7M and $21.8M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 57% | approximately $12.8M |
| PlayStation | $29.99 | 84% | — |
| Xbox | $29.99 | 78% | Top 100 |
| Epic | $29.99 | 77% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $13.04 on Steam · Russia (−57%). Compare 31 prices in 15 markets →
Reviews
Themes across 2854 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
lot of fun like left for dead
solid 7/10
game crashes when you try and invite friends
The game it self is cool, but i was able to play it only once. Then the servers cant be reached or something like that. Just refunded cuz i dont want to play it on solo mode. sad
正式版好玩,有盼头了
На пару вечеров, не более. Слишком плохая анимация ближнего оружия, да и чувствуется сырость игры. Мб в будущем лучше будет, но мод был в разы лучше.
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You guys did it, you've pulled a great game from the depths of its early access grave. It is genuinely a great time with randoms or friends.
I really love this game and I do want it to thrive. I love the tense situations permadeath and infection mechanics does bring, but also the option of early extraction which makes you weight if you should abandon or keep going. The game has really good bones but I feel like it would need more to be worth its price tag. Here's some nuggets of criticism in which the game could be better imo: 1. Better telegraphing of Runner enemies, sometimes its not evident that some are and their noise telegraphing can be hit or miss. It could also have some lore accurate distinctive physical trait so its also easier to spot. 2. Shoves should be more consistent and if need be, cost more stamina to compensate. I am unsure if its about its stagger value, its hitbox size, how responsive it should be, if there should have more iframes that comes from it, but it feels like it needs a little more. Though it shouldnt overshadow the Kick option so tuning this movement option is really important, but please give it something. 3. Bigger guns needs buffs. I feel like small weapons but with good breakpoints like the 1911 and Magnum will always be better options since they have flashlight + gun combo paired with 2x less weight in inventory. Currently most two-hand guns aren't worth their weight in inventory, in most situations. Buffs could be one or many of the following : More or guaranteed dedicated flashlights? Reduced weight of two-handed guns across the board Two-handed guns already comes with a random and removable attachment Better penetration values for collateral multi-kill purposes 4. Rebalancing/removal/reworks of characters perks, Many perks are simply useless, Pistol reload speed is a bit worthless, I wish it was paired with Headblown so it becomes Pistol Mastery instead which gives both. I am concious that headblown specifically gives a breakpoint 1 tap headshot on bloody zombies which can be useful. But I cant do anything but think there should be perk merges of Rifles, Pistols, shotgun weapons perks because as of right now its simply not as strong as 20% dmg resist, +30% more ammo pickups, + 20% stamina or so, etc. I feel like most perks should be somewhat useful and bring about more diverse builds instead of those aforementioned ALWAYS OVERPOWERED perks. It would make me consider to take different starting weapons on characters, etc. 5. Rebalancing of starting items/diversity of options: I wish you could buy more units of weaker items. Right now you can buy a whole medkit or a bandage. I wish there was a way to be able to buy 2 bandages and have it in a single slot lets say. This logic would apply to some other weaker items, but you have to pay per extra unit. So 50$ for 1 bandage and an upgrade option to pay another 50$ and now you have a stack of 2 for 100$, etc. This example is about making the FIeld Medic perk (100%) more heal have more synergistic value out of the starting kit which this logic should apply to other weapons/utilities with this kind of rebalance.
good fun, if you like zombies youll like this