
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
This is a very fun and immersive game. I have seen people giving it negative review with a claim that they are having problems playing with friends. If you TURN OFF YOUR VPN it will work. The same thing was happening to me. Cheers!
NMRIH2 is the closest I've seen a game come to capturing the doom of old-school zombie movies, particularly the old Romero movies like Dawn of the Dead. It plays like a slower, moodier, more methodical Left 4 Dead with 8 players dropped into a map, tasked with finding each other and completing objectives before extracting from the map. Permadeath of your character, particularly combined with the infection mechanics adds a tension to the game that completes the zombie fantasy. A single zombie isn't a threat, but every fight feels important when one bite can kill. It's surprisingly easy to be overwhelmed. I've had a great time with the player base as well. Queuing up with randoms has been a blast. Players are communicative and helpful. The tension of everything leads to some hilarious/terrifying moments. NMRIH2 is fantastic. If you like zombie games, and want a genuine challenge, it's worth your time.
this game has its flaws but to be honest its the type of zombie games i dream of,george romero inspired,melancholic the truly awesome compositor of the tracks in the game its just so beautiful the maps and their details,i love nmrih 1 and after having hope on the early access of the second game it is now a sucessor to nmrih1 seriously love you Garrett "ThoughT" Lindquist thank you for the music in nmrih1 and 2 now
With a good team this game is tons of fun
Helluva game! its pretty easy in the begining when you understand what to do, but hard and nightmare modes can bring a real challenge!
excelente juego
Nice
8 player coop filled with a bunch of solos. Surviving in hell takes a new meaning, choose your team wisley
Game rocks, love it
My friend told me this game feels "janky" and damnit he's right XD That being said, it's the same jankiness I felt when first playing Kingdom Come Deliverance, or Dark Souls 1. Though the combat mechanics aren't nearly as complex and fluid, No More Room in Hell 2 does a pretty good job at making you commit and time your melee attacks in the same way. There is a veeeeery narrow gap where you can time your attacks and spacing between you and the zombies, so you can swing without being hit back. That being said, it's sometimes safer to use a "push" mechanic where you can use a "light" push to stun enemies for about 1 second, or use a "heavy" push to heel kick enemies with 1 second of invulnerability, dropping them to the ground. Again, reinforcing the idea that timing and spacing is crucial, since the invulnerability only exists within a small window of about 30 to 45 degrees in front of the player. In addition to these mechanics, a stamina system also exists, making it so you can't just spam the melee, but also manage and be efficient with what you do. Losing your entire stamina due to a desperate situation, having just used the last of it to swing at a zombie and miss, missing your stun, can leave you vulnerable and open to a bite. That's not even including the difference between blunt and slashing weapons. The resource management features where you need to think about what supplies you bring and carry. The infection mechanics. The super awesome looking and sounding hallucinations that were designed into the game. Seriously, they look super dope, check them out on youtube. The stealth mechanics. The different rifle/pistols/shotguns. Etc. That being said, I do feel there are some CONS. Firstly, the movement does feel a bit janky. Mainly, I'm talking about the movement mechanics not relating to the combat mechanics. For example, you might want to jump on a ledge that's waist height (that you've jumped on before), but pressed jump too early and now you get stuck and bump into the ledge. Normally, you can press jump in front of a ledge you touch, and an animation will perform, during which you cannot make actions (remember this game makes you commit to decisions you make). However, you are able to jump onto ledges without the animation sequence, you just need to time it right, and make sure the ledge is low enough that you can clear. I feel like having a "catch" feature/animation would solve this issue. Sure, it might look janky to "catch" the ledge from the ground, and maybe they could design a workaround, but at the very least it would definitely help the game feel less janky. Also, some ledges, for whatever reason, just can't be climbed on or jumped over, for no reason. Maybe the collision mesh just doesn't line up with the visual of the object, or the devs didn't want you to go on top of that object, but it's not clear, since it's the same height as other ledges. Some ledges have objects on top that you don't collide with, and some do. It's janky. Secondly, the game can get a bit repetitive once you've played long enough and feels like objectives are always in the same spot. I haven't confirmed this, but once I learned where objectives are I've skipped ahead and finished objectives very fast before they've popped up. This repetitiveness can make it feel somewhat linear, just like Left for Dead, and while that game is obviously a classic, No More Room in Hell excels in that feeling of terror when you can't figure out where you're at, you look at your map and realize you've been going in the wrong direction, and have to figure you're way through a town/forest/underground government bunker filled with zombies (desperately hoping to catch up and make extraction in time). Randomizing objectives would help with this. The game missions include elements of a story, similar to Left For Dead, where key stories are tied to each map. Meaning specific objectives are tied to specific maps. Many of these maps are filled with tons of spaces and corners from which to find supplies, and are big enough to be played with dozens of times without ever having explored the entire map. I definitely like missions like the bunker, where it feels more like LFD. But maps like Pottsville that includes a small town that has entire sections skipped over. The Cemetery underground mausoleum that gets completely skipped over since there's never an objective down there. Yes, you can look supplies and look for good ♥♥♥♥ there, especially since nobody ever goes there, but you never do since the rest of your teammates are trying to speed run the game and will 100% ditch your ass to complete the mission, meaning you completely lose your character. Randomizing sub-missions within the story tied to the map would solve these issues, providing an incentive to explore these parts of the map without limiting it to only a quick glance or never being explored at all. Maybe I've just been extremely unlucky and keep getting the same objectives, but being able to select a preference between the more linear and open-world maps would be nice. Overall, solid game. 100% worth the $30 this game costs. Thank you for coming to my TED Talk. Edit: Turns out I HAVE been getting pretty unlucky. I just went through the Subway potion of one of the maps for the first time and DANG! It was really cool! It brought back some of that feeling of dread when looking for the way out. I know the recent update changed the pick rate of maps to increase the chances of the newest map, but the objective changes through the different map sections was great! I hope this happens more frequently!