
No More Room in Hell 2 is an intense 8 player zombie shooter. Overcome the endless undead. Avoid infection. Survive hell together.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 14.14/day in the week to Aug 11 → 289.29/day in the week after.
About

In No More Room in Hell 2, you deploy as an emergency Responder into the eerie darkness of various zombie-infested locations.
Join up with others and complete vital missions to aid humanity's survival. But stay cautious: every encounter with the horde can lead to infection - or even permadeath for your Responder.
Every fight is a struggle, every victory another step back from the brink of apocalypse.
Eight players must use their wits and deadly reflexes to survive the relentless forces of the undead.
Find your teammates with proximity voice chat and grow together in power.
Communication and strategy are key to survival as you face overwhelming threats– with resources too scarce to not be shared. Use every strategy and tool at your disposal to outsmart the horde and make it out in one piece.
Every choice made and action taken will affect how the horde reacts, leading to devastating consequences or the loss of your Responder and their individual progress.
In Scenario Mode, Responders journey deep into the heart of the outbreak to arm themselves, tackle critical objectives, and extract supplies. Witness how the recent apocalypse has affected the Northeast Coast of the United States across 6 richly-crafted maps, each offering a different perspective of society's collapse. From the urban centers of Lewiston, Maine and Broadway in New York, to the industrial outskirts of Pennsylvania and facilities like Beaulieu Hospital and a government Bunker; every locale offers a different time of day as well as themed objectives to complete. Discover gear along the way, increasing your odds of survival and restoring the infrastructure needed to keep humanity alive.
Every mission puts your character at risk of dying - forever.
The undead can infect you and twist your mind, setting you on a race against time to find pills or a gene therapy cure - all before your dead body rises up against your allies.
Looting supplies always benefits your crew, but your Responder must survive to reap all the rewards.
For every successful mission you complete, your odds at survival improve through upgraded starting gear and perks earned from your previous experiences.
Do you put your character’s life on the line to save a squad member? Rewards increase as more squadmates extract, but the risk of permadeath is ever-present.
While one zombie is a threat, a crowd can quickly become insurmountable. The undead retain their senses, with every sound you make in the hushed darkness able to cascade into full conflict. Multiple zombie types force you to try and stay one step ahead or meet a horrifying end - including your responder joining the undead horde.
Ammo is scarce, zombies are dangerous, and players are fragile. Experience thrilling survival horror with an arsenal of weapons - some professional, some improvised - to ward off and outwit the undead.
Bury a crowbar into a walker’s skull with visceral melee combat, or unload your last shotgun shell into the advancing horde.
A dynamic gore system lets you see and feel the sickening impact of every wound you impart on the undead.
Stay alive by planning out your combat encounters, using tools like proximity bombs or molotov cocktails to employ brains instead of brawn.
Equip weapon attachments, including sights, scopes, and suppressors, to make firearms more effective.
Grow your Responder's skillset over multiple missions, with each extraction progressing their abilities and leading to unique perks that allow crafted loadouts for future deployments.
SURVIVE HELL TOGETHER
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 28.5Kreviews | 57% | — | $12.8M |
| $29.99 | 1.9Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2777 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
lost my lvl 100 to a bug where i couldn't equip anything smh
One of the best games.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best BR #35, worst UA #98 · 10 markets collected
US · last 30 days
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $29.99 |
| 1.6Kratings |
| 78% |
| Top 100 |
| not modelled |
| $29.99 | — | 77% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
傻逼游戏,制作组死妈了。9月16的更新之后,不但原来的一堆恶性bug一点没修(金猎头还是会让金重击失效,局内还是非常容易卡手),服务器还变得跟屎一样,几乎没法玩。每次不是卡住被僵尸狠狠挠,就是直接掉线,每把的队友有一大半也猛猛断连。而且提高梦魇的难度是何意味,制作组是嫌玩家太多了?提高难度只会让这游戏变得更无聊,傻逼制作组快去死吧,别祸害这个游戏了
Really fun with friends, you can get surrounded pretty easily so you have to be quick and aim well. Nerve-wracking!
伺服器都不會維護怎麼不請條狗來當技師媽的
DOESN'T MATCH HYPE Honestly with the newer updates it isn't a 'bad' game. It just doesn't have staying power imo; past the first few plays it gets old fast. It does a greeat job at marketing itself, but it feels bland after a few weeks. PROS: -It's mostly set in PA (I live here!) Love the maps -It almost feels new (for the first few playthroughs) -Great ideas (just executed terribly) -Being on a good team can make your playthrough funny and lends you an enjoyable experience CONS- -No 'real' threats, very few kinds of unique enemies and they don't change the dynamic unless you play on 'nightmare' difficulty -Skirts around bringing stealth into question but lacks considerably -Being infected sucks but doesn't add any extra threats to teammates, just more loot lol that's not balance, that's incentive -Should have smaller team options for easier difficulty settings -Terrible teammates just run and loot leaving nothing for newer players to use. The Arc-effect for sure lol -Bad teammates can wildly skew how fun this game feels, best to play with friends otherwise it doesn't even feel like you're on a team -Although the maps can be fun, the objective should be longer and have more stopgaps in place to control the pacing -No story to tell, which wouldn't be bad if it was more fun to play -Doesn't encourage map exploration, could have done so if they had any world lore to give -No ability to stick with a team you like -Very little originality, which wouldn't make it better on its own but it would have certainly benefitted if it took more from the games/works that inspired it in the first place Overall, the price tag isn't justified for what feels like an unfinished, unloved game (even with the sale that encouraged me to purchase it). Just another cash-grab that markets itself beyond its actual capabilities. The brazen audacity to market Cosmetic DLC with a 30$ price attached while the gameplay suffers makes me question whether I can trust a game from anyone who had a hand in creating this. Maybe they can turn this around, but it's highly doubtful.
Je suis mitigé, le jeu est bon dans l'ambiance, les objectifs à faire dans la map mais : -Le jeu est pas équilibré si on veut jouer en solo et que l'on met une difficulté plus haute. Tout seul à part esquiver les zombies pour réussir la mission on fais que courir, je vois pas trop le design la dedans.Et la mélee est trop lente et on ne peut pas vraiment augmenter sa vitesse de swing ou autre à part avec des perk mais ça faut uper un perso avant.(aller au 3 pour ameliorer ca) -Pareil quand on joue en groupe, l'équilibre des dégats sur les zombies est mal fichu. En melee ou l'on doit l'utiliser 80% du temps on doit toujours mettre un certains nombre de coups quoi qu'il arrive à part si tu as augmenter ton personnage en amont et que tu as quelque perk. (aller au 3 pour ameliorer ca) 3-Le mieux serait d'avoir un arbre de talent en tuant les zombies et pouvoir augmenter son personnage directement en jeu car le fait de tuer du zombie n'apporte rien in game et or game. Au moins on aurait une sensation de montée en puissance et on pourrait choisir un build à faire plutot soutien ou utilisation d'arme ou melee ou autre + ce qu'on rammasse en truc bleu pour gagner des lvl apres la map devrait s'ajouter à cela. -Ameliorer la melee, pareil avec des accessoire d'armes comme sur dying light au moins sur la fin de certaines missions tu peux vraiment te dire que tu sers à quelque chose en melee au lieu de chopper masse grenade ou bombe et les utiliser qu'a la fin expres pour ca. -Dans l'ensemble je pense qu'il faut vraiment dynamiser certaines choses car revenir sur un map à chaque fois et savoir qu'on doit mettre 4 5 coup à un ennemi pour qu'il meurt ya vraiment pas de fun. Après je comprends faut plutot rester en equipe etc mais bon c'est pareil 4 5 coup à 4 sur un seul ennemi alors que ta 10+ zombies qui t'arrivent dessus c'est un peu boring à force. Trop statique. Si le jeu s'ameliore comme cela je pense que les games seraient vraiment plus dynamique et fun et mieux equilibré car quand on te met 20 zombies de partout que tu extract faut pouvoir les tuer rapidement et non avoir les memes degats quasi qu'au debut de la mission.
WOULD RECOMMEND SO MUCH FUN
实话说在1.1更新前是一个不错的游戏,但是在今天更新后又成狗屎了。网络正常无延迟的情况下频繁闪退是致命的,莫名其妙回溯害死角色更新后已经是普遍现象了。根本玩不了,现在想入坑的建议观望
Alright here we go. TLDR: Good game, leaves you severly wanting in every reguard, just as much as it is every zombie game in one, in a way. You can afk in spawn, or jump up on top of spots, where zombies cannot reach you, and simply wait for your teamates to do all the work. You are not penalized, you are not affected by the fact you aren't scavaging, because there's no real reason too. getting infected and the suicide button this game is acclaimed for, is actually worthless, and not at all fun. You get near a zombie? you get sick. you need pills or a cure. Pills are everywhere, but they aren't? and you can suicide, or you can turn and spectate your teamates killing you effortlessly when you try to have a bit of fun. all and all no reason for suicide or being infected, it just makes you annoyed. I love how it's everything, and nothing. it has beats from hunt show down, left for dead, dead island, and even dying light with the atmosphere and flashlight running out, and various parkour jump exploits that even I've found just playing the game. the only problem is none of these are actually expanded upon. it's an extraction, but you don't get to keep ♥♥♥♥. so whatever you find is in the end kinda pointless. there is no invintory, just character and perks. This game needs an invintory, it needs skins, and to keep attachments on exit. Make higher dificulties reward better skins, but don't have the skin give any attributes. this way, i still have the same gun as anyone who just started playing, but the skins, invintory i have, account level, character level, and gunskin with attachments seperates myself from that early player. ALso, the limit of three slots, and 20 extra bullets per gun is good. not being able to buy certain rifles, is good. I should want to feel a progression for playing and scavaging in the game, rather than be able to simply afk at my spawn, until my teamates beat the game for me, and run through the barren map to extraction and gain all the same rewards as if i had been with them. Adding skins while making sure they don't add anything extra is a great way to get people to praise your game for adding skins, without microtransactions that are scummy, and keeping it fair and balenced for all players on the board, leading to more sales, more funds, balh blah blah. i'm dissapointed in the infection system, i am. Everytime i'm infected, i go "aaaughhhh pills? pills?" it's ♥♥♥♥♥♥♥ stupid. to have this system, and enough for each player to have 2 bottles of pills, it removes the suicide option. especially since you get absolutely nothing from it. So limit 1-2 people to be infected, 1-2 mins for first stage, then 30 sec of blurry vision, then a third stage of hallucinations, which could range from 1 second to 3 mins, rng based, and the fourth a constant 30 seconds with red veins. It adds more panic and stress, as anyone could turn at any moment, and suddenly become a super sprinter. Also, give the turned infected, double speed, double health, and make him an absolute monster. It should be unfair, to almost punnish the team for not seeing the subtle signs, or not providing pills. it adds more merrit to the suicide mechanic, which you should give account xp for making the sacrificial play, and only when doing so. Also add a perk that reverts this change, and adds a button to turn at any point, given it's after the second stage. Give xp for each member of your team you kill with that turned, and now you have a fun mafia game inside left for dead. Do you, "a: turn now at an opptertune time using a perk to selfishly gain xp? b: beg for pills and mercy, a now rareer luxury as only 1-2 pills can spawn, and pray they don't kill you themselves. or c: use the suicide mechanic this game is acclaimed for to make the sacrifical play, gain some xp to your account and a good ol feeling in your tummy? Compare that with this games current options: a: get pills after asking, b: don't get pills and turn, c: killing yourself instead of tunring, even though there's no difference to either. Way more fun, with more playability, and added way more weight to the options your given as a player for every mechanic, instead of being a simple nuisence. Reguardless, given you do do this, don't change this for survival. survival is perfect the way it is. Speaking of, i think the game is pretty ♥♥♥♥♥♥♥ good. For new maps, don't. just take the maps you do have and open them up more. There's some buildings you could open up and use for escort missions, or hell, maybe even a search and destroy mission, defenc the zombies off from the nuke or bomb that needs to blow up a building. watch the building explode into pieces as zombie bits fly off, while you run barely enough bullets to even get to the next zone. anyway, just expand on the maps you do have, brainstorm some more ideas and objective based campaigns inside those maps, and add them as their own campaigns, so you can get more from the maps you do have instead of spending resources on new maps. I think the gore and how the zombies work are fine too. Maybe, just maybe, add a little variation to the stages of zombie head exploding. It gets a little borring seeing the same 4 stages of "fine, smashed, broken, eviserated" I shouldn't be able to see all the animations the gore system has to offer in just 20-30 swings, or at the very least have a tiny bit more feel to them, more brains and such. either or i think it's fine for now, just needs a bit of variation. I'm not gonna ask for dead island 2 levels of intensity though. Also play the game like you don't care about it when play testing. jump up on roofs and cars, jump around, maybe give up and play on your phone, go afk and let your teamates complete tasks. you'll see how broken the animations look, the idle for the guns seem unfinished, having the gun being "inspected" and then brought to the wrong position, to be teleported to the right position. You'll also notice that there's no penalty for waiting around, even in survival, and can extract with all the same benefits with none of the work, which is why games reward you for actually killing zombies for xp, otherwise why bother? I think the lack of modern implimentations for the sake of being old school will ultimately be the downfall, as there isn't much motivation to go for level 100 outside the achievement, and overall makes the whole game feel almost empty and baren. This is probably one of the most creative concepts for a game, and has not been expanded upon, what so ever, and would be a huge shame to watch it simply become nothing more than another fun source mod because it couldn't catch up with the times. And i'm not saying fortnite fortnite fortnite, i'm saying there's still a way to make it interesting without getting backlash from microtransactions, hell profit off it. Make them scavange for the cool skins, make them have to escort the characters with specific skins, and make it purely cosmetic. Keep the 3 slot limit, and add an extra "attachment" slot, just the one, for a suppressor, maybe a flashlight or a sight, but no more than one, and now i feel like playing the game, instead of celebrating by holding the throw key to throw all of my items off the helicarrier, because it doesn't matter. Because it doesn't even matter if i play the game utilizing perks, or scavenging, when i can afk in spawn and still reap all the benefits from extracting with nothing.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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