
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
REMINDS ME OF LEFT 4 DEAD DOPE GAME
Good game, runs pretty bad for me personally. Beats up my CPU.
Media

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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
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 | — | — | — | 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
I picked this up with a friend and have had plenty of games now. 9/10 times 2-3 dudes pick up EVERYTHING while sprinting ahead of objectives. So by the time you clear the mission in said area you move on to already open supply boxes with nothing but a 1 star knife inside and no response in chat. I’d love to do 8 man teams but I have to run around the level with 6 total bullets and pray to God for a 3 star melee so I can effectively fight infected. Also why the heck doesn’t my guy KEEP one of those sick ass guns between games when I do manage to clock a chest the loot goblins missed? I gotta start all over with my pre purchased gun? Thanks for sending me into Hell for 40 mins with a .22, I guess Ass bro. It’s ass.
hay zombies
Game's good but broken as fk. lost my character cuz I couldn't move past one zombie i stunned even though theres a whole meter wide space between. Not to mention the 100 zombies spawning behind me
No more permadeath thx to casual trash item, ruining the whole theme of the game.
Großartiges Konzept, aber die Prioritäten der Entwickler ruinieren das Spiel Eigentlich ist No More Room in Hell 2 ein richtig gutes Spiel, das enorm viel Potenzial hat. Es hebt sich erfrischend vom typischen, stumpfen Zombie-Shooter-Einheitsbrei ab. Das taktische Vorgehen und die Notwendigkeit, sich im Team wirklich abzusprechen, machen das Gameplay extrem cool und spannend. Aber leider wird dieses Potenzial aktuell komplett an die Wand gefahren. Das Spiel ist dermaßen verbuggt, dass der Spielspaß massiv leidet. Man verliert durch Spielfehler seine Charaktere oder bleibt durch Softlocks in Leveln stecken und kommt einfach nicht mehr weiter. Wenn man sich dann per E-Mail an den Support wendet, bekommt man nur standardisierte Copy-Paste-Antworten, mit denen man absolut nichts anfangen kann. Man fühlt sich als Spieler komplett im Stich gelassen. Anstatt sich um diese spielbrechenden Probleme zu kümmern, setzen die Entwickler völlig absurde Prioritäten: Plötzlich gibt es "Katzen-Contests" und einen Fokus auf irgendwelchen kosmetischen Kram. Das soll hier kein verdammter Fortnite-Abklatsch werden, in dem es nur um bunte Outfits geht! Das ist ein Zombie-Spiel. Wir wollen echten, passenden Spielcontent und nicht so einen Müll. Auch das letzte Reddit Q&A war ein reiner Witz. Man fasst sich nur an den Kopf, was für belanglose Fragen dort beantwortet wurden, anstatt auf die Community einzugehen und echten Content in Aussicht zu stellen. Mit den normalen Spielmodi bin ich persönlich vollkommen zufrieden. Jetzt wird stattdessen schon überlegt, einen neuen "Höllenmodus" einzuspielen. Klar, ein paar wenige Spieler wollen das vielleicht, aber mir und vielen anderen reichen die aktuellen Modi völlig. Bringt doch stattdessen einfach mal mehr neue Karten, andere Waffen, neue Perks und Skills raus – und lasst diesen ganzen Outfit-Scheiß weg. Der absolute Fokus sollte jetzt darauf liegen, sich den Bugs im Spiel zu widmen und diese zu fixen, bevor überhaupt an irgendetwas anderes gedacht wird. Die Entwickler sollten sich vielleicht mal dringend diese und andere negative Rezensionen durchlesen, dann würde die Community das Spiel vielleicht auch wieder mögen. Fazit: Ich bin bei dem Spiel erstmal raus.
Most of my gameplay is on Hard difficulty or below, with a game or two on Nightmare. I don't really understand the appeal. Obviously the game is supposed to be slow and deliberate, but the gameplay feels slow in a clunky, janky way. It's 8 player lobbies which is a cool concept, except that it exacerbates the problems that selfish, lone wolf players bring when they bum-rush objectives and ignore the needs of their teammates. Chances are until you learn the maps and get comfortable with the game, you won't be doing much in the way of objectives as a new player because everyone will beat you to them. My games have been mostly silent with players usually not sticking together or helping each other clear zombies, except for near the end when everyone is forced to in order to survive. There's a flow to the game with a slow buildup in the first half and chaos by the second, but it isn't the exciting sort of chaos that I've come to expect from campaign co-op games. I'm struggling to put my feelings into words. But what it boils down to is the game doesn't feel fun to me. [h1]My Rating: 2/5[/h1]
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.
Left 4 dead spin off back for blood wished it was. Not really but it has qualities of it. The game has its issues. Needs some quality of life improvements and bug fixes. More content would be a plus. At least new maps and new objectives. Otherwise its a solid game for 20 dollars considering Call of Duty will sell you a 70 dollar game with 20 plus dollar microtransactions, face ♥♥♥♥ you with black cell battle passes for 30 dollars every season.
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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