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An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include: March 19th Hotfix: We've released a dedicated server update that fixes an issue with runner behavior. This update is optional, but all community admins are encouraged to apply it.
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Prepare yourself for the terrifying 8 player co-op action horror experience of No More Room in Hell 2 - coming Halloween 2024 from Torn Banner Studios.
View the announcement trailer, first revealed during Summer Game Fest 2024:
[previewyoutube=jkuwzUd9lGs;full][/previewyoutube]
No More Room in Hell 2 is an intense permadeath co-op journey into the eerie darkness of zombie-infested zones. As an emergency responder you must survive, scavenge, stockpile and fulfill your mission - then repeat, each time in an ever-changing experience.
No More Room in Hell 2s original developer, Lever Games, was acquired by Torn Banner, the studio behind Chivalry 1 & 2, and the original Age of Chivalry mod. Led by a core team of veterans from Torn Banner and Lever Games, the majority of the previous No More Room in Hell 2 team continues to work at the studio on the sequel.
A commercial release in the same world as the 2011 award-winning Source mod, players start isolated in the dark, find their friends, and try to survive in a dynamic, endlessly replayable zombie apocalypse. With enemies and map locations inspired by classic horror cinema, No More Room in Hell 2 will instill terror into players while offering fresh, tactical gameplay, high-stakes permadeath, and intricate combat design that rewards teamwork and grit.
Find your way to your teammates with proximity voice chat and grow together in power. Each match, youll go from spawning in the darkness with a flashlight, to forming a fully stocked 8-player co-op squad with assault rifles and explosives. An ever-present threat remains: if a responder dies, all of their progress is lost.
No More Room in Hell 2 continues the dark, grounded aesthetic and intense action horror approach of the original game while expanding its vision dramatically, said Steve Piggott, CEO and creative director at Torn Banner Studios. Were excited to be the new shepherds of a franchise we adored as fans and were thrilled to take up the mission of capturing the iconic horror of classic zombie cinema. We want to blow people away with our first co-op game, pushing Torn Banners skill in multiplayer action to a whole new level.
Powered by Unreal Engine 5, No More Room in Hell 2 is a co-op game with consequences coming to early access on PC via Steam and Epic Games Store this Halloween.
We look forward to sharing more with our community over the next month with more details coming during the PC Gaming Show on June 9th, a Torn Banner Studios Twitch livestream on June 11th, plus multiple blogs exploring details of No More Room in Hell 2.
Join our Discord to stay connected with the NMR2 community and to interact with our community team!
Watch yourselves out there, Responders
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
[previewyoutube=AxVKaCgfyWs;full][/previewyoutube]
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Hey everyone!
Thanks for popping by, sorry I haven't posted in a bit we've been so busy!
I'm gonna make this quick:
The game is on schedule, going well, and new content keeps coming in! still a lot to do, there are plenty of bugs to fix, but we're excited to show off a new trailer, likely post it next month! Here are some screenshots from today's team playtest on Night of the Living Dead and Broadway 3 where we assess bugs and try and wreck shit lol
Thanks for your continued support it means the world to us. Join us on our Discord and if you have any questions you can pop in our nmrih2 discussion chat, or feel free to hit me up!
Much love,
Maxx <3
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
No More Room in Hell 2 will be available on Steam Early Access and EGS, October 31 2022! Our plan is to launch the game next Halloween in Early Access as a Beta. That means it will launch with some limited content but what we do launch with we plan to have decently polished and a good quality experience. We plan on being in Beta/Early Access for one year and with your support from buying the game we will be able to afford to hire more staff to work on the game full-time (we only have 2 full-time staff at the moment!) and it will enable us to continue to develop the game, flesh out the mechanics more, add new features and extra content like tons of new weapons, maps, and new game modes! We are a small team and we have a lot to do still but we know that you are a dedicated, supporting and understanding community and we hope that you will be with us on this journey to delivering the best possible co-op zombie game. As always you can join us on our Discord Channel and hit me up if you have any questions or whatever. Thank you so much for sticking with us all this time and we hope you'll play with us next Halloween!
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
HAPPY HALLOWEEN!! We hope that you're all having a blast this sp00ktacular day! In celebration of all things horrifying on this special TEN YEAR ANNIVERSARY of No More Room in Hell, we present to you a video celebrating this milestone and our NEW 1.12 update featuring THREE new maps: Rockpit, Anxiety, and Drugstore plus a super major overhaul to Boardwalk. We also end the video with a tab bit of other fun news! [previewyoutube=oMrpp8n3goo;full][/previewyoutube]
Update 8/31: A small patch has been released addressing a few server-side issues. Server operators are recommended to update their servers. Original Post: An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
We are happy to share with you the progress on the game so far in our new Alpha Gameplay trailer! [previewyoutube=tTUdjDN0KbI;full][/previewyoutube] Everything in this video is a WORK IN PROGRESS - this means that it isn't finished! Animations, art, sound, mechanics, combat, movement, characters - everything you see here is still being worked on, and we are not going to release the game until it's ready. All of these little things will get addressed before you eventually play the game, don't you worry :) We've got some huge updates coming in soon too, with new weapons, more zombie variety, a bunch of new gameplay features we're working on plus we've started designing our 4th map! Can't wait to show you all more in the near future. We hope you like what you see, it's come a long way but we still have much to do before Early Access. Thank you all so much for your continued support! As always feel free to hit me up on Discord or anywhere else if you have questions. - Maxx Join our Discord, we're always hanging out and chatting with the community: www.discord.gg/nmrih
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
We are happy to share the great news that our Steam Store page for No More Room in Hell 2 is now LIVE!
CLICK HERE TO CHECK IT OUT!
Please give it some love by adding to your Wishlist and sharing it with your friends! The more people who add it to their Wishlists will help us gauge the excitement of the community and the reach of the game to new players.
So go and check it out! Well be adding more screenshots, content, and details to the page as we get closer to our anticipated Early Access release, which we are currently aiming for about the middle of 2021. Our Minimum and Recommended specs are still a work in progress and are subject to change (hopefully for the better) as we do more optimization.
Thank you all so much for your continued support!
It's that time of year, for festive celebration and feats of strength!
Whatever and however you celebrate you hope you are doing it safely, this has been a wild year for everyone everywhere and it's definitely had it's impact on us. All this craziness has thrown us way off schedule from what we had planned, but what we can say for sure is that the game has come so far this year, and it is amazing to see. Even since the Halloween trailer 2 months ago the game has shaped up with better performance, more gameplay features and improvements, better animations, and more.
While we can't say *when* nmrih2 is coming out, what we can tell you for sure is that 2021 will be the year of nmrih2, without a doubt. The game is in great shape and it's only getting better. We're bringing on more testers to help us find bugs and give us feedback, we're wrapping up work on numerous features and mechanics, and soon our Steam store page will be up to really make this legit!
Thank you all so much for supporting us and sticking with us all this time, especially over this crazy year. Fuck 2020, and everyone stay healthy and safe so we can smash some zombie heads together in 2021.
Happy Holidays and have a great new year!
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
*ALL GAMEPLAY AND CONTENT SHOWN IS WORK IN PROGRESS AND NOT FINISHED* Join us on Discord: http://www.discord.gg/nmrih Hey everyone, it's that super sp00ky time of year, our favorite day, Halloween! To celebrate we've made a video captured during a few of our playtests to show off some of the progress we've made. We hope you like what you see and even though we are definitely not done, we are excited to show where we are at so far! [previewyoutube=ebSh33wnq_4;full][/previewyoutube]
Hey everyone, thanks for popping by!
I'm just here to share some screenshots from our most recent playtests of nmrih2 and what we have been up to. Please keep in mind that everything is a WORK IN PROGRESS, and nothing is finished yet.
I'd also like to let you wonderful people know that we have a video on the way soon and we're excited to share more of the game with you! We've all been working hard in our spare time to really make some solid progress on the game. Our main focus at this time stability/performance, and player leading and clarity of your objectives and the game mode in general. We've slowly been bringing on more testers and we will continue to be reaching out to people in the community to help us, and eventually we are going to make a public post for people to submit a survey about their PC, if you're interested in helping us out with some playtests.
Thank you all for your continued support, we know that we are slow but we're doing what we can with the time that we have available to us. We will have more info soon about the game and Early Access.
As always you can join us on Discord or reach out to me directly if you need anything.
Lots of love,
Maxx
DISCLAIMER: This video contains **WORK IN PROGRESS** gameplay, art, animations, sounds, and mechanics. Everything is being worked on still and is not finished! We know that the zombie slides, it is missing animations, and we know the muzzle flashes aren't right and that the blood particles are red X's ;) [previewyoutube=rMo6XSOLJqY;full][/previewyoutube]
We've released an optional server update for NMRiH servers that fixes a crash on map resets. This update is optional, but all community admins are encouraged to apply it.
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Hey everyone! After some rigorous testing and invaluable feedback from members of our community we're happy to officially release update 1.11 for No More Room in Hell. This is a huge update focused largely on bug fixes and quality-of-life improvements. Take a look at the changelog below and we hope you enjoy! I'd like to thank Felis, bubka, ssba, and our entire testing community for helping out with this update!
A beta update is available for No More Room in Hell. The major update notes are below. A more detailed changelog will be available during the general release. The beta branch can be accessed in Steam via the Properties -> Betas tab. You may report issues or provide feedback regarding the beta here: https://steamcommunity.com/app/224260/discussions/11/ If no issues arise, we hope to release this update to all users in the coming weeks.
[Disclaimer: ALL CONTENT in video is Work in Progress and not only subject to change but has probably changed already]
HEY EVERYONE HAPPY HALLOWEEN!
So here's the deal we were so busy working and making major changes that we broke a bunch of stuff in the process, and then realized that Halloween was days away and we panicked and we put together this quick video for you.
PLEASE join us on discord (https://discord.gg/nmrih), give us your feedback, ask any questions you have, and we will do our best to listen and answer!
----
We know about the broken Ammocheck UI, we know about the broken crawler, we know about the broken camera at a few spots... We know all of these things, but we want to show you things regardless, because things are cool, and you're cool, and you appreciate cool things.
https://www.youtube.com/watch?v=I02fvkZ03Xs
Yeah, we know we're slow, but we are alive! Well, that's debatable, seeing as how we all just got SLAUGHTERED in our latest playtest after a team meeting. Enjoy some screenshots! There are some *BUGS* in these shots, such as floating guns, debug texts, clipping things, but you know that is expected, and it will all be fixed.
We haven't really spent much time on the art for the UI/HUD stuff, so it's all placeholder and temporary. That includes the tooltips on interactables, and the ammocheck UI.
Night of the Living Dead is almost wrapped up, it's getting to the point where the map is mostly done we just need to finish up zombie and item spawns, as well as all the interactables like doors, computers, safes, generators, all that kind of stuff. They're getting in slowly, but we're almost ready to switch over to Brooklyn Heights!
Our Dev Blog for April 2019 is up now, check it out here!
We apologize for the delay but we hope you like what you see, let us know your thoughts in the comments or leave a comment on the dev blog itself. We'll have more to show in the near future so stay tuned and thank you for your support!
As an addition to the Night of the Living Dead trailer preview shared in October, we're excited to share more of the map with you, the gas station. Our resident environmental maestro, nay0r, has kindly shared a few shots of the progress he's made.
Take a look.
Soon enough, we're excited to share even more with you in the coming months. Be sure to stay connected with us on Facebook, Twitter, Reddit, Discord, and our Website to get the latest news.
Let us know what you think in the comments below.
Click below to play the teaser now:
https://youtu.be/t29099m1oYc
Theyre coming to get you, Barbara!
Night of the Living Dead is the classic film that started everything we know and love about zombies today. It was so important to us that we featured the iconic farmhouse in the first game, and we strived to pay homage to such a classic setting. It paid off as it quickly became a fan favorite. With No More Room in Hell 2, we leapt at the opportunity to leverage the additional power of Unreal 4 to deliver even more of the memorable locations and atmosphere of the film in a more expansive environment that is over ten times the size of the maps in the original game.
The Night of the Living Dead map is a vast open trough valley in Western Pennsylvania, spanning a farm, a cemetery, a lumberyard, an airfield, a gas station, a self-storage warehouse, bungalow homes, and even a small lake complete with a dam. Its our biggest map yet by far offering a variety of places to explore. This video shows just a small selection of these areas as a teaser to tide you over, while we get ready to show off some gameplay and more of the map this coming holiday season!
I hope you like what you see, weve all been working hard on Night of the Living Dead and are super proud of what is shaping up to be a fascinating and haunting map. Let us know what you think in the comments and feel free to follow us on the blog or our Official Discord channel!
Thanks for all your continued support and Happy Halloween!
Maxx, Team Lead
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Hey, Everyone! SufF3R here, with a brief update. The team has been busy working out way through the game, and we wanted to share a few updates with you all. In the recent months, our focus has been getting the game closer and closer to a first playable. We've made some tremendous progress with Cal, Muit, and Hawk joining us recently, but there's much more that needs to be done before we're ready to share our progress with you.
While we're getting there, here are a few works-in-progress shots of the Night of the Living Dead map nay0r has been working on.
In the screenshots below, you'll see a few shots of two rooms within the chapel. In the basement, what once was a place to dress the deceased has now become a make-shift hospital for survivors.
The upper room of the chapel has also been re-appropriated to be used as a place to store bodies.
Our boy, MzK, has also been working on finishing the animations for the MP5, MK18 (reworked), and the DT11. Please note that these renders were captured in a test environment and the crosshair and setting is for animation purposes and will NOT be in the final game.
MP5
MK18 (Reworked)[url=https://i.imgur.com/R9dYobh.gif]
DT11
We're working away to make a game we'll be proud of, and a game that you'll enjoy. So we honestly appreciate your patience with us as we keep ramping production up! That's it for now, we've got a lot to go, and we'll commit to continuing to share our progress with you all.
Stay tuned for a little something special happening on Hallows Eve...
Share your thoughts with us and join the conversation on discord at discord.gg/nmrih
A beta update is available for No More Room in Hell. The major update notes are below.
A more detailed changelog will be available during the general release.
The beta branch can be accessed in Steam via the Properties -> Betas
tab using the access code: testtest7890
You may report issues or provide feedback regarding the beta here:
https://steamcommunity.com/app/224260/discussions/9/
If no issues arise, we hope to release this update to all users in the coming weeks.
We're excited to introduce you all to our three new members: Cal, Muit, and Hawk. Each of them has distinct roles to help us get NMRiH2 to where we'd like it to be. To get to know them better, we've asked them a few questions about their role and who they are.
SufF3R here, with a Spring update from the NMRiH2 teram.
As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months. Below we have a few updates, screenshots, animations, and a few tracks to share. Please keep in mind, that what we're sharing is again, a work-in-progress, so there's much more refining and smoothing-out that will happen.
Starting us off, we have MZK sharing his progress of the animated Sako 58.
[quote=MZK]Hey! I'm Parker, one of the animators for No More Room in Hell 2, and I have some animations I wanted to show off. I mainly wanted to show the "unload" and "single cartridge insert" animations, with the Sako 85 being a great example of taking from. Hopefully, these unload animations will immerse the player more than the original system in the Source game, which had no animations whatsoever. That certainly confused me the first time I found the key and found the slide of my handgun instantly locked back, but hopefully, this animation system should make things clearer in the sequel! I'll see you all soon, with more to show off by then![/quote]
Maxx, sharing some interior shots and development with the Brooklyn Heights map.
[quote=Maxx]Maxx here with an update on various art things, in particular, my work on Brooklyn Heights. Last time I did a progress update on here I was working a set of apartment interiors. This time around I'll be showing a couple of shots of a new office building interior Work in Progress. The lighting here is only for testing purposes and is on low settings. I have been continuing the work of building the pieces necessary to complete these new interiors. The goal as always is to build a space in an efficient manner where I can get the most out of each part I make. In the case of a building like this, I can model things like wall panels, ceiling overhead light boxes, decorative doorways, etc. and reuse them with each subsequent addition to the interior. This cuts down on the manual work I need to do which frees up time used for creating new assets and dressing an area. When an area is "dressed" with props and decals, it's often done in passes. A pass usually starts with the large pieces like props used for cover, or large pieces of furniture, and it works it's way down toward small decorative things like a calculator on a desk, a cutting board on a kitchen counter, a calendar on the wall, etc. I can, however, take the props we have and put together ready-made pieces like a desk with a computer, some papers, a telephone, and I can simply drag and drop it wherever Id like. Often I take an area, and I'll start to define a couple of rooms with more props to "sell" what the intention is. At a later date, I loop back around to some of these areas and continue that motif with all the new props, textures and decals that I have made to support it. This all starts with me finding some interesting examples of interiors and design styles on Google or in books, and then I see where my creative instincts take me. Its one of the best parts of being an environment artist![/quote]
Dman with a logo design for the Homeland Emergency Response Agency (HERA) inspired by the US Department of Homeland Security and Federal Emergency Management Agency (FEMA).
[quote=dman]David Dman here, I wanted to share a little bit of insight into our HERA logo you saw on our first story document released a while back. HERA is largely inspired by the real-world homeland security/FEMA logos but also a hint of the old lesser known US Civil Defense insignias from WW2 era. As an agency in our universe, their designs will have a strong color palette with minimalist logos that are sharp and clear, keep an eye out for future story docs and later on in the game![/quote]
Thought, sharing an audio soundtrack sample and some ambient noise for the Night of the Living Dead map. Make sure give this track a listen with headphones on.
CLICK TO LISTEN NOW: NOTLD Ambiance Track
CLICK TO LISTEN NOW: NOTLD Guitar Sample
[quote=Thought]I think what fuels my direction when composing music for NOTLD is the sheer sense of beauty all around the player when in the environment. The trees sway in the night breeze while the moon illuminates the corn fields. Leaves are falling off the trees, and you get a sense that it's a beautiful fall night. It's deceptive how peaceful it can be at times when you stop to appreciate it, which is what I try to capture in the ambiance. Even while experiencing something as horrific and terrifying as zombies chasing you, any moment of rest or seclusion is to be capitalized upon, and that's where I come in.[/quote]
Along with Thoughts track for the Night of the Living Dead map, Erickanni, our newest member of the team has already made progress with some props.
[quote=Erickanni]Hey! May as well give you a quick update/content as I just joined and all my names Eric, and I've just joined the NMRIH2 dev team for prop/environment art! So far, I'm just going to be helping create and push environmental assets out, and later build some more focal props down the line. Started tackling Night of the Living Dead assets, mainly the gas station area - Modeling/UV'ing some vital environmental props such as gas pumps, light posts, various signage, and typical environmental clutter.[/quote]
Tom with a summary of developing our dynamic music system (DMS).
[quote=tom.wright]Recently I have been developing fundamental systems to house the Dynamic Music System (DMS)in No More Room in Hell 2. In modern titles, adaptive music is fairly common, but the original No More Room in Hell was one of the earliest games/mods to take advantage of combining game states and music, dynamically. NMRIH2's adaptive music system improves on the original game's music system in many ways; using a very advanced audio engine (Wwise) we can mix music on-the-fly, applying seamless transitions between Low, Medium and High-intensity pieces of music without disrupting the flow of the soundtrack. The music in the original game was a big contributor to the feel of the game, so it has been very important to expand on this while maintaining the mood that it provides. One of the issues with the original DMS was that when the gameplay changed intensities, the music engine would select a new piece of music with the appropriate intensity at random, then play it from the start. This meant that when the gameplay intensity was changing frequently, the player would hear the start of the same piece of music over and over again, never reaching the end. Wwise has a feature called Random Entry Cues, which means we can place many cue points throughout a track. Wwise will randomly select a cue point when it returns to that track, meaning that over the course of an entire game you should hear an even distribution of each section within a piece of music.[/quote]
nay0r and an update on the Stockades mall map.
[quote=nay0r]Hey, guys nay0r here, just a quick update on whats been happening recently. Ive continued to work on our 3rd map the Stockade mall, which is going tremendously well. Since our last update, I have made tremendous progress on the layout, which includes an exterior/corridors/shops and an underground car park. Working on this map on my own I feel like progress has gone super well, over the coming weeks I plan to keep on adding size to the map's layout, then shortly after it will set dressing and working on lighting.[/quote]
Cenelder showing off complex animations of zombies in "pursuit" mode.
[quote=Cenelder]Lately, I've been trying to get a lot of the more complex animations for our zombies ready. Once a zombie spots you in NMRIH2, their arms will be raised in "pursuit" mode. The animations will be a more natural way to identify if the zombie horde has spotted you! We've also made some attack animations to be blended into zombie movement, meaning that zombies can now walk AND attack which should make it a bit harder to abuse their AI. I've also been focusing on adding level-of-detail meshes for the zombies for performance so we can stress test the max number of zombies we can get on screen before a negative performance hit.[/quote]
And finally, Xenon with an update on our zombie AI.
[quote=Xenon]Xenon here again with a small update from the AI side of things. So the AI timeline has looked something like this in the last month and a bit. Work on first pass player zombification when infected and death by infection or other causes. Next was some minor code changes/reworks for internal use. Then finally we come to what I've been working on recently which is the second pass on the zombies. This has mostly been adding new functionality to characters such as a buff/debuff system and an attribute system to manage stats of the characters/items. Things that I've yet to get to, but is on the chopping block are improved zombie pathing and a second pass of the stimuli system for more consistency. Plus a second pass on our soldier AI, as well as a second pass on our gore system![/quote]
A quick reminder again that the content shared is only a glimpse of what the game may look like in the future. There's much more for us to build and learn as we go.
Thanks for taking for joining us for this team update and we're excited to continue to share more progress in the near future.
SufF3R here, with a Spring update from the NMRiH2 teram.
As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months. Below we have a few updates, screenshots, animations, and a few tracks to share. Please keep in mind, that what we're sharing is again, a work-in-progress, so there's much more refining and smoothing-out that will happen.
Starting us off, we have MZK sharing his progress of the animated Sako 58.
[quote=MZK]Hey! I'm Parker, one of the animators for No More Room in Hell 2, and I have some animations I wanted to show off. I mainly wanted to show the "unload" and "single cartridge insert" animations, with the Sako 85 being a great example of taking from. Hopefully, these unload animations will immerse the player more than the original system in the Source game, which had no animations whatsoever. That certainly confused me the first time I found the key and found the slide of my handgun instantly locked back, but hopefully, this animation system should make things clearer in the sequel! I'll see you all soon, with more to show off by then![/quote]
Maxx, sharing some interior shots and development with the Brooklyn Heights map.
[quote=Maxx]Maxx here with an update on various art things, in particular, my work on Brooklyn Heights. Last time I did a progress update on here I was working a set of apartment interiors. This time around I'll be showing a couple of shots of a new office building interior Work in Progress. The lighting here is only for testing purposes and is on low settings. I have been continuing the work of building the pieces necessary to complete these new interiors. The goal as always is to build a space in an efficient manner where I can get the most out of each part I make. In the case of a building like this, I can model things like wall panels, ceiling overhead light boxes, decorative doorways, etc. and reuse them with each subsequent addition to the interior. This cuts down on the manual work I need to do which frees up time used for creating new assets and dressing an area. When an area is "dressed" with props and decals, it's often done in passes. A pass usually starts with the large pieces like props used for cover, or large pieces of furniture, and it works it's way down toward small decorative things like a calculator on a desk, a cutting board on a kitchen counter, a calendar on the wall, etc. I can, however, take the props we have and put together ready-made pieces like a desk with a computer, some papers, a telephone, and I can simply drag and drop it wherever I’d like. Often I take an area, and I'll start to define a couple of rooms with more props to "sell" what the intention is. At a later date, I loop back around to some of these areas and continue that motif with all the new props, textures and decals that I have made to support it. This all starts with me finding some interesting examples of interiors and design styles on Google or in books, and then I see where my creative instincts take me. It’s one of the best parts of being an environment artist![/quote]
Dman with a logo design for the Homeland Emergency Response Agency (HERA) inspired by the US Department of Homeland Security and Federal Emergency Management Agency (FEMA).
[quote=dman]David ‘Dman’ here, I wanted to share a little bit of insight into our ‘HERA’ logo you saw on our first story document released a while back. HERA is largely inspired by the real-world homeland security/FEMA logos but also a hint of the old lesser known US Civil Defense insignias from WW2 era. As an agency in our universe, their designs will have a strong color palette with minimalist logos that are sharp and clear, keep an eye out for future story docs and later on in the game![/quote]
Thought, sharing an audio soundtrack sample and some ambient noise for the Night of the Living Dead map. Make sure give this track a listen with headphones on.
CLICK TO LISTEN NOW: NOTLD Ambiance Track
CLICK TO LISTEN NOW: NOTLD Guitar Sample
[quote=Thought]I think what fuels my direction when composing music for NOTLD is the sheer sense of beauty all around the player when in the environment. The trees sway in the night breeze while the moon illuminates the corn fields. Leaves are falling off the trees, and you get a sense that it's a beautiful fall night. It's deceptive how peaceful it can be at times when you stop to appreciate it, which is what I try to capture in the ambiance. Even while experiencing something as horrific and terrifying as zombies chasing you, any moment of rest or seclusion is to be capitalized upon, and that's where I come in.[/quote]
Along with Thoughts track for the Night of the Living Dead map, Erickanni, our newest member of the team has already made progress with some props.
[quote=Erickanni]Hey! May as well give you a quick update/content as I just joined and all — my names Eric, and I've just joined the NMRIH2 dev team for prop/environment art! So far, I'm just going to be helping create and push environmental assets out, and later build some more focal props down the line. Started tackling Night of the Living Dead assets, mainly the gas station area - Modeling/UV'ing some vital environmental props such as gas pumps, light posts, various signage, and typical environmental clutter.[/quote]
Tom with a summary of developing our dynamic music system (DMS).
[quote=tom.wright]Recently I have been developing fundamental systems to house the Dynamic Music System (DMS)in No More Room in Hell 2. In modern titles, adaptive music is fairly common, but the original No More Room in Hell was one of the earliest games/mods to take advantage of combining game states and music, dynamically. NMRIH2's adaptive music system improves on the original game's music system in many ways; using a very advanced audio engine (Wwise) we can mix music on-the-fly, applying seamless transitions between Low, Medium and High-intensity pieces of music without disrupting the flow of the soundtrack. The music in the original game was a big contributor to the feel of the game, so it has been very important to expand on this while maintaining the mood that it provides. One of the issues with the original DMS was that when the gameplay changed intensities, the music engine would select a new piece of music with the appropriate intensity at random, then play it from the start. This meant that when the gameplay intensity was changing frequently, the player would hear the start of the same piece of music over and over again, never reaching the end. Wwise has a feature called Random Entry Cues, which means we can place many cue points throughout a track. Wwise will randomly select a cue point when it returns to that track, meaning that over the course of an entire game you should hear an even distribution of each section within a piece of music.[/quote]
nay0r and an update on the Stockades mall map.
[quote=nay0r]Hey, guys nay0r here, just a quick update on what’s been happening recently. I’ve continued to work on our 3rd map the Stockade mall, which is going tremendously well. Since our last update, I have made tremendous progress on the layout, which includes an exterior/corridors/shops and an underground car park. Working on this map on my own I feel like progress has gone super well, over the coming weeks I plan to keep on adding size to the map's layout, then shortly after it will set dressing and working on lighting.[/quote]
Cenelder showing off complex animations of zombies in "pursuit" mode.
[quote=Cenelder]Lately, I've been trying to get a lot of the more complex animations for our zombies ready. Once a zombie spots you in NMRIH2, their arms will be raised in "pursuit" mode. The animations will be a more natural way to identify if the zombie horde has spotted you! We've also made some attack animations to be blended into zombie movement, meaning that zombies can now walk AND attack which should make it a bit harder to abuse their AI. I've also been focusing on adding level-of-detail meshes for the zombies for performance so we can stress test the max number of zombies we can get on screen before a negative performance hit.[/quote]
And finally, Xenon with an update on our zombie AI.
[quote=Xenon]Xenon here again with a small update from the AI side of things. So the AI timeline has looked something like this in the last month and a bit. Work on first pass player zombification when infected and death by infection or other causes. Next was some minor code changes/reworks for internal use. Then finally we come to what I've been working on recently which is the second pass on the zombies. This has mostly been adding new functionality to characters such as a buff/debuff system and an attribute system to manage stats of the characters/items. Things that I've yet to get to, but is on the chopping block are improved zombie pathing and a second pass of the stimuli system for more consistency. Plus a second pass on our soldier AI, as well as a second pass on our gore system![/quote]
A quick reminder again that the content shared is only a glimpse of what the game may look like in the future. There's much more for us to build and learn as we go.
Thanks for taking for joining us for this team update and we're excited to continue to share more progress in the near future.
Survivors, We have just pushed an update to No More Room in Hell that enables VAC support. The change will be applied automatically when you restart No More Room in Hell. Some users may need to restart their Steam client as well. If you are running a server, please remove the -insecure option from your command line to enable VAC support.
Hello, everyone! justaw0rm here, with a team update in the new year! We have got some big plans for you in 2018, and we would like to take you along a quick sneak peek of what we have been working on. A couple of the folks from the development team have kindly given us a quick summary of some recent progress they’ve made along with some tasty screenshots and a quick description of what they’re working on.
Please note, what we’re sharing is work-in-progress, so it does not represent what the game will look like in its final form. We’re excited for 2018, and we’re so glad you have decided to be a part of this with us! Let us know what you think in the comments down below!
First off, we have a few screenshots created by Tim Bergholz, and he’s meticulously designed the model of a P250 and an M1014. Trust us; you’ll get comfortable using these two when the time comes.
Continuing on the theme of weapons, MzK has done a phenomenal job of animating an MK18 and a sledgehammer.
[quote=MzK]When making these animations, I want to make them entertaining to watch for casual players, but also a treat for gun nuts to appreciate. Barrels wobble, optics jiggle, and bolts rotate. I'm getting to work on a lot of different guns in first person games such as the CX-4, DT-11 and other civilian firearms. I want to get these weapons to feel as stable as possible concerning animation, and I know it'll pay off by the time NMRIH2 ships![/quote]
nay0r, with some progress on the Palisades Center “mall" map.
[quote=nay0r]So this past couple of months I began work on our third map, a mall map based of the Palisades Center based just outside of NYC. The map is already taking great shape even after only a short period developing it. I’m super happy with how it’s turning out, and it will be a great addition to have in the game which we sadly lacked in the first game having any kind of mall map In the upcoming months I can’t wait to show even more progress on the map.[/quote]
Maxx, updating us with progress on the Brooklyn map.
[quote=Maxx]I've been hard at work on our Brooklyn Map! Since the new year, Louie and I have switched places to liven things up, so I'll be slamming on this map for a while. I've been working on the interiors of some apartment buildings, bringing new life to some of our previously existing buildings. The goal here is to build seamless meshes for the interior which reduce lighting errors and improve performance and then beginning the first pass of placing lights and props to start to build up a feel or "texture" to the world. I've been building props to decorate the exteriors of the buildings to begin grounding them more and bringing a bit more life to some otherwise bare walls! Environment art can be tedious a lot of the time, but when you get to the stage of placing props and decorating a space, it brings back memories of a kid, playing with action figures, living out a story. A map like Brooklyn is a big task, but it can also be some of the most fun you get to have as an environment artist. For that reason, I think this map is going to be an exceptional experience.[/quote]
Xenon with a quick write-up on the gore mechanics.
[quote=Xenon]Just a small update in terms of zombies and AI this month from me. So over the holidays and into January, we've started a rough first pass of zombie gore, and things are shaping up nicely! We hope that in the next few months we'll be able to show you the full system functioning in a dev blog with all the fixings of gore, chunks, blood and limbs being blown off those lovable zombies.[/quote]
Louie, coming in with a quick preview of in-game lighting.
[quote=Louie]I went through and made blueprints for all the lights editable from the blueprints using construction script to make it so the important variables can be edited by level designers. These critical variables are the lights intensity and temperature (the scale used in real life for the orange to the blue scale of lights) and Attenuation Radius which is how far the light effects the environment. Using this, I could make sure that every lamp could be set as stationary so that it could affect both dynamic and static objects. Casting dynamic and stationary light. These kinds of lights need not overlap 4 or more times, so the radius is essential for this.[/quote]
And finally, a treat from thought, a glimpse of the soundtrack to accompany the Brooklyn Heights map.
I highly recommend you put on some headphones, turn down the lights, close your eyes, and give this track a listen.
Click this link to listen now.
[quote=thought]This soundtrack is still a work in progress that is likely to be further changed and played with, but I thought I would share. Imagine entering Brooklyn heights, and as you get deeper into the city, you get a real sense of the sheer loss.[/quote]
Thanks for joining us for this months team update and we’re looking forward to the next update!
Remember, these are work-in-progress updates so though rough around the edges, you can expect our work to be polished and ready to go when the NMRiH2 is available.
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Survivors,
Beta 1.09.7 is now live on our beta branch. This is a map content release. We need help ensuring that the new maps work properly. There are 7 new objective maps and a single new survival map. Additionally, 4 existing maps will need retesting because of minor bug fixes.
If you are interested in testing this release, please check the new hub sub-section:
http://steamcommunity.com/app/224260/discussions/8/2906376154331781988/
We hope to have this update out to the general public in the next week or so. We apologize for the delays and thank you for your patience.
If you need a refresher on the maps coming, please check the previous announcement: http://steamcommunity.com/games/224260/announcements/detail/1458464748904217094
Thank you, everyone, for joining us for another Dev Blog! This time, we'll be talking about Brooklyn Heights - our largest map so far. It's a massive work in progress and everything here is still in development and subject to change, but we think you will appreciate seeing it regardless.
Brooklyn Heights is the northern tip of the Borough at the south end of the Brooklyn Bridge which connects to Manhattan. It's a beautiful, modern, upscale neighborhood in real life that we thought would create a striking juxtaposition when collided with the chaos and terror of a zombie apocalypse. The neighborhood has a breathtaking vista of Manhattan and the Brooklyn Bridge from the Promenade which will allow us to allude to distant turmoil while using the historical brownstones and apartment complexes to tell stories of the final moments of the residents of this once elegant neighborhood.
On a September morning at dawn, Brooklyn Heights was condemned by the zombie pandemic. The aftermath of the recent outbreak can be observed throughout the streets; the formerly bustling neighbourhood has been reduced to chaos as citizens tried to flee and the military tried to maintain order. However, building interiors and underground areas were relatively unscathed as people abandoned their homes.
We want to have a mixture of areas that feel safe, chaotic, damaged, elegant, depressing, and we have so much room to play with on this map. The dichotomy of light and shadow intensify feelings of unease, making it difficult to know what could be lying ahead in the darkness. We want the environment to be dripping with tension. Just from wandering around the world you will see the telltale signs of last moments of the residents, police, and soldiers who once fought to keep this place - their homes - safe and secure.
This map is much larger and more nonlinear than any previous map. There are tons of places to explore and most buildings have at least some interior space. The map includes points of interest such as a courthouse, auto shop, record shop, basketball court, hotel, office building, doctor's office, and a series of large apartment buildings.
We also have underground areas to explore such as a sewer system, and subway.
One major thing we wanted to try and achieve with the Brooklyn map, as our second production map, was expanding our randomization system to go a step further. In NOTLD, our randomization is focused mostly on item and objective spawning, and in Brooklyn, we're adding in another layer of randomization which is randomly spawning interiors. As you can see in the proof of concept example below, we can have a row of brownstone houses and when the map runs, it'll randomize which of those houses gets an interior, and which interior it gets.
The scale of this map will really force players to explore, work together and struggle to stay one step ahead of their living and undead adversaries. Its complex structure, immense verticality, randomized elements and a mix of tight and open spaces create a truly diverse and unique environment in NMRiH2.
Thank you all for reading this Dev Blog and we can’t wait to show you more of Brooklyn Heights as it comes together over the next few months. It’s our most ambitious map to date and is shaping up to be something special. We hope that you’ll come back again for our next Dev Blog and join us on our Facebook and Steam Community pages!
We're now an official Verified channel on Discord! Join our community and chat with fellow fans and developers. A special benefit of being verified is better Voice chat servers! Check it out: discord.gg/nmrih
Hey everyone Wazanator here and I’m to give you the rundown on our newest patch and what's going on with it.
To start off I want to apologize to everyone who was really excited for the patch to be coming out today, unfortunately we underestimated how long it would take to get it ready once we had everything together. When we got the patch together earlier tonight and tested it we found that we were missing some assets. Because of this we will not be pushing the patch out tonight as we want to make sure we don't make any mappers involved look bad because of a mistake on our end.
Our new release window for the patch is for later next week so that we have time to properly test and make sure nothing else is broken that might have been over looked. Again I apologize for this as I know a lot of you have been asking us through out the day about the patch and wanting to play these new maps.
In the meantime please enjoy this sneak peek at what maps you can expect to see!
Nmo_Boardwalk
By Dr Hammer, Demo, and BillionLioe
You’ve been on the run for what feels like an eternity, the undead always on your heels. There’s rumor of a safehouse not far from here that might be your only chance at salvation. With a poisoned ocean on one side and the merciless horde on the other, it’s either fight to survive, or give up and accept your inevitable undeath.
Nmo_Broadway2
By nay0r
We thought that we had gotten away from downtown broadway, only for our getaway train to breakdown on the tracks. Those of us that remain went to some apartment building to barricade ourselves in while we figure out what to do to escape this never ending hell. We think we might have seen signs of unlooted supplies to the south so that’s a better place than any to start.
Nmo_Quarantine
By Coolz
Weeks after a military occupation in New York was overrun by the undead, the survivors are clinging to life within a small laundromat. With supplies waning and tensions growing, the survivors are forced to take a risk that will either save them or kill them; leaving their safe haven and trying to get into the quarantine, within which the last surviving soldiers supposedly still reside. With means of escape.
Nmo_Shelter
By Fersigal and Atheist
You and some other survivors hide in a World War 2 shelter in Europe. You try to get from the old bomb shelter to a nuclear plant in order to destroy certain parts of the world which don't hold any survivors at all but you encounter some problems on your way.
Nmo_Suzho
By BillionLioe
The old city of suzhou has seen much in its centuries of existence, but the shambling army of the undead is a first. The city police force made an effort to screen and evacuate the people present in the city. Their efforts were not sufficient and the dead overran the living, packed evacuation centers became slaughterhouses, what few survived resigned themselves to death on their own terms. The evacuation centers by the Grand Canal are now silent... save for the whistling wind and the moans of the dead. Perhaps someone is still out there on the waters. One can only hope they are listening.
Nmo_Underground
By Atheist, Extragamer, and Drunk_Steep
Loading Screen By n a t t y. s p b and OLEG
Trapped in a tunnel during a military evacuation gone bad you and the other survivors will need to fight your way out of the underground and into the city above if you want any hope at survival.
Nmo_Vertigo
By Ulreth
We all think that big skyscrapers are secure and have everything necessary to survive a zombie apocalypse. The problem is that this huge building is now surrounded by dead hordes approaching on your location. You will have to carefully rise to the top of it in order to be rescued if you want to live. But be careful, watch your step as you can fall to death in this old skyscraper. Can you escape from this vertigo nightmare?
Nms_Camilla
By Atheist and Extragamer
When the outbreak happened a group of us had holed up in Camilla’s and while that worked out well for awhile supplies has almost dried up completely. The good news is the military is on the way and we just have to survive this night.
---
Secret Image
Happy Halloween to one and all, this time of year is very special for all of us here at Lever Games. We’re bringing you this special BONUS blog this month! It’s but once a year we get a holiday to celebrate all things horror! We’re deep into development on No More Room in Hell 2 but we wanted to take a quick moment and show off some new screenshots and never before seen zombies.
Check it out!
P.S. we will have another announcement coming soon about the release of a content update for No More Room in Hell 1 which will include a number of community maps and the offical map Broadway 2
- David
Hey everyone Wazanator here and I would like to let everyone know that we are hoping to get a map pack out this Halloween! We had lofty goals for 1.10, but our plans scaled back as our focus shifted to the future with NMRiH2, new technologies and the promise of delivering an amazing successor for all of you. The one thing we can do, though, is bring you some excellent new maps! While we will be adding in some new maps of our own we thought it might also be a good time to start looking at getting some of our more active community members that have been making custom maps involved. If you are interested in having us look at your map to see if we can add it to the main game please see this thread. Never made a map before but would like to? Check out this tutorial! http://steamcommunity.com/sharedfiles/filedetails/?id=600125731 So what does this mean for future No More Room in Hell 1 patches? As most of the team has shifted it’s focus to the sequel we are looking at freezing features. What this means is instead of new gameplay mechanics you can instead look forward to things such as new maps, new art assets, and bug fixes. We are not abandoning NMRiH, we love this game and the community it has attracted to it too much to let that happen. Going forward we would like to have the occasional update where we put out a call for community made content so that others who don't check out our forums where people post really cool maps can get a chance to play them in addition to anything we've been working on. We will of course be giving these contributors credit where credit is due. If you have any questions about this or want to express any concerns please leave a comment and we will try to address them.
Hey everyone!
Another month, another dev blog! This is a second one from our writer Infr4mer who has been hard at work on our backstory and timeline, as well as establishing our world narrative.
In this blog he covers some more narrative tone for the game, as well as external sources of inspiration that help us remain focused on our goal.
You can check out his latest blog post here!
Nayor talks about level design, what maps in the works, and his experience using Unreal Engine.
We also have a Q&A section at the bottom based on questions some questions we have been getting about level design. Let us know if you have any more in the comments!
Also fans of the mod there's a special bonus announcement in there about nmo_broadway2
Hey all!
Welcome to our 7th Dev Blog!
First off I'd like to issue a *BANDWIDTH WARNING* if you're on mobile or a limited connection, there are lots of images in this post.
Today we show off a few of our weapons with side-by-side comparisons to nmrih1, as well as some of our new ones! This will give you an idea of the level of quality we're aiming for and we hope to show more off soon in action in the future!
Check it out here and let us know in the comments what you think!
Hey all! Time for a new Dev Blog! This one is just to talk a bit about our Dev Grant from Epic and an overall look back since this is our 6 month anniversary of starting the Dev Blog as well as a tiny taste of our next teaser :)
Next month, we'll have a Blog showcasing some weapon art (and maybe even some side-by-side comparisons to the first game!)
You can check out the blog HERE!
New Dev Blog! This time, we're discussing a little bit about narrative, world building, and the universe that is No More Room in Hell!
We want to add a bit more character to our world and make it more cohesive and coherent. We want the environment, the world around you to do two things narratively: tell you a story about the state of the world, and tell you small, personal stories of the individuals who perished in violence and chaos.
We're building a world that doesn't glorify death and violence, but instead we want to remind you of the tragedy of every lost life. It's a hard thing to accomplish, but we feel it's one of the narrative tones that sets our game world apart from others in the genre.
Check it out Here!
Oh look, it's another Dev Blog! This time it's our animator Cole giving you his perspective regarding the zombies and their behavior. We can't wait to show off more of them in motion, very soon!
(The zombies are naked because by default they have no clothes - clothes are randomized as they are spawned based on set parameters)
Check it out here and let us know what you think in the comments below!
This time you're getting a peak inside the house!
We've got a little less depth of field blur going on revealing a bit more detail for you.
We hope that you enjoy the shots, let us know in the comments below what you think!
We have some UE4 in-engine shots of our Night of The Living Dead remake!
These are all live shots from the Editor with Ultra quality settings with a bit of fancy "depth of field" blur to keep up the mystery ;)
Let us know what you think!
Hey everyone, Dev Blog #3 is now up and it's written by our composer, the man you all know and love, ThoughT! He goes through his, ahem, "thought" process about how he is approaching tackling the soundtrack and style for NMRiH2.
CHECK IT OUT HERE: https://blog.nmrih2.com/?p=150
Head on over to our blog, check out the new post, and let us know what you think down below!
JUST REMEMBER that all content on our Dev Blog is WORK IN PROGRESS and unfinished, subject to change at any time
Hey everyone, Dev Blog #2 is now up and it's written by our character artist, Cenelder, and he shows a taste of each of the three main basic zombie archetypes.
CHECK IT OUT HERE: https://blog.nmrih2.com/?p=115
He talks a bit about what makes them unique, how they behave, and how they play into the greater mythos of our zombie lore and the "science" that drives our world not to mention how these three archetypes of zombie will hunt you down and tear you limb from limb!
So head over to our blog, check it out his post, and let us know what you think below in the comments section!
JUST REMEMBER that all content on our Dev Blog is WORK IN PROGRESS and unfinished, subject to change at any time
We're proud to release our very first teaser for No More Room in Hell 2!
https://www.youtube.com/watch?v=VvLJQZ2vOUU
We're still very early in development and have a long way to go but we wanted to give you a treat for this Halloween weekend! We'll be posting development updates more regularly in the coming months as well as answering any questions you might have about NMRiH2.
We have an FAQ setup on our website as well for anyone curious: nmrih2.com
Feel free to ask us any questions in the comments below!
Note: If you find a bug, please post it on our GitHub page, click here to visit it or email support@nmrih.com Hello, We've submitted a 42mb patch to the Public Branch. The changelog is listed below:
Hello, Patch 1.09.5 is now live. The changelog for the patch is listed below. Server admins should update their server boxes as soon as possible. If you find a bug, please report it to support@nmrih.com or our GitHub page, click here to visit it
Hello, We've just made patch 1.09.4 live under a separate branch of the game. You can test it out and report bugs and feedback by joining our new Beta Branch steam group. The details on how to download it are listed in the Group forums. http://steamcommunity.com/groups/nmrihbs Note: You MUST join the beta group in order to view and join the beta build! An ongoing changelog is listed here but in particular Patch 1.09.4 should have drastically improved hit detection, and a stable Mac build. We'll have some servers up under this Beta Branch, and users who want to ensure that our Patch is stable can test it out. Keep in mind that by opting into the Beta Branch, you'll be unable to join servers running under 1.09.3
You can now listen to the No More Room in Hell OST on Youtube for free!
http://youtu.be/LKM6FA2x6_k
We've also had a few requests to release the album in more outlets. So we've also be working on releasing via: iTunes Amazon and Spotify. Stay tunned for those which are currently pending approval and should be going live later this week or next week.
If you'd like to support the artist the album is currently avalaibe on Bandcamp and here on Steam!
Buy the OST on Bandcamp
http://store.steampowered.com/app/310660/
ːnmrihː
Hey everyone! Some of you have been making posts stating you're having issues with medical items. This is because we made changes to how you USE the items in 1.09.0. Allow me to explain! We made these changes to make the game more immersive. We had always wanted the player to have to use items, and we didn't like the videogamey "just click on it and magically consume it" setup we had since launch. We finally got the animations made (courtesy of Rock) for ALL medical items. So now, in order to use a medical item, you do the following: - Left-Click on the item in your inventory much like a weapon to equip it like a weapon - Left-Click like you're attacking, and you'll apply the medical item to yourself - Watch the pretty animation, and don't die in the process - ??? - Profit!!! If your still confused, Riley has made a step by step video tutorial and you can find it here: https://www.youtube.com/watch?v=VY5ANbddoSo You may also like to know that we've added a new item, called "Gene Therapy" - This item is an experimental antiretroviral vaccine developed by the CDC, NIH and WHO. It can both CURE and IMMUNIZE against Infection.... BUT it has a slight chance of a side effect! You may go temporarily, partially blind for 10 seconds after use! So be careful! But you'll never be infected again ;) We hope this helps, and leave us any feedback or questions in the comments below! Post shamelessly stolen from Maxx :P
Hey everyone! So you may have seen those screenshots with our new EXPERIMENTAL PostFX shaders. In 1.09, we added in four new PostFX shaders to improve the visual fidelity of the game, bring it closer to previous 7th generation titles (NMRiH is a 6th gen title, new games are 8th gen). These four new shaders are:
As if new maps and fixes weren't good enough, now you have MORE reason to be excited about 1.09!!!
We've added in EXPERIMENTAL graphics features including:
- Depth of Field
- Screen-Space Ambient Occlusion
- Lens Flares and other lighting effects
- Filmgrain
Check out some examples below! We are planning that by default these options will be OFF, but players can enable them if they choose (at your own risk, they are experimental and may still have bugs)
Let us know what you think in the comments below!
We're pleased to announce that our OST will be coming to Steam this Halloween!
We've released a couple tracks already on our Bandcamp page which also has the album currently avaliable for preorder. Click here to check it out.
"No More Room in Hell - Original Soundtrack Volume 1" by Garrett "ThoughT" Lindquist presents over 45 minutes of music from the Source mod "No More Room in Hell." Each track has remastered for this release by Andrew Glassford. Bandcamp purchases have a wide array of formats to choose from. The steam release comes with both MP3 320 and FLAC for the audiophiles out there.
Our music is one of the most beloved parts of the game, and this OST is no exception. It makes a perfect score for your commute to work or school, for studying, or smashing the undead hordes!
We hope that you will continue to support us and pick up this amazing album, if you like the music in the game you will love this!
We'll be releasing a few tracks on our youtube page as well. You can check out the announcement trailer by clicking the image above.
ːnmrihː
Hi everybody, In preparation for the new NMRiH version (1.09.0) we’ve made some important additions and changes to the way we handle things.
http://www.twitch.tv/nmrihgame Check out the terrorist mastermind at work animating our medical items for 1.09
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