
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 | 28.2Kreviews | 57% | #81 | $12.7M |
| $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 2559 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
LONG VERSION: There's no way in hell that you can legitimately recommend this game brother. So there's permadeath but also peer to peer server connection (basically means there are no NMRIH2 dedicated servers and you connect to another player hosting the game). So let's say you just joined a bad host and you got a bit of lag or it's even worst and completely unplayable, well too bad because if you loose connection or quit (alt F4 or kill process trough task manager is the same ofc) you kiss goodbye to tens of hours spent leveling this character cause he gone bro. There's also glitches for example lots of spot to get stuck, sometimes u find a way to get out and sometimes you don't. You can also have that glitch where you cant use anything but the flashlight. Remember, you quit the game you kill your character and you can even kill your character by pressing K and then left click btw. So I bet you done the math already right? Unless you have the patience of a buddhist monk or an octuplet mom I don't see how to recommend this. But I know anyway these days permadeath has been completely accepted because of battle royales and extraction shooters. So that was the permadeath now the actual gameplay loop. The game is about completing different objectives on a map quite open and separated into different areas while looting on your way there. The character XP progression is tied to objectives completion and looting supplies so it just devolve in an XP race where everybody dodge zombies to get to the objectives and supplies before the rest of the players. 99% of players I saw were speed running to farm XP and ofc the games with the 1% players that actually took the time and played the game at normal pace together were easily the best games. The real question is: what's the point to play a coop game solo? For example a player that was close by got sandwiched by 2 zombies groups and we played together since the start, shared the loot, used communication well we played coop basically right. So I rushed to his rescue like if he was main objective and with the help of a 3rd player (which I learned later they were actually playing together on a premade) we got him back up and later on same game I was the one in a pickle and was coughing my lungs out while turning into a zombie because of contamination and the guy that I saved earlier saved me in return by sharing his pills even though he was turning aswell. A true legend. And I bet that was the original idea for that coop game right, to survive together instead of dancing around zombies to reach buttons as fast as possible like a mad percussionist. SHORT VERSION: Final verdict will be that the game can be actually great if you don't get unlucky glitch, you play with coop players and you host :P Alright enough joking around, I would say your best bet if you are interested into the game would be to wait for full release because ofc it's still in early access after 2 years... I think that's what most people are doing for those who were not deceived already by the messy early access launch. PS: game is more or less dead now RIP.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 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 |
| 1.5Kratings |
| 78% |
| — |
| 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 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's sad because there is so much to love about this game, but every time the game does something amazing it's held back by the developers doing something stupid. So the highlight why you should hold off on giving them any money, here you go: Gun: Sound, look and feel amazing, some of the best gunplay I've personally experienced. Understandably for a zombie game with resource management, ammo is rare, so guns are really valuable, right? RIGHT? Well, yes and no, guns are really useful, but instead of hardcore realism, its, just punishing for the sake of punishing, a .357 at 10ft against an unarmoured head doesn't always kill, 9mm from 2ft away is still minimum of two shots. They try and force you to treat weapons like a last resort but shift the gameplay to make guns one of the only viable ways to fight, and even then its unreliable at times. Melee: Nothing is more satisfying then swinging an axe through a zombie's skull, well at least it is satisfying when the axe makes contact and deals damage, CONGRATS! You watched the axe go through the zombies head, but unfortunately there was no collision detection, the zombie remains unphased, you've now been bitten and spend the rest of the match being a pill addict. Minor gripe -> I get it, realistically very few people can behead a zombie with one clean hit, but the melee weapons are intentionally weak, to the point that they are better used as crowd control to push zombies back. Because of this many situations demand the use of guns to survive (see previous sections for example of my 13th reason why). Because you are better off using melee to push enemies back, bladed weapons become worthless (except maybe the fire axe), as bladed weapons deal "more damage" with less knockback/stun, meaning you still have to hit them just as many times, but now you don't need a bug for enemies to shrug off a hit and still bite you, congrats, you're now chasing pills for the rest of the match. Progression and characters: You're character levels up, the more you play as them the stronger they get with perks and invested starting gear. If they die, they are dead, gone, all that time and investment disappears, that makes your character and your choices very important. As for reasons mentioned earlier and some more to come, there are a lot of ways you die and lose your character that are out of your hands. Meaning no matter how good you are or how smart you are, the developers have taken away from your own agency, they have left countless ways for you to lose your progress and all the time and energy you invested into your character, because "Hardcore", because challenging gameplay isn't enough sometimes you just need it raw and unlubed. Multiplayer and team based gameplay: This is a game where you need people, and also the source of many other complaints from users regarding servers and server populations but has been covered plenty. What I want to call out is that even if you get past everything else, you avoid the bugs that will get you bitten, you get lucky and find infinite ammo or the literal holy grail, this game requires teams in order to complete missions because of the volume of enemies, the objectives that leave you exposed while you work, because the game centers around teammates. And yet, despite how vital they are, they, more than anything else will get you killed, this mostly revolves around public lobbies and playing with randoms. But this is a fundamental flaw of the game, the gameplay pushes teamwork as a necessity, yet rewards players for being selfish. You get a lot of players running around ignoring objectives to grab all the resources, you get some people running around and shooting drawing hordes then leaving you to deal with it alone. I get it, humans are one of the biggest challenges in a zombie apocalypse, once again, "hardcore" gameplay, taking away a sense of agency and losing all the time and energy you put into characters because of factors outside of your control. This is why I log off after one maybe two matches, why I see my friends log off, why I see people quit to desktop because the gameplay pushes the thought, "I would rather play something else" and "why did I spend any money on this ♥♥♥♥". Now if you are lucky, enough people die/leave that you can get early extraction and save your character, well until you find the early extract is locked behind a door or barrier you have to complete, which you need those other players who are dead/disconnected, and once again you lose your character who you've sunk all this time into. Zombies, levels, and horrible collisions: Dear god the zombies look and sound amazing, they fit the aesthetics of the game perfectly, love em, love seeing the apocalypic sets and level design. Sadly the zombies aren't the only threat, running away from some zombies? Unfortunately that 1.5 inch tall thing on the ground has a hitbox large enough you can't walk over it, so you have to climb, a several second animation, ooh sorry, too slow they have swarmed you and if you survive somehow you better start finding some pills. Oh look, you knocked a zombie on the ground, lemme bash its head in, oh, sorry its on the ground there is maybe a 25% chance your weapon actually connects with it. Oh look, that zombie has a helmet? Let me shoot its exposed face so im not wasting ammo, sorry, the helmet still sucks up that first hit, because realistically a construction hardhat can protect you from .308 at 5ft away. "Hardcore" gameplay is great isn't it? Realism in games is so awesome! I love bending over and spreading my cheeks for Torn Banner's thick and veiny..., anyways, I played more than 2 hours so im stuck with it, so please, please please please, give it a few months before you sink even a penny into this. I want them to fix the game because it has the potential to be so amazing, but god do they need to lube the game a little. Also, final minor note, progression in the game is meh, perks don't really do that much for characters, and the three slots you have on the home screen for starting items, yeah no matter how much gear you find you don't keep it you only start with those 3 slots of items. So it makes a lot of gameplay and looting feel really pointless, especially when half the map is locations with no objectives, all that time looting is just pointless unless you need weapons/ammo/meds in the moment.
Pushed along with this game despite quirks, random crash mid game meant my level 84 character died without a zombie nearby. Honestly surprised a permadeath game lacks even the basics in accountability or respect to players time
I cannot recommend this game in its current state. You can lose characters that you have put hours into simply due to a loss of internet connection with seemingly no option to rejoin and try to save your character. You can also spawn in while still loading the game and take free hits from zombies that wander over leading to you starting already halfway dead and infected. I have lost two characters level 50+ to this so far. In addition this game is balanced around having 8 responders but you can get put into a match where there are only 4 which happened to me and I had to early extract when one person died right off the start and left the three remaining players in a hopeless situation. I cannot recommend that you play this game and if you do, play casual, which does allow for respawns until they fix their horrible matchmaking and connection issues.
Soulless cash grab thats somehow buggier and worse than the original. Never forget they ended support for Chivalry 2 in favor of this trash that ended up being dead on arrival
I wish Steam had a middle option between positive and negative, because that is honestly where I would put No More Room in Hell 2. I liked the original No More Room in Hell, and in a lot of ways the actual gameplay in 2 is better. Getting into games is faster with matchmaking, the weapons feel good, the animations and graphics are much better, and the level design is genuinely strong. The problem is that the game design around that gameplay feels disappointing. The game seems entirely balanced around having as many players as possible. If you are hoping to play with only one or two friends, maps take way longer to complete, and there does not seem to be meaningful scaling for zombies or objectives. It feels like the game expects a full group, and smaller groups are just left to deal with the same workload. The extraction mechanics are also extremely underwhelming. You level up your character, your account, and earn credits, but it mostly just feels like excessive grinding to bring anything decent with you. There is very little reason to explore. The best strategy is usually to rush from objective to objective as fast as possible, kite zombies, and preserve ammo for the moments where you absolutely need it. This could have been much more interesting if the game had proper extraction mechanics, like taking weapons out of a map, building up persistent gear, or having more meaningful progression tied to your character. Instead, it feels like No More Room in Hell mixed with extraction-lite systems, but without the persistence that makes extraction games compelling. Because almost nothing meaningful persists, some mechanics feel pointless. Flashlight batteries, for example, barely matter because the flashlight is unlikely to run out before you finish a map anyway. The persistence system mostly feels like a lazy version of progression where the only things that really carry over are a few numbers like levels and credits. Overall, No More Room in Hell 2 is a disappointment. There is a good game somewhere in here, and the core gameplay has definitely improved over the first game, but the direction of the design holds it back badly. I do not think 1.0 is going to fix the deeper issues unless the developers rethink the progression, extraction, and scaling systems.
狗屎游戏,制作组为了掩盖自己进度低下的无能,疯狂给僵尸加硬直加血量,我就问你我用铁铲敲你妈的头三下她死不死嘛?现在这个版本近战只能用钝器,锐器要伤害没伤害要硬直没硬直,锐器打僵尸纯换血,砍刀甚至没有1星小锤子好用,9MM类型武器打普通僵尸都要爆头两枪,你妈是能头接9X19两发是不是?技能方面战斗类型技能大多数都是废物技能,点了和没点差不多,只有少部分血量少的僵尸能从三刀死变两刀死纯纯赌博技能还有体力惩罚的负面BUFF,还有你那个医院地图更是大便中的大便,整个医院找不出几个药满地的地雷和手雷,制作组是不是小时候感冒去医院买药结果医生说绷带都没有了,然后转身被一个白袍喊安拉的炸成残疾导致的?医院地图可以找的支线物资点根本没有纯看运气,必须做你那个又臭又长的主线,谁教你的踩点解锁大门了?你家大门是不是要你站门口给摄像头确认两分钟才解锁啊?是不是看前几个版本玩家通关的太轻松就疯狂增加难度来降低大伙的游戏进度觉得这样就能留住玩家了是吧?
I can't recommend this game. I've lost more characters, tens of hours in each, to glitches and bugs than to actual deaths. I've beat missions and still lost characters. DO NOT GET THIS GAME. It is broken and even when you report bugs or ask for support the devs blow you off. Wish I could refund this ♥♥♥♥♥♥ game.
It's not complete or unforgiveable crap, but it gets in the way of it's own pros to create less than satisfying gameplay. This game has potential, it possesses game mechanics that are interesting, and puts them together in a manner that at first created an engaging experience. I don't mind the idea of permadeath, ranks, leveling the survivor, or extraction style gameplay. But I do mind the awful melee & movement, the lack of options in terms of game modes, and the fact that you don't get to keep the things you carry out of matches (Which is one of the larger appeals of extraction style games) I didn't play the game very long, and I didn't have to play very long to find that the satisfaction from looting, exploration, missions, fighting, and the world's appearance were all quickly overshadowed by the game's poor handling. The game is still early access, and doesn't yet deserve to be cast aside. It has room to improve, and I have some optimism that it will be improved. But if the game doesn't polish it's core, then it will build on top of the problems that are hurting it's reviews.
Essentially they made a round based zombie game that's too good for market and very few will understand. The game plays by horror movie rules and if you don't slow down and play at the pace that is expected while learning the item economy you aren't going to like this game. But, if you take the time to learn how interacting with the game works you will probably have fun with it more than most zombie games that have come out in the last 10 years. It's basically like Outbreak, L4D, and Dead Island but a co-op extraction shooter with permadeath. 8/10 I
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 4.9K | 84% | $9.99 | |
| $232.8K | 1K | 67% | $9.99 | |
| — | 4.5K | 63% | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.7M | 33.2K | 94% | $19.99 | |
| $12.6M | 25.3K | 97% | $29.99 | |
| $12.7M | 45.8K | 92% | $14.99 | |
| $12.6M | 163.4K | 94% | $7.99 | |
| $12.7M | 20.2K | 66% | $39.99 | |
| $12.8M | 41K | 96% | $14.99 |