Community Q&A – Our Response to Your Feedback

Hello Responders,

Yesterday, we published our update confirming that No More Room in Hell 2 will be staying in Early Access until the first half of 2026. That post also included news about one of our toughest decisions yet: Zombie kids will not be part of the 1.0 launch.

Since then, the community has raised a lot of valid questions. This post is meant to offer more clarity and insight into our thinking.

Here’s a first wave of Q&A responses. We’ve distilled recurring community concerns into a few big-picture questions.

 

Q: Zombie kids were important to me in the first game. Why would you take that away?

A: We know how important this element is to many players, especially those who’ve been with us since No More Room in Hell 1. It’s not something we cut lightly.

There are many reasons for this decision (detailed in the blog), but they all come back to one thing: giving NMRIH2 the best chance at long-term survival. Early Access launch was rough, and since then, the team has worked incredibly hard to improve the game, and we’re proud of how far it’s come. 

The reality is, including zombie children would block us from major opportunities, including showcases, platform approvals, and even regional availability. In the short term, it might generate buzz. But in the mid and long term, it puts the entire game at risk.

The original No More Room in Hell was built by a passionate, volunteer-driven team who weren’t bound by commercial constraints. Today, No More Room in Hell 2 is being developed in a different world, one where we need the game to grow, survive, and thrive. 

 

Q: Could the decision be revisited post-1.0 if community response is overwhelmingly in favor of child zombies returning?

A: We want to be honest with you: The decision is final. The risks are too significant at this stage of development, and we’re fully committed to delivering the best possible experience within those constraints.
We’ve seen player feedback about how child zombies contributed to gameplay, things like line of sight, tension, and target variety. While we don’t have anything to share at this time, these are elements the dev team has spent time thinking about.

 

Q: I’ve put a lot of time into this game. Why would you wipe my earned progression?

A: We get it, nobody wants to feel like their time was wasted. That’s why we want to be clear: this isn’t about erasing progress, it’s about resetting a system that has outgrown its original design. Since launch, we’ve layered in systems like Nightmare Levels, Loadouts, skill rerolls, and upgrades. These features were added over time without a unified foundation, and now they need to work together. To deliver a more meaningful and rewarding progression system at 1.0, we need to rebuild with all these moving parts aligned. For players who’ve already min-maxed their builds, we want to give you something new to chase, a reason to keep pushing after you’ve perfected your character.

Right now, the progression and economy systems aren’t balanced. Nightmare tokens were meant to be rare, but high-skill players are swimming in them. Same with credits, some players have hundreds of thousands. That kind of inflation makes meaningful rewards almost impossible.

We need progression to feel challenging, rewarding, and worth investing in, and right now, it doesn’t. Fixing that means overhauling systems in a way that, unfortunately, makes account wipes necessary.

We’re not just wiping the slate clean. Players who’ve joined us during Early Access will be recognized and rewarded. We’re still finalizing the details, but those rewards will roll out alongside the launch of 1.0. If you’ve been here, it’ll matter, and we’ll have more to share as we get closer.

 

Q: Are we still getting monthly updates, or is content slowing down?

A: Yes, monthly updates will continue, but you’ll notice some of them are more focused on game health than new content.

Expect a few patches that prioritize optimization, polish, and bug fixes. These updates give our programmers more time to improve performance and allow QA to address issues beyond just critical bugs.

The next update will be one of these “health” patches, and we’ll share more soon on what’s included and what’s next.

 

Q: Is the dev team still actively reading and reacting to Discord and Steam feedback threads?

A: 100%. Our team reads everything, especially in the hours and days after major updates or announcements. You may not always get a reply, but your feedback is constantly being gathered, discussed internally, and shaping what comes next. We’re not going quiet. We’re right here with you.

 

Q: What milestones should the community look for between now and 1.0?

A: Here’s a few of the big ones we’re working toward:

  • Second game mode (ETA late 2025 / early 2026)
  • More maps (goal: expand replayability pre-1.0)
  • Overhauled progression and perk systems
  • Two health-focused patches addressing optimization and bug debt
  • Finalized economy rework and account wipe prep
    We’ll keep the community updated with regular posts and patch notes as we move through each of these.

 

Q: What specifically prevented the game from hitting the original 1.0 goal for October 2025?

A: The short version: Systems weren’t ready. Features like progression, economy, difficulty scaling, and performance just weren’t where they needed to be. We could have hit a deadline, but it wouldn’t have been the version of NMRIH2 we’re proud of. The extra time lets us refine what we’ve built and make the game feel complete.