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BigMoneyBirdDog
BigMoneyBirdDog👑'Murica🧙
Aug 13

No More Room in Hell 2: Early Access Graduation Done Right — Mostly

Overall
5.5out of 10
Mixed
Woke
0.1out of 10
Not Woke
Gameplay:6.5/10
Story:1.9/10
Graphics:6.5/10
Audio:7.5/10
Replayability:2.9/10
Scoring Weights: Default GamesScoring Weights for Default GamesScoreWeight% of TotalGameplay6.5330%Story1.9220%Graphics6.5220%Audio7.5220%Replayability2.9110%Weighted Avg: 54.2 ÷ 10 = 5.42Wokeness Penalty:Score (0.1) × Weight (-1) = -0.1Final Score (rounded to nearest 0.5):5.42 (avg) − 0.1 (penalty) = 5.32 → 5.5
Wokeness: -1Gameplay: 30%Story: 20%Graphics: 20%Audio: 20%Replayability: 10%
No More Room in Hell 2Xbox Series X|SPC (Microsoft Windows)MultiplayerCo-operativeshooterIndie

Torn Banner Studios finally pulled the trigger on a full 1.0 launch for No More Room in Hell 2, dropping it simultaneously across PC, PS5, and Xbox Series X|S on August 11. And let me tell you — after watching countless Early Access titles rot in development purgatory or launch as half-baked messes wearing a "1.0" sticker like a participation trophy, this one actually earns its graduation cap. Mostly.

For those unfamiliar, NMRiH2 is an 8-player co-op zombie survival shooter that leans hard into tension, resource scarcity, and the kind of dread that makes you actually think before dumping your last magazine into a crowd of shamblers. This isn't your run-and-gun Left 4 Dead power fantasy. Ammo is scarce, zombies hit like freight trains, and coordination with your squad isn't optional — it's survival. The atmosphere is oppressive in the best way possible, and Torn Banner clearly understands that the best zombie experiences make you feel vulnerable, not invincible.

The jump from Early Access to 1.0 is genuinely noticeable. Performance has been tightened up considerably, the map variety has expanded enough to keep things fresh across sessions, and the overall polish speaks to a team that actually listened to feedback instead of just collecting wishlist numbers. The gunplay feels weighty and deliberate — every shot matters when you're counting rounds, and melee combat carries a satisfying brutality that never gets old when you're caving in a zombie skull with a fire extinguisher.

Now, where it stumbles. Console players got hit with a controller bug at launch that CGMagazine flagged — apparently now patched — but the fact it shipped that way at all is a bad look for a simultaneous multi-platform release. You had one job on launch day, and fumbling controller input on console is amateur hour. Beyond that, some of the objective design can feel repetitive after extended sessions, and matchmaking still needs work. Getting into a full lobby with randoms who actually communicate remains inconsistent, and a game built around coordination suffers when half your team is running silent.

The AI director does its job well enough, keeping runs unpredictable without feeling cheap, though veteran players will start recognizing patterns faster than the system can surprise them. The infection mechanic adds a layer of paranoia that keeps things spicy — watching your buddy slowly turn while debating whether to waste resources on them or put them down is peak zombie horror decision-making.

Look, No More Room in Hell 2 isn't reinventing the genre, and it doesn't need to. What it does is deliver a tense, methodical co-op zombie experience that respects your time and your intelligence. It's not perfect — the rough edges are still visible if you know where to look — but as an Early Access success story, this is how it's supposed to be done. Torn Banner took the time, did the work, and shipped something worth playing. In an industry full of broken promises and abandoned roadmaps, that counts for something.

25

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