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Well survivors, it's been 2 years in the making but we're finally on Steam. Getting here wasn't by any means easy but we wouldn't have been able to do it if it wasn't for your support over the years.

Posted by Xendrid on Oct 31st, 2013

"Two years. That’s how long it has been since our team’s first release of No More Room in Hell, to the day. It was October 31, 2011 and we were nervous, frightened, anxious, terrified and more excited than we ever thought possible. At least, that was until today. It has been a very long and strange path from this game’s humble beginnings as a pre-emptive mod for Half-Life 2 started in 2003 by a doe-eyed optimistic young go-getter named Coleman Sweeney, to my inheritance of the No More Room in Hell name, all the way through until today: our breakthrough release on Valve’s Steam platform.

Today we are bringing to the world the best version of No More Room in Hell to date with more content than ever before. Although we believed that the anticipation and excitement we experienced during the original release phase of No More Room in Hell could never be surpassed, this new cornerstone in the games development has proven that thought very wrong. To be delivering a game made solely from passion, fandom and friendship on a premiere platform like Steam to thousands of players is both mind-blowing, and humbling.

Our game is, as always, 100% completely free. All we want is to deliver a fun experience that we hope all of our fans new and old enjoy together.

Ladies and gentlemen, my name is Matt ‘Maxx’ Kazan and as project manager it is my pleasure to present No More Room in Hell 1.07, now available on Steam."

These first few weeks are important in helping us finding major bugs. You can help us make a better game by sending us videos or reports of bugs to

1.07 Changelog

NMRiH wrote:Art

  • New Weapon: CZ858 7.62x39 rifle
  • New Weapon: PSE Deer Hunter compound bow
  • New Weapon: Molotov Cocktail
  • New Weapon: Military Grade TNT
  • New Weapon: Glock 17
  • New Item: Zippo Lighter
  • New residential props for Toxteth, NotLD
  • New Commercial props for Toxteth, Ransack
  • New misc props added
  • Added loadscreen art for NotLD, Ransack
  • 3 new skins for "Jogger" zombie model
  • 2 new skins for "Casual" zombie model
  • Removed "Lisa" zombie model
  • Reskinned the following survivors: Bateman, Hunter, Molotov, Jive, Wally
  • Reskinned the following weapons: Kitchen Knife, S&W686,
  • New texture for 1st person player hands
  • Removal of outdated props/textures
  • Updated bbox on w_me_kitknife.mdl
  • Added optimized lod models for zombies
  • Added more props in models/props/electronics
  • Added more props in models/props/misc
  • Added more props in models/props/rural
  • Converted a crap ton of old props into prop_statics
  • Added army_barrier_hesco model
  • Added various props from grasn
  • Updated/Optimized various particle effects
  • Updated character select images
  • Updated Broadway movie screen texture
  • Added preliminary zombie crawling animations (not in game just yet :P)
  • Added Coast Guard Cutter ship model by Maxx

Code and Gameplay

  • Ported game from Source 2007 to Source 2013
  • Linux Client support added
  • Mac Client support added
  • Multi Core support added
  • Experimental Oculus Rift support added
  • Moved all files except for maps into .vpks
  • Added new dynamic music system. Music is split into various "tension" levels based on how many zombies are nearby, pursuing, or attacking the player
  • Hand and weapon bloodiness separated so that hands will continue to be bloody after switching weapons (and vis versa if picking up a bloody weapon)
  • Added new melee hit detection system to a couple of melee weapons: (fire axe, hatchet, crowbar, spade, sledgehammer, baseball bat, machete, maglite, lead pipe)
  • Added motion blur swing trail for melee weapons
  • Players can once again lose Survival maps if all zones are lost
  • FEMA Repair bags now replenish 25% zone health (previously it healled up to 10%)
  • Reduced drain speed of zone health in Survival Mode from zombies
  • Removed flare guns from helicopter supply drops
  • Screen no longer goes black when dying due to fall damage
  • Added new class of weapon: Bows They have their own unique controls, physics and behavior
  • Added PSE Deer Hunter. Arrows may penetrate a zombie, will stick to walls / zombies / players, and are recoverable
  • Added CZ858
  • Added 'motion disabled' flag for single weapons in FGD
  • Medkit will always stop bleeding when used, and heal 30HP
  • Bandages will always stop bleeding when used, and heal 15HP
  • Medkit weight reduced by 15%
  • bandage weight reduced by 50%
  • Pills weight reduced by 30%
  • Added glow effect to items that can be picked up / used. Items that glow red cannot be picked up.
  • Items can now be +USE'd through player clips
  • Extraction entities are no longer preserved across map reset in order to prevent extraction events from happening after a reset
  • Zombies are no longer limited in number of randomized textures
  • Fix broken "Join Game" button if at join game screen during a new wave in survival mode
  • Made loading screen music volume affected by music volume setting
  • Switched muzzle flashes to be dlights instead of elights (TODO: should we make this a convar?)
  • Added runner_chance_modifier & child_chance_modifier on func_zombie_spawn in Hammer
  • Added inputs to control the runner/child modifier variables: InputSetRunnerChance & InputSetChildChance
  • Corrected runner chance for use as runnerModifier on instant_zombie_spawn in Wave mode
  • Fixed wave spawning to be fully random among the active zombie zones
  • Switched from FMOD Studio to FMOD EX
  • Updated collision on w_me_kitknife.mdl
  • Fixed typo in random_spawner for shotgun ammo
  • Added some randomization to zombie sounds
  • Pulled the First Person camera back a bit on the following weapons: fa_m92fs, fa_sw686, fa_1911
  • Renamed weapon_grenade to exp_grenade
  • Added Molotov Cocktail
  • Added Military Grade TNT
  • Added Glock 17
  • Added 360controller.cfg by YahJ
  • Removed team switch/spec console commands
  • You can now only carry one grenade, one molotov, and one TNT at a time
  • Reduced blast radius of Grenade
  • Increased Grenade damage to 250 (from 150)
  • Weapons and items from Supply Crate won't spawn inside the ground if you try to pick them up with no inventory space left
  • Fixed sprint occasionally breaking after using the Supply Crate
  • Fixed an uncommon grab bug where you'll still get grabbed if you shove a zombie right on its grabbing animation frame
  • func_vphysics_clips are no longer deleted and recreated on round reset
  • Added a 10 second grace period for survivors to board up and prepare for zombies at the start of each new wave
  • Added 68 unlockable achievements into the game
  • Fixed fire effects randomly going out and crashing
  • Game now stores data in .vpks for potentially faster loading speeds
  • Animations will no longer glitch up after the extraction vehicle cutscene plays
  • Converted music files from .wav to .ogg to decrease file sizes
  • Fixed neck blood squirting particle effect for female zombies
  • Fixed mass of zombies to prevent death by watermelonz
  • Made zombie sounds positional
  • Updated character select font sizes

Level Design
- nmo_chinatown updated

  • Retextured gunshop interior
  • Reworked gunshop's entrance
  • Added physicsclip in car repair shop
  • Added physicsclip in the entrance of the subway
  • Replaced ticket machine and trashbin props with updated ones
  • Fixed miscellaneous small issues
  • Updated nav mesh

- nmo_broadway updated

  • Updated nav mesh
  • Tweaked zombie spawn areas
  • Redid the extraction phase (you'll escape by train)
  • Moved the cinema restrooms into a different area
  • Fixed a bug where you would get stuck inside the FastEx truck doors if you stood in front of them
  • Clipped off various god spots
  • Added phys clip to truck "barricade" by diner to prevent players from tossing objective items into unreachable areas

- nmo_cabin updated

  • Made some of the doors flip the opposite direction and added some trigger_push on a few (like the 2 front doors) to make sure zombies are not blocking it when it opens.
  • Replaced 40 or 50 prop_physics_mulitplayer with prop_static of the all props_c17 props grasn recompiled as $staticprop. There is still 210 prop_physics in the map.
  • Optimized visleafs for Vvis.exe. PortalFlow compile time went from 4 minutes to 1 minute on my machine ( 4.2ghz quad). (should make the map less annoying to compile for others)
  • Changed the evac radio with the new HAM Radio prop made by Guessy (aka MrCJ).
  • Tried fixing the book safe door going through the painting (when you get the book). Seems the input "Wake" though it still not working for it maby.
  • Updated tonemap controller with SetAutoExposureMax 5 , SetAutoExposureMin 0.8 (Now one should be able to see properly without the lighting/HDR fucking with their eyes. )
  • Fixed the window out front that was not actually sealed but was actually func_detail with still an areaportal in it.
  • Fixed this annoying collision around the sitars out the basement from a garbage pile that would stop you near the stairs.
  • Added a ambient light around the helicopter so you can actually see it
  • Evac music now works. Added InputTriggerEvac
  • Changed basement ladder model
  • Added a chance where some of the water in the catacombs can be electrified, you can turn it off by finding a generator somewhere in the nearby area
  • Changed lighting of the front porch of the cabin
  • Basement/catacomb lighting has been changed to be darker

- nms_isolated updated

  • Replaced some of the current art with updated models/textures.
  • Clipped off/fixed some god spots.
  • Improved optimisation.
  • Restored foliage.
  • New map textures.
  • Reduced number of zones to 3.
  • Relocated FEMA bags to work with survival gameplay.
  • Added PSE Deer Hunter spawn possibilities.
  • Increased the zombie increment from 11 to 13.
  • Supply drops now come at wave 4 and 8.

- nms_northway updated

  • Made the breakroom a little bit more spacious by arranging furniture, which also means the godspot on the table is gone (hopefully).
  • Added the dinertrashcontainers to the diner.
  • Closed off 2 of the large windows in diner, to reduce the visibility a little bit.
  • Fixed most of the reported god spots
  • Updated nav mesh

- nms_isolated updated

  • Replaced some of the current art with updated models/textures.
  • Clipped off/fixed some god spots.
  • Improved optimisation.
  • Restored foliage.
  • New map textures.
  • Reduced number of zones to 3.
  • Relocated FEMA bags to work with survival gameplay.
  • Added PSE Deer Hunter spawn possibilities.
  • Increased the zombie increment from 11 to 13.
  • Supply drops now come at wave 4 and 8.

- nms_ransack added
- nms_notld added
- nms_silence added
- nmo_toxteth added
- nmo_lakeside added


  • All new music for the OST built in to the dynamic music system: tension levels 1 2 3, pursuit, attack, evacuation, and more.
  • Rerecorded lines for Cleric and tFg voice set.
  • New voice sets: Bingo Bango, James Rossi and The League of Cloaks
  • Updated firearm sounds for pistols, rifles, shotguns, and more.
  • Added sounds for CZ858, PSE Deer Hunter, Glock 17, TNT & Molotov Cocktail .
  • Added Nation guard survival lines, these will play every wave and alert players if a zone is being captured.
  • Updated chainlink footstep sound.
  • Updated Main Menu UI Sounds.
  • Remastered Chainsaw Sounds.
  • Replaced Helicopter Rotor Sound.
  • Fixed a bug where the Rotor sound would stop looping.
  • Converted all sound files to .wav for Linux compatibility


  • Updated Ruger Mk III Animations
  • Fixed missing animation events for fa_sw686 (sounds for SW686 + Flashlight Combo & SW686 Dryfire now work as intended)
  • Fixed missing/unfinished animations for Flare Gun
  • New melee tracer system for: Fire Axe, hatchet, spade, crowbar, machete, kitchen knife, baseball bat, sledge, lead pipe, wrench, barricade hammer
  • New set of machete animation
  • New set of lead pipe animation
  • New set of fire axe animations
  • New set of wrench animations
  • Updated spade charged attack animation
  • Updated 3rd person idle animation
  • New Runner Zombie moving animation
  • Updated Winchester 1892 ironsight animation
  • Increased Winchester 1892 lever action animation speed by 28%
  • Moved the M9/1911/SW686/Mark 3 pistol ironsights further away


  • Improved navigation.
  • The conga line is now strictly banned.
  • Walk animations will not jutter at nav joints.
  • Velocity is now used to predict player location.
  • Objective mode enables collisions between zombies (except for runners).
  • Spawn brushes now allow mappers to customize child/runner chance.
  • Survival allows spawn brushes to be enabled/disabled and respects that change.
  • Survival requires one enabled spawn brush at map load.
  • Compiled skins of identical zombie models into one model for optimization.
  • Zombie bones optimized for improved performance.
  • Zombie LOD added (Level of detail).


  • overlord_wave_controller now has an I/O for wave complete events.
  • Random weapon spawners have options for spawning with physics to avoid bugs with ammo/pills falling at odd angles and blocking nav.
  • Random weapon spawners have an input to spawn on I/O.

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Post comment Comments
SmashingMoose Oct 31 2013 says:


+10 votes     reply to comment
Mr.John Oct 31 2013 says:


+7 votes     reply to comment
Kyou. Oct 31 2013 says:

Congratulations on the steam release.

+10 votes     reply to comment
PunishedLamia Oct 31 2013 says:


+6 votes     reply to comment
RS|Robert Oct 31 2013 says:

And hell is finally full!

+4 votes     reply to comment
Ardman55 Oct 31 2013 says:

**** ye

+5 votes     reply to comment
Tabajara77 Oct 31 2013 says:


+2 votes     reply to comment
Dieger Oct 31 2013 says:

my body is ready

+7 votes     reply to comment
Guest Oct 31 2013 says:

hey guys,i try to play this game but all time i join the server the message "different class tables " appears and i cant play -.-
i updated it to 1.07 and the servers are 1.07 too
i googled and it told me that it must a patchdifference between me and the server but why i got 1.07 and server too?
please help me and sorry for my bad english

+3 votes     reply to comment
Guest Oct 31 2013 replied:

same Problem here...
someone got a idea how to fix it?

+3 votes     reply to comment
Dieger Oct 31 2013 replied:

the server you are trying to join is using an older version of NMRIH and has not been updated yet atleast that's what it was like in update to before 1.06 just look for a server that works the UGC ones seem to work fine

+4 votes     reply to comment
100gram!_ Oct 31 2013 says:

Happy 2nd birth day :)

+4 votes     reply to comment
Doyle_138 Oct 31 2013 says:


+5 votes     reply to comment
MrGermandeutsch Oct 31 2013 says:

if i get 3 more spce sticks the i will dwnlod that game ...
and my keyboard fails again ...
oh and watch for for zombies, they want the cake x)

+3 votes     reply to comment
gay_for_johnny_depp Oct 31 2013 says:

a w e s o m e !!

+5 votes     reply to comment
Guest Oct 31 2013 says:


+3 votes     reply to comment
Dune_Jumper Oct 31 2013 says:

I was going to be bored today. Thank you for fixing that.

+5 votes     reply to comment
ShotgunSurgeon Oct 31 2013 says:

No conga line? Aww. That **** was hilarious.

+4 votes     reply to comment
Rus[T] Nov 1 2013 says:

That's what I call a changelog! Congratz guys for all your effort. If I only had a pc at my hands for the moment that could run the deam thing, that would be awsome. Get to the seeeerveerss!

+3 votes     reply to comment
Guest Nov 1 2013 says:

did you guys make a third person animation for the chainsaw use?

+1 vote     reply to comment
SinKing Nov 1 2013 says:


-> my favorite change. But the other changes are okay too ;)

Congraz on the anniversary release!

+2 votes     reply to comment
Irikedownroading Nov 2 2013 says:

Is this an easy standalone install or is this a lazy "required files" crap install? If I have to use steam I won't bother.

-3 votes     reply to comment
Irikedownroading Nov 2 2013 says:


-4 votes     reply to comment
renegadekiller Nov 4 2013 replied:

*Facepalm* This is the STEAM release which brings a huge changelog, not that it matters since sourcemods require STEAM and another source game *mainly HL2* in order to work anyway, VALVe games/content have all used steam since its inception so I fail to understand the problem with using it, clearly your to "lazy" to install the proper files needed to play this

+4 votes     reply to comment
Irikedownroading Nov 4 2013 replied:

Go choke on your memes you **** fart. Maybe there is a more logical reason I don't want steam on my computer that I am not saying due to idiots like yourself but hey, you will never know so why don't you go stuff your mom's pussy full of peanut butter and horsey ride her fat *** straight into a bear cave. Have a nice day :)

-4 votes     reply to comment
ShotgunSurgeon Nov 7 2013 replied:

Aww, I think it's mad. It's a Source game, Source is owned by Valve, and Steam is Valve's digital distribution service. You want to play? You gotta install Steam.
Get over it and calm the **** down. Go watch eyebleach or sumthin.

+2 votes     reply to comment
medve Nov 13 2013 replied:


+1 vote     reply to comment
Makropony Nov 2 2013 says:

Still haven't change the stupid walking animations. Come on, they look like they've just pooped in their pants!

+5 votes     reply to comment
medve Nov 2 2013 replied:

this, plus incredibly **** source netcode, sometimes they dont die to 3 headshots

+2 votes     reply to comment
charley43144 Nov 2 2013 says:

The old version was better... good luck getting into a server now, apparently they're all full or I just can't join. Says like 5-7 out of 8 slots filled, I refresh the page, still says it. Then it just says it is filled. Need more servers

+1 vote     reply to comment
TheUnbeholden Nov 2 2013 replied:

well when it comes to servers, you just have to be patient. People will change over.

+1 vote     reply to comment
renegadekiller Nov 4 2013 replied:

You can blame the servers being outdated, saying "the old version was better" based on THIS ALONE is garbage, the changelog explains ALOT of much needed fixes and improvements.

+1 vote     reply to comment
TheUnbeholden Nov 2 2013 says:

lol the forums exploded :O

+2 votes     reply to comment
Lacedaemonius Nov 3 2013 says:

So how much longer before we can disable runners entirely?

0 votes     reply to comment
TheUnbeholden Nov 3 2013 replied:

Apparently Realism mode/hardcore survival don't work ATM (and they'll be made obsolete in the near future with stuff like difficulty levels and other options come into play).

I haven't found out when they are going to implement proper difficulty levels, like instead of having the superfluous realism mode that nobody uses implement a kind of system that asks what each option you want... like one shot headshots/disable hud/Make all zombies Runners/disable Runners/respawning zombies/disable nation guard/zombiecount scaling depending on playercount ect

Not to mention there was no tags on servers or any information as to what settings servers are using so it was impossible to tell whether realism mode was activated or not unless played for a bit to see whether the low caliber pistol killed with a headshot.

Once they implement proper difficulty settings, they will probably give us server side information before joining.
Lacking difficulty options, along with shoddy hit detection is why I stopped playing the mod.

+3 votes     reply to comment
Physika Nov 6 2013 says:

The NMRiH community skyrocketed on release, good job guys. You've done good.

+1 vote     reply to comment
Dieblein Nov 10 2013 says:

Congratulations fellow Source dev ;-) Great job!

+1 vote     reply to comment
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