
Review · 22 Sept 2026
No More Room in Hell 2
The best tension here isn't the zombies, it's the moment an infected teammate has to choose between dying for partial credits or extracting for none at all.
XXGameGuruWriter · Shooters, competitive and live-serviceafter 14 hours
Torn Banner Studios · Survival horror · PC · released 11 Aug 2026 · Both Objective and Survival modes played across Beginner, Normal and Nightmare; six full extractions, three deaths, two infections managed to full extraction
Played 22% less than the game usually takes to finish.
Tested on RTX 3060 · 1080p · High preset · 60 fps in open maps, drops to the high 40s during dense final-objective swarms
The infection mechanic is the whole game distilled into one decision. Get bitten, and you're on a timer: take Phalanx pills to hold it off, push for the objective and risk turning mid-fight, or head for early extraction. Early extraction saves your character and your build but forfeits every credit and every bit of experience your team gathered that run. Dying instead, even while infected, banks partial credits based on what you contributed. Fourteen hours in, that trade-off — survive with nothing to show for it, or risk one more objective for a run that actually counts — produced more genuine tension than any single swarm did.
Objective and Survival ask for different kinds of patience
Objective mode's open maps scatter the team at the edges and pull everyone toward a center that gets denser with zombies the closer you get, while its linear maps keep the squad together through one long facility from one end to the other. Both structures work, though the open maps held up better across repeat runs — the linear ones start to feel like a checklist once you've learned where the swarms trigger. Survival mode, new for 1.0, is the better pickup-and-play option: three waves, a defensible point, then extraction, and it's the mode we reached for on nights without a full 90 minutes to spend.
- Missions attempted
- 11
- Successful extractions
- 6
- Times infected
- 4
Combat is deliberate, not arcadey, and that's mostly the point
Ammo runs out fast, scavenging takes real time, and a loud objective calling in a swarm while you're barricaded into a building with the power still off is the game's signature bad night. Thirty-eight weapons is a real spread, but the ones that mattered most across fourteen hours were the quiet ones — a suppressed pistol for picking off stragglers without pulling a horde, a crowbar for not wasting rounds on singles. Melee kicks to create space missed their target enough times to notice, and a few environments have bullets stopping on geometry that looks open from a distance, both things other players have reported independently of this run.
Where it slips
The technical jank is real but no longer disqualifying — this is a very different game from the early access version, by every account including the developers' own, and fourteen hours turned up UI hiccups and the occasional whiffed kick rather than anything closer to broken. The bigger issue is repetition: once the objective patterns on a map are learned, three or four runs is enough to know exactly where the swarm triggers sit, and the tension that made the first attempt memorable thins out by the fourth. Solo Mode is genuinely useful for learning infection timing and weapon feel without a full squad, but it's a training space, not a substitute for the eight-player runs the game is actually built around — there's still no offline progression path for players without a regular group.
The verdict
Worth it if you have people to play with regularly and want a slower, resource-tight alternative to the usual arcade zombie shooter — the infection-and-extraction dilemma is doing real design work, not just flavor text. Go in expecting some rough combat edges and diminishing tension on maps you've run a few times, and know upfront that this is built around a squad, not a queue of strangers who might vanish after one bad extraction.
Accessibility
- Subtitles present and on by default for radio and voice lines, not resizable
- Full key rebinding on PC; no dedicated aim-deadzone slider, which several players have flagged as a real gap
- Four difficulty levels function as the main accessibility lever, with Beginner offering mid-mission respawns Nightmare does not
- Solo Mode exists for learning the systems alone, though it is explicitly a training space rather than a full alternative to eight-player runs
Checked during play, not from a feature list. Tell us what is missing at hoursdeepcontact@proton.me and it gets added.
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