October 21st, 2013 by Xendrid
Hello survivors! Are you stockpiling for the apocalypse? The team is. We are stocked, locked, and loaded in preparation for release.
Since we ported over to Source 2013, we were able to include Mac and Linux support for No More Room in Hell! Now everyone can kill zombies equally despite their preference in operating system. We have been getting a lot of the same questions recently so I compiled the most frequent ones below and answer them for you guys.
How much will it cost? - No More Room in Hell will be 100% free. Zero microtransactions. That means you pay nothing. I'm serious.
When will it be released? - It will be available October 31st, 2013 - SO SPOOKY!
Will I need Half-Life 2 or will it be standalone?- You will need Half-Life 3. Just kidding. It will be standalone. You will only need a valid Steam account.
Pre-load? - NO. Unfortunately we are unable to provide a pre-load for our game.
Will there be updates to the game after release? - YES. The game is still in Beta. We want to make sure the game is as bug free as possible and feature complete before we consider it out of beta. We will be rebalancing, updating art, replacing existing systems with new and better ones, adding more game modes, maps, and more!
Can we donate to the team? - NO. We appreciate the support, but our team is far too large and the project has seen numerous contributors over the years that have come and gone. It would be impossible to distribute donations evenly.
How can I help with the project?- We are always looking for talent to help us make NMRiH the best zombie game ever. The areas we need help in the most are:
- Animators with Source engine knowledge - Programmers with Source engine knowledge - Character modelers - Level designers
We are proud to announce a release date for our Steam release. Hell is overflowing to the brink. On Halloween it will spill over into the mouth of society. Your cute little floaties will not be enough to keep you alive in the tidal wave that is about to hit. Now stock up and get hyped with a release trailer!
September 29th, 2013 by Xendrid
We are still alive! Join Bryn 'TheForgotton' Schurman, composer, voice actor, and sound engineer on a journey to learn the truth about our Steam release and to shed some light on what our team has been working on in the shadows.
September 24th, 2013 by Xendrid
The team takes a run at gregster's new map, nmo_lakeside. Will they enjoy the quaint outdoors? Will they go for a boat ride and playfully splash each other? Spoiler: No. Well maybe later.
Filmed in an outdated v1.07 pre-release Steam build. Everything you see is a WORK IN PROGRESS. Footage is not representative of the final game.
Xendrid - Public Relations Lou Saffire - Level Designer Rock - Animator ThoughT - Composer Porky-da-Corgi - Texture Artist Ryan - Level Designer
September 15th, 2013 by XendridIn this first episode of our Developer Let's Survive series, the gents muck around in nay0r's latest Objective map: Toxteth! So grab some fish and chips and enjoy the ride. Filmed in an outdated v1.07 pre-release Steam build. Everything you see is a WORK IN PROGRESS. Footage is not representative of the final game.
Xendrid - Public Relations Lou Saffire - Level Designer Rock - Animator ThoughT - Composer Porky-da-Corgi - Texture Artist Big King - Closed Beta Tester
What is 'Let's Survive'?
We here at NMRiH felt that our loyal followers are left in the dark on development too often. So we decided to periodically record our play sessions on the latest development builds. That means these videos will contain content that has never been seen before by the public! Whenever there is a new map or say a new major feature that needs to be tested, we will record it!
Where is the Steam release?
On our end, we are ready to release. However, we are waiting on a legal issue to get resolved by Valve. Once it is resolved, a release date will be set that works for both us and Valve. Then we let you guys know with a spiffy new trailer! We're coming down to the wire and want to thank everyone for being so loyal and patient! NMRiH will always be 100% FREE.
August 27th, 2013 by Xendrid
The apocalypse is inevitable, as is our release. Now feast your eyes on this short teaser for our first Steam release build version 1.07! The launch trailer will follow soon.
You can still participate in our closed beta testing! Simply post an application on our forum HERE
June 24th, 2013 by Xendrid
Hello Survivors! The burning question right now: Where is the Steam release? The short answer is close. The long answer being: There are two major issues we need to get resolved before we feel like we can pull the lever. The first being Steamworks integration. We are waiting on some emails from Valve right now to get us up and running at full capacity on the Steam pipe. The second issue is an elusive, major crash bug.
Let us talk about what is included in 1.07 shall we? We have two new survival maps, nms_ransack by Lou_Saffire and nms_notld by Payne. Ransack is set in a dense urban environment centered around a convenience store. NotLD (Night of the Living Dead) is the most accurate adaptation of the set from the classic 1968 Romero film ever created. The objective maps we have in development are not ready for the release, unfortunately. They will be patched in post-release.
Xendrid has been learning how to animate and has replaced the zombie run animation with a motion captured run. We plan to add several more run animation variants post-release as well as overhauling the climbing, shambling, and attack animations. The first versions of our own custom player animations are finished. They need to be coded in the game however and may not make it into the initial release since the crash bug is top priority. One of our new texture artists Porky-da-Corgi has been creating new texture variations for our zombies. He isn't finished with all the zombies yet, but post-release patches will see each zombie having three or more alternate variants. Though the Steam release won't be featuring any new playable characters or NPCs, longtime member, CYN, our new lead character artist and our newest modeler Plasmid are working on some fresh content. We'll post some media on those in the coming weeks. The Deerhunter bow and CZ858 are fully functional in-game. In order to give the player better feedback we implemented a highlight system for all items. The highlight will appear green if you are able to pick up the item/weapon. The highlight will appear red if your inventory is full. This is just the first step in removing the clunkyness from the flow of the game.
The team has been brainstorming achievement ideas. Maxx has already created a plethora of achievement icons. We are also putting together Steam trading cards!
ATTENTION COMMUNITY MAPPERS...
The Steam release will not be compatible with current custom maps. We have been methodically cleaning out our material and models folders removing and remaking certain content. This means all current existing custom maps will be filled with missing textures and models. This is an unfortunate setback, but it is a necessary evil and will be better in the long run.
We'll be posting up a new dev-blog video later this week to showcase some of the content mentioned above. In the meantime, we handed out some keys to an early build of 1.07 to SeaNanners and Diction: