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No More Room in Hell 2

No More Room in Hell 2 Resupply 1.1 update: new Pottsville scenario, weapon attachments and controller fixes for PS5

The Resupply 1.1 update for No More Room in Hell 2 shipped to PlayStation 5 on 16 September 2026, adding an alternative scenario for Pottsville with rooftop combat, new firearm attachments, and gameplay refinements for co-op survival players.

Stylised illustration of an urban rooftop at dusk with a radio antenna tower, flanked by icons representing a muzzle brake and laser sight
Evidence: Tier C – Aggregated & AttributedFigures are normalised from named third-party measurement and linked to their source. They are not ours.How we test

Last verified 2026-09-22 by ReviewGamers Editorial

No More Room in Hell 2 ranked third in PlayStation Store’s top PS5 downloads during August 2026, and the co-op survival shooter got a substantial update on 16 September. Resupply 1.1 (update 1.007) brings a new scenario for Pottsville, a weapon attachment system, and refinements to controller navigation and gameplay balance for PlayStation 5 players.

New Pottsville scenario: downtown rooftops

The headline feature of Resupply is an alternative scenario for the existing Pottsville campaign map. Instead of the established campaign flow, players spawn directly on downtown rooftops where the task is tactical: align antennas to access further areas of the map while finding and burning bodies to prevent Neoverse Plague Variant 26 (NPV-26) outbreaks as extraction teams reach the outskirts.

This scenario adds a rooftop-focused combat setting within the same map, giving co-op groups a different pacing and objective structure from the base campaign path.

Weapon attachments expand customisation

Resupply adds the first major customisation layer to No More Room in Hell 2’s firearms. Four attachment categories are now available across the weapon roster:

  • Muzzle brakes (small and rifle variants) that reduce recoil across handguns and rifles
  • Compensators for pistols and rifles, which reduce recoil and hip-fire spread
  • Laser sights (micro and large variants) to improve hip-fire accuracy when aiming from the hip
  • Shotgun chokes that enhance mid-range effectiveness at cost of wider spread at distance

These attachments do not represent balancing overhauls but rather add tactical depth for squad loadout planning.

Map objectives and movement refinements

Four points of interest on the Lewiston map received objective updates: the Food Storage, Gas Station, Library, and Park. Broadway’s Diner was restructured as a survival holdout rather than its prior objective type, and Power Plant received improved loot distribution. These tweaks aim to improve pacing during campaign progression.

Movement mechanics were adjusted so that strafing while backpedalling now matches the speed of straight movement, eliminating a prior speed advantage for combined directional inputs. A quality-of-life improvement for controller navigation was also applied across menu systems.

Bug fixes and stability improvements

Resupply 1.1 addresses several weapon and map-specific issues reported during early access. The MP5’s burst mode now correctly consumes ammunition per round (prior to 1.1, ammo consumption did not align with burst fire cadence). The Gruber MKVII reload trigger logic was corrected to prevent soft-lock scenarios during rapid reload cycles. Riot shield zombie spawning behaviour was stabilised to prevent oversaturation in specific room layouts.

Campaign-side fixes include patching the Hospital map’s escape sequence exploit that allowed squad extraction before objective completion. Lighthouse map navigation and loot pickup registration issues were resolved, improving player clarity during navigation and resource gathering.

A known issue remains on PS5: achievement unlock failures occur under specific progression conditions. The developer noted this will be addressed in a near-term patch.

Difficulty tuning on Normal and Nightmare

Normal difficulty now includes a respawn window during extraction phases, allowing downed players to rejoin rather than enforcing a permanent down. This change addresses cases where a single elimination could force a full squad to restart after extensive progression.

Nightmare difficulty received more granular rebalancing at threat level 10 (the highest intensity point). The spawn ratio for Normal versus Prime walker variants shifted from 60/40% to 39/59%, tightening the curve toward more dangerous encounters. Similarly, Normal versus Prime runner spawns moved from 10/5% to 7/10%, concentrating threat composition in the final difficulty tier to increase attrition pressure during endgame waves.

A new UI indicator was added to show when bonus currency events are active (XP and Credits boosts), making seasonal or event-based progression clearer to players. This addresses visibility during limited-time progression events.

What comes next

The developer’s autumn 2026 roadmap, published alongside Resupply 1.1, outlines priorities through 2027. The immediate focus is strengthening core progression systems and addressing endgame engagement. Two features named in the roadmap—Responder Retirement and Hell Mode—are positioned as long-term goal systems for sustained player investment.

For the remainder of 2026, the roadmap commits to two new Survival mode maps alongside continued Hospital map improvements and refinements. Version 1.2 is targeted for October 2026, continuing the monthly update cadence.

Looking into 2027, the first new Objective mode map is planned for early release, expanding beyond the current campaign and survival offerings. A Solo Mode progression system is in active development, enabling players to experience campaign objectives outside of squad-only requirements. Additional weapon types are confirmed to arrive in future updates, though specific names and mechanics remain unrevealed.

The developer is also investigating a Survival alternative scenario approach (similar to the Pottsville #2 addition in Resupply 1.1), potentially expanding map replayability across both core game modes. Cosmetics systems are under development, including both paid cosmetic packs and a free cosmetics pathway tied to upcoming progression systems.

The team notes that this development stage “will still be informed by player feedback, the same way our Early Access period was guided by our tightknit community.”

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