Little else is known at this point, other than what has been posted on their website (see below) but the announcement comes as a nice little Halloween treat!
- We are aiming to hopefully have a fully playable early access-type build by Q3 2017. This is of course subject to change.
- We will be asking for money this time around - though we are investigating the possibility of a "limited" free version - but the full version of the game will cost money and we're currently aiming for $20 USD. Our goal is to include all subsequent content updates to be released as expansions, free of charge to all players who bought the game.
- No More Room in Hell 2 will be using the Unreal® Engine 4.
- Now none of this is official or locked down but at this time (Sept 2016), however you should probably have at least 2Ghz multi-core CPU, 4GB of RAM, 1GB GPU (DX11 ideal but not required), and of course a decent network connection. Since this is 2016, it is unlikely that NMRiH2 will run well on PCs with specs well below those listed.
- At this time no, however we have discussed a potential XBL and PSN release in the future. If the game does well and the demand is there, then we could do it!
- Yes! We are keeping with our "realistic" approach (i mean... as real as zombies can be) and shying away from making the zombies feel like demons or monsters with super powers. We are aiming to show a realistic progression of our zombie virus. We will have Runners which are freshly infected, Walkers which are the middle stage, and Shamblers which are the final stage. Each stage has its own strengths and weaknesses, as well as their own attributes which affect their behavior and movement. We will still have children, crawling zombies, zombies with body armor, and more!
- So far we are focusing on the core "survival" mode which is the basic fundamentals of the game. Adding in a story and turning it into a campaign is merely a formality after that. We are going to focus on fleshing out the core mode first and when that is done, the anticipated plan is that we will begin building anthology story modules as free Expansions once the game is out. This way we can focus on building the whole game experience and post launch we can focus on story, campaign, and time consuming things like dialogue recording, facial animation, detailed motion capture, etc.
- That's the current plan! We have numerous archetypes for NPC survivors designed, we've detailed their personality traits and even a form of an "alignment" system which guides how they deal with interacting with players. This is all part of our stretch goals, as they are not currently a focus of ours at this time, but the plans for them exist :)
- Not at this time but we are currently in the process of setting one up and it will be posted here for everyone to see when it's live!