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Difficulty Levels

All four No More Room in Hell 2 difficulty levels with exact XP and Credit multipliers, how permadeath changes per tier, and which one to actually start on.

Updated

No More Room in Hell 2 has four difficulty levels: Beginner, Normal, Hard and Nightmare. The 1.0 update renamed the first two — Beginner was Casual and Normal was Classic — so older guides referring to Casual are out of date. Any guide claiming difficulty is not selectable and is set by your squad's average level is describing the pre-1.0 game.

The four tiers

DifficultyZombie healthAccount XPCharacter XPCreditsRespawns
Beginner−30%———On a timer, roughly once a minute
Normal——125%—Open after a main objective is completed
Hard—150%200%150%—
Nightmare—200%300%200%Restricted

Beginner also keeps UI elements permanently on screen, including control prompts and objective reminders.

What difficulty actually changes

The multipliers above are the visible part. The part that decides whether you survive is the enemy mix.

Difficulty materially changes the composition and density of zombies, and it adjusts dynamically as a match runs on rather than being set once at the start. The studio's own example: on Nightmare there is a wider variety of zombies, with special types, Runners and Primes appearing noticeably more often than before.

Two more things scale with the tier you pick:

  • Scripted objective sequences scale, so the same stretch of a map has different zombie speed and numbers at different tiers.
  • Firearms have a chance to spawn with different ammunition amounts.

Separately, objectives scale to the number of players remaining when they begin — that is a headcount adjustment, not a difficulty setting, and it applies at every tier.

Permadeath changes by difficulty

This is the most consequential difference between the tiers, and the one most often left out.

  • Beginner and Normal. You lose a Responder only if the team wipes before a respawn point, or if you die after extraction has been called.
  • Hard and Nightmare. Permadeath is active from the moment you spawn in. One death, character gone.

That is not a scaling penalty, it is a different rule. Moving from Normal to Hard does not make your character somewhat more fragile — it removes the safety net entirely. Players describe the same split in the same terms, so there is no ambiguity about how it works in practice.

Which one should you start on?

Beginner, and stay there longer than you think you need to.

The community's widely repeated advice is a minimum of five games on Beginner before touching the next tier, and the reason is that the Beginner-to-Normal jump is already described as huge by experienced players. That is the step before any of the tiers with real permadeath.

For Nightmare, the calibration among long-time players is much more extreme than new players expect: many describe not touching it until their character was around level 75. It is not a difficulty you graduate to after a good week.

There is an active community argument that difficulties should be locked behind account levels 5, 10 and 20, driven by frustration at under-prepared players joining high-tier lobbies. That is a proposal, not a feature — nothing is gated today, so the responsibility for pacing is yours.

How much of a problem is the balance?

One player with over 150 hours categorised recent Steam negative reviews and found balance and difficulty accounted for 19.7% of roughly 300 recent negative reviews, and 18.3% of a 1,200-review comparison sample. That classification was done by the player using AI, and they explicitly stated it is not a scientific sample. It is a rough shape rather than a measurement, but it does indicate that difficulty tuning is a live complaint rather than a settled matter.

Practical progression

  1. Beginner until map layouts and objective minigames are automatic — at least five runs. Zombies have 30% less effective health here, so it is the place to learn melee timing.
  2. Normal once you stop dying to things you did not see. Permadeath still only bites on a wipe or a post-extraction death.
  3. Hard only when you accept that every death is permanent. The XP jump is real — character XP doubles — but so is the cost.
  4. Nightmare when your character is genuinely developed and your squad is people you know.