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No More Room in Hell 2 Passes 1 Million Units Sold in Under Two Months

Torn Banner Studios' co-op zombie shooter hits 1 million units sold in seven weeks, with 1.3 billion zombie kills and a 25% October discount on Steam and Epic.

Patch notes

  • No More Room in Hell 2 sold 1 million units between its 11 August 2026 launch and 1 October, across PC, PS5 and Xbox Series X|S.

  • The game peaked at nearly 16,000 Steam concurrent players, hit 90% positive Steam sentiment and ranked 4th in August PS5 sales in North America.

  • It is 25% off on Steam and Epic throughout October ($22.49 in the US), with a 20% console discount coming later in the month.

Torn Banner Studios and publisher Green Man Gaming confirmed on 1 October that No More Room in Hell 2 has sold 1 million units, reaching the milestone in under two months since its 1.0 launch on 11 August 2026 across PC, PlayStation 5 and Xbox Series X|S.

The figure covers a game that spent two years in Early Access and, by the studio's own count, required more than 8,000 bug fixes before release. For the Toronto-based developer best known for Chivalry 2, this is officially its biggest launch to date.

Launch metrics behind the milestone

Torn Banner says the game passed 1 million total players in its first week, peaked at nearly 16,000 concurrent players on Steam and climbed to number four on Steam's US Top Sellers chart. According to the press release, that placed it ahead of Madden NFL, Star Wars, Lord of the Rings and Marvel titles on that chart during launch week.

The game also ranked as the fourth best-selling title in August on PlayStation 5 in North America. Player sentiment on Steam peaked at 90% positive in the same window — a meaningful signal for a studio that spent two years shipping fixes against community feedback.

Since 1.0, players have killed more than 1.3 billion zombies across 22.2 million successful Responder extractions. Torn Banner reports average playtime of 19.3 hours per player, a strong retention figure for a game built around permadeath.

What drives the retention

The permadeath loop is the game's core identity. Players drop in as emergency Responders, squad up with up to seven others, and attempt objectives while avoiding infection. Because a single bite can permanently kill a Responder, the extraction mechanic carries real stakes — and the 19.3-hour average suggests players are accepting that friction rather than bouncing off it.

The 1.0 release added new maps, new game modes, gameplay refinements and full cross-play between PC and console, widening the addressable audience at launch.

Pricing moves

To mark the milestone, No More Room in Hell 2 is 25% off on Steam and the Epic Games Store for the whole of October. The $29.99 regular Steam price drops to $22.49 in the US. A 20% discount follows on PlayStation and Xbox later in the month, though Torn Banner has not given an exact date for the console sale.

The studio is also running a double Responder XP weekend that ends on 5 October at 1pm EDT — a short-term engagement lever layered on top of the discount window.

Executive commentary

Steve Piggott, CEO and Creative Director at Torn Banner Studios, called the milestone a huge one for the team and said it marks the game as one of the most commercially successful multiplayer survival horror releases in recent years. He pointed to two years of work on improvements players asked for during Early Access, and said the studio has more updates planned.

What it means for the business

For studios weighing extended Early Access runs, the case offers a clear data point: two years and 8,000 fixes converted into 1 million units in seven weeks. Early Access survival games typically either fade quietly or grind through to a real audience; this one did the latter, with the fix count as the receipt.

The open question is longevity. The million-unit figure establishes a commercial base, but whether No More Room in Hell 2 becomes a durable live-service title depends on the endgame and post-launch updates Piggott referenced. Watch the console discount later in October and the cadence of updates through Q4 for signals on whether Torn Banner can hold its launch-window momentum.

via shanethegamer.com (Original)

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Amara Osei

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Correspondent covering business strategy at Game Dev Wire.

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