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No More Room in Hell 1.15 Overhauls Networking, Adds 64-bit and Vulkan Support

A substantial engine-level update restructures how the cooperative zombie survival game handles connections, rendering, and client-server prediction.

Distilled Sep 13, 2026·1 min read·source confidence93%
No More Room in Hell

The first thing most players will notice about update 1.15 is what disappears: the need to configure port forwarding. Steam Networking now handles connections, and a new menu in the Create Server dialog lets hosts choose between public, friends-only, or unlisted servers without touching a router.

Below the surface, the update represents a broad Source Engine upgrade with fixes concentrated on prediction accuracy — the logic that keeps what a player sees locally in sync with the server's authoritative state.

What changed

Engine and rendering

  • 64-bit binaries are now launched automatically on 64-bit operating systems
  • Vulkan renderer added and enabled by default on Linux
  • Bicubic lightmaps and radial fog imported from the Half-Life 2: 20th Anniversary Update
  • Borderless window option added to video settings
  • UI scaling added for high-resolution screens
  • Game now launches in native resolution by default instead of 640×480

Networking and prediction

  • Steam Networking replaces the old port-forwarding model
  • Improved networking precision for local player positions
  • Fixed a prediction bug where client-side player movement was not factored into non-player actions
  • Fixed position variables failing to sync correctly with the server in certain situations
  • Fixed player hull mis-prediction causing per-frame rollbacks when crouching or near walls
  • Fixed base velocity (conveyors, moving items) drifting out of sync between client and server

Other additions and changes

  • Single-player games can now be paused
  • Active Workshop map is distributed to connecting players on local servers
  • Difficulty is now displayed in the server browser
  • viewmodel_fov ConVar is now saved to user config
  • Certain HUD elements hidden during suicide blackout

For a game built around cooperative survival, the cumulative effect of tighter prediction and frictionless server hosting could meaningfully reduce the jank that has long accompanied online sessions.

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