R.E.P.O.R.E.P.O.wiki

How the game behaves

Grabbing, carrying, falling and the rules the world runs on.

Illustrative community picture showing a car crashing through a wall.How the game behavesA vehicle that is wrecked, and the box on itA vehicle being destroyed runs through states rather than being one event.Illustrative community picture showing a cart with its value display.How the game behavesCarts, grabbing and the physics of lootA cart is modelled with its own physical behaviour.Illustrative community picture showing a car sliding through a wall.How the game behavesDrifting a vehicleDrifting is a system with its own switch on the vehicle.Illustrative community picture showing a Hauler vehicle.How the game behavesDriving a vehicle and staying uprightA vehicle is an item with a state and a timer of its own.Illustrative community picture showing a car hitting a wall.How the game behavesHitting things with a vehicleA vehicle carries a small, a medium and a big hurt collider.Community reference picture of the Peeper: a single large eye with an orange iris and blue-grey lid.How the game behavesHow a monster sees youA monster has a vision point and a vision distance of its own.Illustrative community picture showing a shotgun.How the game behavesHow a monster takes damageA monster carries a health total and a freeze time for dying.Illustrative community picture showing the side of a Scout vehicle.How the game behavesHow a vehicle's body follows its physicsA mesh transform follows the physics with its own position and rotation smoothing.Community reference picture of Oogly: a pale, many-legged spider-like monster.How the game behavesHow many monsters a level will sendThe level has an enemy director with three difficulty settings of its own.Community reference picture of the Chef: a green frog-like monster in a chef's hat and apron.How the game behavesHow monsters jumpA surface jump has an upward and a sideways force, with a delay before the jump and a delay after landing.Illustrative community picture showing the plane.How the game behavesLeaving the ground in a vehicleBeing airborne is a system with its own switch and a lift force.Community reference picture of the Birthday Boy: a doll-like monster in a pointed party hat.How the game behavesThe body every monster sharesA shared physical body follows a target rather than each monster owning its movement.The tread-plate texture the game puts on the truck ramp a vehicle drives up for its boost.How the game behavesThe boosts a vehicle earnsA ramp boost is a switch of its own, with a window of slope angles.Illustrative community picture showing a cart with its value display.How the game behavesThe cart and its boost padsThe cart is driven by physics values, including a speed limit and a softer settle speed.Community reference picture of C.A.R.T. from the R.E.P.O. Fandom wiki.How the game behavesThe cart as an objectThe cart knows whether it is the small kind, and the small kind has a hurt collider of its own.Community reference picture of Ceiling Eye from the R.E.P.O. Fandom wiki.How the game behavesThe eye that follows youAn eye target keeps its own pupil size, with a multiplier, a speed and a smallest and a largest size.Illustrative community picture showing the side of a Hauler vehicle.How the game behavesThe lean a vehicle takes from its speedAccelerating lifts the nose and slowing drops it, each with a force and a maximum of its own.The base colour texture taken from the game of a lamp on the vehicle.How the game behavesThe lights and beeps on a vehicleThere is a front and a back light, each with its own renderer and emission colour.The game's own effect sheet for a race-track boost pad: a repeating column of glowing white arrows.How the game behavesThe multipliers a vehicle can be givenA vehicle can be given a multiplier for the force it applies as a bumper car.Community reference picture of the Banger: a skull with two syringes driven into the top of its head.How the game behavesThe record every monster is givenA monster's record carries a name and a localized version of it.Community reference picture of Apex Predator, a duck-like monster, from the R.E.P.O. Fandom wiki.How the game behavesThe record the game keeps for each monsterEach monster has a record with a name, a difficulty and a type.Illustrative community picture showing a Scout vehicle.How the game behavesThe sounds a vehicle makesA vehicle's engine has a start and a stop of its own, with a pitch that runs between a minimum and a maximum.Community reference picture of the Toy Car, the vehicle that throws sparks when it scrapes, from the R.E.P.O. Fandom wiki.How the game behavesThe sparks a vehicle throwsSparks come as a left set and a right set, each with a transform of its own.The albedo texture taken from the game of the tricycle the rider monster arrives on.How the game behavesThe tricycle rider's rigThe rig has a set of wheels of its own.Illustrative community picture showing monsters moving through a level before they notice a player.How the game behavesWhat a monster does when it has not seen youThe roaming state has its own speed and acceleration.Community reference picture of the Rugrat: a small wide-eyed monster with a nappy.How the game behavesWhat decides whether a monster appearsAn enemy set-up holds a list of things to spawn.Community reference picture of the Headman: a large pale head with wide staring eyes and a closed mouth.How the game behavesWhat happens when the head catches youThe catch sequence has a beginning, a first bite and a last bite.Illustrative community picture showing a robed monster.How the game behavesWhen a monster gives upThere is a state for a monster despawning after being stuck.Illustrative community picture showing a gnome, a monster that looks under things.How the game behavesWhen a monster looks under somethingOne of the monsters' states is for looking under things.

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