
How the game behaves · R.E.P.O. v0.4.0 · read from a local copy
How a monster sees you
A monster has a vision point and a vision distance of its own.
Being seen in R.E.P.O. is not one check: a monster keeps a vision distance, a closer one, and separate values and counts for a player standing, crouching or crawling.
What the game establishes
- A monster has a vision point and a vision distance of its own. (checked against the game's own files)
- There is a closer distance and a separate close distance for a crouching player. (checked against the game's own files)
- How visible a player is has separate values for standing, crouching and crawling. (checked against the game's own files)
- The number of sightings needed to trigger is also separate for standing, crouching and crawling. (checked against the game's own files)
- Objects are seen as well, with a value for them and a radius that can be overridden. (checked against the game's own files)
- Vision keeps counts of what has triggered and what is currently triggering, and calls out when it happens. (checked against the game's own files)
- The eyes have look-at targets of their own, named one per eyeball. (checked against the game's own files)
In play
Being seen in R.E.P.O. is not a single check. A monster has a point it sees from and a distance it can see to, and around those it keeps separate numbers for a player who is standing, crouching or crawling.
There is more than one distance. There is a distance for the ordinary case and a closer one, and the closer one has a variant of its own for a crouching player, which is how crouching changes what the monster can reach rather than only how it looks.
How visible you are is measured as a value, and that value has three versions: one for standing, one for crouching and one for crawling. The lower the value, the less of the monster's attention you take up.
Sightings are counted rather than decided once. The number of sightings needed before the monster reacts has three versions of its own, again split by posture, which is why crouching can both make you harder to notice and take longer to give you away.
Objects you carry are part of the sum. There is a value for physical objects and a radius for them that can be overridden, so a large or awkward object you are hauling can be what betrays you.
The result is reported rather than assumed. The vision keeps a count of what has triggered, what is currently triggering, and a callback for when it happens, so the monster is reacting to how many sightings it has rather than to a single moment.
Because the distances, the visibility values and the counts are separate, a monster can be quick to notice someone standing and slow to notice someone crawling, which is the difference between a stealth system and a coin flip.
What this entry does not tell you: how far any monster sees, what any of the values are set to, or how long a sighting lasts. We have not verified those numbers, so we do not print them.
Related
MonstersHow monsters find youThe game tracks which room a player is in.
MonstersWhat a monster is doingA monster is always in one of a fixed set of named states.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.