R.E.P.O.R.E.P.O.wiki
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Monsters · R.E.P.O. v0.4.0 · read from a local copy

The bomb thrower

The monster's body holds the animation, the head, a collider for the head and a place to spawn it.

One monster in R.E.P.O. is built around a head that grows and comes off: the game keeps an explosion it warns you about, a torso of heads that open, melee and scream with twelve breakers, and feet that swap between bare skin and boots.

What the game establishes

In play

This monster is built around a head. The body holds the animation, the head itself, a collider for it and a place to spawn it, along with a spring that turns the whole creature, which is why the head can be treated as a part that leaves.

The head has a life of its own. It has a controller, a target for its eye, a material for its collider, a splash of its own and a cloud it releases, plus sounds for laughing, for the moment before it goes off, for going off, and for coming away from the body.

It is grown rather than swapped. There is a flag for the head being grown visually and an amount added while it idles, with three separate sounds for the growing, which is why the head swells over time instead of appearing.

The torso carries more than one head. They scream, and the game keeps the scream as an introduction, a loop and an ending, with a version the whole crew hears as well as a local one.

Those heads open and close. There are separate sounds for opening for one victim and for several, and the same pair for closing, so what the torso does is played rather than merely animated.

They also bite. There is a melee sound for the torso heads, and a global version of it, which is how the same attack can be heard by whoever is caught and by everyone else.

The screaming is broken up. The game keeps twelve breakers for the torso heads, which is why the noise is cut and resumed rather than played as one long sound.

The breakers are ordinary parts of the set. They are kept one by one under their own names, which is why the same scream can be assembled in a different order instead of being one fixed recording.

The feet change. There are separate points for the bare skin and for a boot, and footsteps differ between light and heavy for both, so what the monster wears is audible.

Its parts hang rather than bolt on. Both arms and the torso of heads are carried on springs of their own, which is why the body swings while the head does the work.

Even the detachment is announced. The moment the head comes away has a tell of its own, separate from the sound it makes as it leaves.

It arrives and leaves visibly. There are particles for the teleport, for the head coming away and for its death, with sounds for arriving and for leaving.

The rest is the ordinary racket of a monster: an idle loop, a landing, a jump, a short and a long move, being hurt and dying, each with its own sound.

What this entry does not tell you: how long the head takes to grow, how much damage an explosion does, or how far the sound carries. We have not verified those numbers, so we do not print them.

Related

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.