
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
The furniture a level is fitted with
Chairs are named in kinds: an armchair, a plain chair, a big chair and a camp chair among them.
A level in R.E.P.O. is furnished as well as built: the build names chairs, tables, lamps and a television of its own, and even the fish in a room is filed as a valuable.
What the game establishes
- Chairs are named in kinds: an armchair, a plain chair, a big chair and a camp chair among them. (checked against the game's own files)
- Tables are named by room and by size, including an arctic round table and a small arctic one. (checked against the game's own files)
- Lamps are named for the rooms as well, a small arctic ceiling lamp among them, and the build even carries two spellings of that piece. (checked against the game's own files)
- A furnished room can hold a television of its own, named both with and without a space. (checked against the game's own files)
- Fish are filed as a valuable of their own, with a mesh and a material beside them and a museum version. (checked against the game's own files)
In play
Rooms in R.E.P.O. are furnished rather than left bare. The build names chairs of its own, an armchair and a plain and a big version among them, so a room reads as a place someone used rather than as a box with loot in it.
Tables are named by room as well as by size. There are arctic tables of more than one size, which is why the same level can hold a big table in one room and a small one in the next without either looking out of place.
The lighting is part of the set. The build names lamps for the rooms, including a small arctic ceiling lamp, and it even carries two spellings of the same piece, which is the kind of thing this project does not tidy up on the game's behalf.
A room can hold a screen. There is a flat-screen television of its own, named both with and without a space, so a furnished room is not only tables and chairs.
Furniture is scenery you can still break. The pieces carry their own reactions, which is why a chair can be thrown across a room and come apart rather than passing through everything.
Not everything on a table is decoration. The build files fish as a valuable of its own, with a mesh and a material beside it and a museum version for the museum, so what looks like room dressing can be worth carrying out.
That is why furniture matters beyond how a room looks: it tells you which theme you are standing in, it gives you something to hide behind, and it can be the thing the run is scored on.
What this entry does not tell you: what any piece of furniture is worth, how much damage it takes, or which rooms hold which pieces. We have not verified those, so we do not print them.
Related
Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.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.