
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The hidden one and its breathing
It has breath particles, including a fast version and one that runs constantly.
The hidden monster in R.E.P.O. is tracked by what it does to the air and the floor: the game gives it breath particles and breathing sounds, footprint shapes, and a way for a player to pick it up.
What the game establishes
- It has breath particles, including a fast version and one that runs constantly. (checked against the game's own files)
- Breathing in and out are separate sounds, with a fast set of both. (checked against the game's own files)
- It has separate shapes for a left and a right footstep, with smoke and step and sprint sounds. (checked against the game's own files)
- Being stunned has a start, a loop and a stop. (checked against the game's own files)
- Jumping and landing are separate sounds. (checked against the game's own files)
- A player can pick it up, with a transform of its own and curves for lifting and moving it. (checked against the game's own files)
- There are sounds for picking it up, letting it go and moving while it is held. (checked against the game's own files)
- It keeps a state, an animator and a rotation spring of its own. (checked against the game's own files)
- An older copy of the hidden monster is still in the build, with a flag of its own for whether it is on the ground. (checked against the game's own files)
- That older copy keeps its own footstep particles, with a transform, smoke and a foot, as well as a walking sound and breath particles. (checked against the game's own files)
- The footprint the monster leaves is drawn from a picture of its own, a pair of bare footprints. (checked against the game's own files)
In play
The hidden monster is not loud, but it is not silent either. Its animation keeps a set of breath particles, including a fast version and one that runs constantly, so a monster that is standing still can still be noticed.
It breathes audibly. There are separate sounds for breathing in and out, and a fast set of both, so the difference between calm and hunting is something you can hear before you see anything move.
It leaves marks on the floor. There are shapes for a left and a right footstep and a smoke effect to go with them, along with sounds for a step and for a sprint, which is how the game hints at a monster that is itself hard to look at.
Being stunned is a sequence rather than a single event. There is a start, a loop and a stop, so a stunned monster can be heard staying stunned.
It jumps and lands, and both have sounds of their own, so even an unseen monster gives away where it is when it moves vertically.
A player can pick it up. There is a transform the player holds it by, with a curve for lifting it and a curve for moving it from side to side, and there are sounds for picking it up, letting it go and moving it while it is carried.
That makes this monster unusual among the creatures in the game: rather than only being run from, it can be carried, which is why the game needs a carrying arrangement of its own for it.
What this entry does not tell you: what it looks like when it is visible, how much damage it does, or how long it stays hidden. We have not verified those, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
How the game behavesHow a monster sees youA monster has a vision point and a vision distance of its own.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.