
Interface and readouts · R.E.P.O. v0.4.0 · read from a local copy
The readouts you play by
The game keeps a readout of its own for the state you play by.
R.E.P.O. does not leave you guessing at your own state: the game keeps separate readouts for health, the haul, the goal, item details, what things are worth and the shop, each as its own part of the interface.
What the game establishes
- The game keeps a readout of its own for the state you play by. (checked against the game's own files)
- Health, the haul, the goal and item details each have a readout of their own. (checked against the game's own files)
- Item details have a second readout for extra information. (checked against the game's own files)
- What something is worth has its own screen element. (checked against the game's own files)
- The shop has readouts for what it costs and how it is growing. (checked against the game's own files)
- There are readouts for the level and for the run record. (checked against the game's own files)
- The level readout carries a number, a moon object and text, a moon icon and an offset for its transform. (checked against the game's own files)
- The health readout is drawn with artwork the game ships. (checked against the game's own files)
In play
The game does not leave your own state to be guessed at. It keeps a readout of its own for the things you need while a run is going on, and each of those readouts is a separate part rather than one panel with everything in it.
Your health has a readout of its own, and it is drawn with artwork the game ships rather than being plain text. The screen also carries a picture for the player themselves, which is how the game marks whose health it is showing.
The haul is tracked separately. There is a readout for what the crew is carrying, which is a different question from how much money the run has made.
The goal is shown as well. A run has an objective readout, so the game can tell you what it is asking for without you opening a menu.
Item details have two readouts rather than one. There is the ordinary description of what you are looking at, and a second one for the extra detail, which is why some items can show more than a name and a price.
What things are worth is read from its own screen element, so value is presented as something the game decides rather than something you work out from the numbers on a shelf.
The level readout has a moon of its own. It carries a number, a moon object with text of its own, a moon icon and an offset for where it sits, which is why the interface can show the level through a picture rather than only a figure.
The shop has readouts too: what something will cost you, and how the shop itself is growing. Those belong to the interface rather than the level, which is why they are visible outside a run.
What this entry does not tell you: what any readout displays in a given situation, how the numbers are worked out, or how the interface is arranged on screen. We have not verified those, so we do not print them.
Related
Gear and itemsHealth, damage and recoveryPlayers have tracked health.
Interface and readoutsThe save and your run recordThe save stores the team name and the names of the players.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.