
Interface and readouts · R.E.P.O. v0.4.0 · read from a local copy
The save and your run record
The save stores the team name and the names of the players.
R.E.P.O. keeps a record of a run rather than only a pile of loot: the game stores the team name, the players, the time played, the upgrades and a total of what was bought.
What the game establishes
- The save stores the team name and the names of the players. (checked against the game's own files)
- The game tracks how long has been played. (checked against the game's own files)
- Purchases are kept both as a list and as a running total. (checked against the game's own files)
- The game carries a name for each upgrade it knows about. (checked against the game's own files)
- The save is versioned and lists the lobby kinds it accepts. (checked against the game's own files)
- The record is shown on a stats screen of its own. (checked against the game's own files)
- There is a result screen for the end of a run. (checked against the game's own files)
In play
The save holds more than money. The game stores a team name and the names of the players, which is why a run has an identity rather than being an anonymous pile of valuables.
Time is part of the record. The game tracks how long has been played, so a run can be measured rather than guessed at.
Shopping is totalled. Items bought and a running total of purchases are kept, which is why spending is something the game can report back rather than something you remember.
Upgrades are recorded by name. The game carries names for each upgrade it knows about, covering rest, a battery, an extra jump, health, launch, map player count, range, speed, stamina, strength, climbing and wings.
It is versioned. The save carries its own version and a list of the lobby kinds it accepts, which is why an older save can be recognised rather than silently misread.
It reports back on screen. There is a stats screen with a text readout and its own scanline effect, so the record is something you look at rather than only something stored.
The end of a run has its own screen as well. The game keeps a result screen, which is why finishing has a place to be summarised instead of simply stopping.
What this entry does not tell you: what counts towards any figure, how records are compared, or what carries between runs. We have not verified those, so we do not print them.
Related
Extraction and the shopThe truck and the end of a runThe truck has doors of its own, with their own animation and sound.
Extraction and the shopThe shop between runsThe game has a shopkeeper and a shop manager for the between-run shop.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.