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

The upscream and how it looks around

Its head hangs on a spring with an idle position of its own and a target.

The upscream is a monster built around a moving face: its head and both eyes hang on springs with their own idle positions and targets, and its pauses vary between a shortest and a longest break.

What the game establishes

In play

The upscream is built around a face rather than a body. Its head hangs on a spring, with a position for when it is idle and a target to move towards, so the head drifts and settles instead of being fixed to the shoulders.

Both eyes have that arrangement of their own. Each eye has a spring, a transform, an idle position and a target, which is why the eyes can be doing something different from the head and from each other.

It remembers where it has been. The monster keeps a current state and a previous state, so it can know what it was doing before this, which is how a monster can return to a patrol instead of choosing a new one every time it gives up.

Its pauses are not fixed. There is a shortest and a longest idle break, and the monster picks a time between them, so it does not stand still for exactly the same length of time after every action.

It has an animator of its own, a point it sees from and effects for dying, so it belongs to the same family as the other monsters rather than being a special case.

Because the look is on springs, what you see is where the head is going rather than where the monster is, which is the difference between a monster that turns to face you and one that has already looked.

What this entry does not tell you: how long its shortest and longest pauses are, how far it can see, or how much damage it does. 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.