
Valuables · R.E.P.O. v0.4.0 · read from a local copy
Valuables and the loot you carry out
Valuables are separate objects, each with its own behaviour.
The point of a run is the loot: R.E.P.O. scatters valuables that are worth money, and they are heavy, breakable objects you have to physically carry to the extraction point.
What the game establishes
- Valuables are separate objects, each with its own behaviour. (checked against the game's own files)
- At least one valuable is packaged in a box you can pick up. (checked against the game's own files)
- Each level decides which valuables it contains. (checked against the game's own files)
- Some valuables are small and odd, such as an egg. (checked against the game's own files)
In play
Valuables are individual objects with their own behaviour, from small items such as an egg to large awkward things such as a traffic light or a blender.
Because they are physics objects, how you carry them matters: dropping one can damage it and reduce what it is worth.
Each level decides which valuables it places, which is why the same run can look very different from the last one.
What this entry does not tell you: how much any specific valuable is worth, or its exact spawn chance. We have not verified those numbers, so we do not print them.
Related
Extraction and the shopExtraction and finishing a runExtraction happens at tracked points on the level.
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.Version and sources
A local copy of the game, read only. Identifiers used to verify each fact are kept on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.