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

What being grabbed does to a run

A player's condition is tied to the grabbing mechanic.

Being grabbed in R.E.P.O. is a state your crew plays around: the game ties a player's condition to the grabbing mechanic and gives the grabbed player their own view of it.

What the game establishes

In play

A player's condition is linked to being grabbed, which is why escaping is a matter of urgency rather than a pause in the fight.

The grabbed player is given their own view of the situation, which is why the crew on the outside and the player inside are seeing different things.

That view is not a fixed window. The local camera hangs on a spring and carries a scale transform and a scale curve of its own, so being held moves the viewpoint rather than only switching it.

Because the monster holding you is a physical object, the crew freeing you is doing something physical too, not pressing a button from a distance.

What you are shown while held is arranged as well. A part of the player carries a transform to follow, another to hide and a curve for that hiding, which is why being picked up changes what you can read about your own state.

What this entry does not tell you: how much a hold costs you, how long it can last or how much a revive restores. 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.