R.E.P.O.R.E.P.O.wiki

Guide

Knowing when you are nearly out

How your own condition is shown in R.E.P.O. — health, carried charge and a weapon about to run dry — so you act before the warning becomes a loss.

Applies to

0.4.0, read from the copy of the game this site was built from (see the sources page)

Before you start

Steps

  1. Read your health off the display rather than expecting a number.
    the player's health display sits on a mesh with a parent of its own and is driven by a colour gradient
  2. Check which health display you are looking at.
    the display knows whether it belongs to the menu avatar
  3. Use the sounds as well as the display.
    being hurt, being healed and being upgraded each have their own sound
  4. Read the battery bar's charge and drain as two separate fills.
    charge and drain have separate fills and values
  5. Act on the out-of-battery and needs-charging visuals instead of waiting for the tool to stop.
    there are visuals for a battery that is out and for one that needs charging, with an effect when a bar is lost
  6. Know that an empty weapon is a state of its own rather than an absence.
    being out of shots is a state with its own beginning, update and fixed update, and an empty gun has a click of its own
  7. Expect some weapons to build up before they fire, and check what yours puts out.
    a gun can build up before it fires, with a time for the build-up and a time for the shot, and how many shots it puts out at once, its spread and its range are configured per gun

Common mistakes

Related entries

Sources

A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.