Guide
What the run record is actually for
How to use the record R.E.P.O. keeps of a run, given that the game stores the team, the time played, the upgrades and every purchase.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A run under way
- Access to the shop between runs
- A crew that agrees what the record is for
Steps
- Name the team before the first run, because the save keeps the name.
the save stores a team name and the player names - Check the purchase total when you want to know where the money went.
items bought and a running total are both kept - Match the upgrade names on the record against what the crew actually has.
the game carries a name for every upgrade it knows about - Use the time played to judge whether a run is still worth continuing.
the game tracks how long has been played - Read the result screen at the end rather than trusting memory.
the game keeps a result screen of its own
Common mistakes
- Never naming the team and then wondering which save is which.
- Ignoring the purchase total until the money is already gone.
- Assuming the record carries between runs without checking.
Related entries
Interface and readoutsThe save and your run recordThe save stores the team name and the names of the players.
Extraction and the shopThe truck and the end of a runThe truck has doors of its own, with their own animation and sound.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.