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Gear and items · R.E.P.O. v0.4.0 · read from a local copy

Batteries and charging

Batteries are carried items in the game.

Battery-powered gear in R.E.P.O. does not run forever: the game ships batteries as items and a charging station to refill them, and the gear itself shows its charge.

What the game establishes

In play

Batteries are items. The game ships them as something you carry rather than as an abstract resource, which is why keeping gear running is a question of stock rather than of waiting.

There is a station to charge them. The game ships a charging station as its own object, so a flat battery is something you can deal with in the shop rather than throwing away.

Gear shows its charge. Battery-powered equipment has a visual state for its charge, which is why you can watch one running down instead of being surprised by it.

Some gear is defined by its drain. The drone, for instance, carries its own drain setting, which is why different equipment lasts for different lengths of time.

One upgrade is a battery. The game has an upgrade that is itself a battery, which is why charge and upgrading meet in the same item list.

It matters over a run rather than a moment. Because a battery is carried and a station is placed, keeping the whole crew equipped is part of planning the trip rather than a decision taken mid-fight.

What this entry does not tell you: how long a battery lasts, what one costs, or how many the crew can hold. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.