R.E.P.O.R.E.P.O.wiki
Illustrative community picture showing a cart with its value display.
Illustrative community picture showing a cart with its value display from R.E.P.O. Fandom Wiki, CC-BY-SA-4.0 (license), by Escue. It has been re-encoded for this page. It is not a screenshot taken by this site.

How the game behaves · R.E.P.O. v0.4.0 · read from a local copy

Carts, grabbing and the physics of loot

A cart is modelled with its own physical behaviour.

R.E.P.O.'s loot is physical: the game gives a cart its own physics, objects you can grab that do not move, and monsters that are physical objects too.

What the game establishes

In play

Movement is part of the challenge rather than a menu action: the game models a cart with its own physical behaviour, so pushing one is a decision you make with your hands.

Some objects are meant to be grabbed without moving, which is why the game separates a fixed grab target from loose loot.

A fixed grab target carries its own details: the collider you actually touch, the spot its prompt sits at on screen, the words that prompt shows, and whether a player has hold of it.

Monsters are physical too, so contact with them is a collision rather than a scripted event.

What this entry does not tell you: how much a cart holds, how heavy anything is or how hard a monster hits. 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.