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

Cosmetics and the token machine

The shop contains a machine that gives out player cosmetics.

R.E.P.O. gives out player cosmetics from their own machine in the shop: you spend currency, the machine spins a display, and a cosmetic token comes out at one of four grades.

What the game establishes

In play

The shop has a machine for cosmetics, and it behaves like a dispenser rather than a shelf: you put currency in, the machine spins a display in front of you, and a cosmetic is handed over at the end.

What you receive is a token. The game keeps its tokens in four grades, and each grade has its own colouring, so an uncommon pull and a rare pull do not look the same even before you put either of them on.

The handover is staged rather than instant. The machine has its own animation and a confetti effect for the moment a cosmetic is revealed, and the reveal runs on a screen that spins up, then settles.

The celebration is built from parts as well. The confetti has an active object, a smoke gradient, fast lines and swirl lines with their own gradients, and sparkles and confetti with gradients of their own, which is why a pull can be marked without a single particle doing all of it.

Wearing a cosmetic is about the avatar rather than the whole character. The player figure is split into parts that each carry a default surface, and a cosmetic is laid over those surfaces, which is why a hat lands on the head instead of covering the body.

What is in the world has a state of its own. A cosmetic object carries a health display with a transform and a renderer, helpers for its rotation and its forward direction, a grab icon whose colour changes between inactive and active, and a transform for its button, which is how one can be picked up from the floor rather than only from a menu.

You are not stuck with what you pull. A cosmetic can be hidden again, and the game keeps a menu for your avatar as well as its own interface for the tokens and for cosmetic objects in the world.

The machine's own parts are recorded too. It has a transform for what it hands over, with a curve for the cosmetic arriving and another for it leaving, a screen with plain and new text and a localised asset behind that text, and debug settings that name a cosmetic and its asset, which is how the reveal can be looked at without spending anything.

What this entry does not tell you: what a spin costs, the odds of each grade, or how many cosmetics the game ships. 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.