
Monsters · R.E.P.O. v0.4.0 · read from a local copy
How monsters find you
The game tracks which room a player is in.
Monsters in R.E.P.O. do not wander blindly: the game tracks the room a player is in and the distance to them, which is how a monster can commit to a chase.
What the game establishes
- The game tracks which room a player is in. (checked against the game's own files)
- The distance between a monster and a player is tracked. (checked against the game's own files)
- Monsters are physical objects, so contact is a collision. (checked against the game's own files)
- The build names a detection sphere of its own, along with the noise a crouch makes. (checked against the game's own files)
In play
The game keeps track of which room a player is in, so a monster can react to where you are rather than only to what it can see.
Distance to a player is tracked as well, which is why closing the gap is something the game can measure rather than approximate.
Because monsters are physical objects, knowing where you are still ends in contact: the tracking gets them there, physics decides what happens next.
What this entry does not tell you: how far a monster can notice you, how fast it moves or how long it commits to a chase. We have not verified those numbers, so we do not print them.
Related
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
How the game behavesCarts, grabbing and the physics of lootA cart is modelled with its own physical behaviour.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.