R.E.P.O.R.E.P.O.wiki
Illustrative community picture showing a range upgrade box.
Illustrative community picture showing a range upgrade box 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.

Extraction and the shop · R.E.P.O. v0.4.0 · read from a local copy

How upgrades are kept track of

An upgrade is modelled as its own object with its own information.

R.E.P.O. remembers what your crew has bought: the game keeps upgrade information, caches it, and models each upgrade as its own thing rather than a number on a save file.

What the game establishes

In play

An upgrade carries its own information in the game, so what it does and what it costs are properties of that upgrade.

The game also keeps a cached copy of upgrade state, which is how it can show you what you already own without asking you to remember.

Every upgrade is named as well as recorded. The game keeps a line for a crouch rest, a death head battery, an extra jump, a launch, the player count on the map, a range, a strength and a tumble climb, and it counts the item upgrades that have been bought, which is why the screen can say what you own rather than only that you own something.

Because each upgrade is an item you buy at a stand, the shop between runs is a place you visit rather than a menu you open mid-run.

What this entry does not tell you: prices, how many upgrades exist or the effect of any single one. 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.