
Gear and items · R.E.P.O. v0.4.0 · read from a local copy
Items you switch on, carry or unlock
Items have a state of their own with a manager behind them.
Not every item in R.E.P.O. is simply picked up: the game gives items a state of their own, lets some be toggled, gives some a light or a sound level, and keeps one kind switched off until a level is reached.
What the game establishes
- Items have a state of their own with a manager behind them. (checked against the game's own files)
- An item can be toggled, with a toggle state, a sound and a rule about switching off when put away. (checked against the game's own files)
- An item can carry a light of its own with an intensity curve and a setting for staying on. (checked against the game's own files)
- An item carries a sound level of its own, and there is a type for items from the secret shop. (checked against the game's own files)
- An equippable item is held through a cube that can be obstructed. (checked against the game's own files)
- The shockwave item has wave, spark and lightning effects, its own explosion sound and a camera shake. (checked against the game's own files)
- The walkie box has two spawn points and both radio items behind it, with materials of its own. (checked against the game's own files)
- A kind of item stays switched off until a level is reached. (checked against the game's own files)
- Upgrades are named one by one, with a clip upgrade, a glitch effect upgrade, a particle upgrade and a camera glitch upgrade in two steps. (checked against the game's own files)
- Items are named one by one: an extendable ladder, a leaf blower, a magic staff and a tracker are among them. (checked against the game's own files)
- Some come in parts: the ladder has its own beam, ends, handle and screen, and the torque staff its own arrow, crystal and screen. (checked against the game's own files)
- Grenades are shipped in kinds: a shockwave one, a stun one and a duct-taped cluster, with a base model and emissive and normal sheets. (checked against the game's own files)
- Items have a stand and an information panel of their own, with a second information panel beside it. (checked against the game's own files)
In play
Not every item in R.E.P.O. is only picked up and put down. Items have a state of their own with a manager behind them, which is why two things that look similar in the cart can behave differently the moment they are in your hands.
Some items are switches. There is an item that toggles on and off, with a state for the toggle, a sound when it changes and a rule about switching itself off when it is put away, so leaving something running by accident is a thing the game has thought about.
Some items carry a light. An item can have a light of its own with an intensity curve, and a setting for whether it stays on all the time. The light belongs to the item rather than floating beside it, which is why it moves with your hand.
Some items carry a sound level of their own, and the game has a type for the items that come from its secret shop. That is how one thing you carry can be quieter than another without the game writing a special case for it.
There are items whose shape matters when you hold them. An equippable item is held through a cube that can be obstructed, which is the game deciding whether there is room to raise it rather than checking the item in mid-air.
One item pushes instead of hitting. The shockwave has its own wave, spark and lightning effects, its own explosion sound and a camera shake, so what it does to a room is the point of it rather than the damage of a single hit.
Some items arrive in pairs. There is a box for the walkie-talkies with two spawn points and both radio items behind it, along with the materials for the radios themselves, so one thing on the shelf can arm two members of the crew.
Some things cannot be used yet. There is a kind of item that stays switched off until a level is reached, which is how the game holds something back without hiding it from you.
The images beside this entry are the game's own: the colour texture of the red walkie-talkie and of the shockwave grenade.
What this entry does not tell you: how strong a shockwave is, how long a light lasts, or which level any item unlocks at. We have not verified those, so we do not print them.
Related
Gear and itemsThe gear you carryA walkie-talkie is a defined item you can carry.
ValuablesMoving loot and gear aroundAt least one valuable is packaged in a box you can move.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.