R.E.P.O.R.E.P.O.wiki
Community reference picture of Keycard from the R.E.P.O. Fandom wiki.
Community picture from R.E.P.O. Fandom Wiki, CC-BY-SA-4.0 (license), by ArcherMaster5000. 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

Keycards and the locked office

The shop has a keycard door of its own.

Not every door in R.E.P.O. opens by hand: the game has a keycard door of its own, with the card kept in a locked and an unlocked state and a panel that changes once it is open.

What the game establishes

In play

The shop has a keycard door. It is an object of its own with its own panel and its own unlocking, which is why some of the shop is behind a card rather than a handle.

The card has two states. The game keeps a locked and an unlocked version of the keycard, so it is the card itself that changes rather than only the door.

Opening it is an event. The door has its own unlocking sound and switches to a different material once it is open, so the panel tells you where you stand.

It is a physical door. It is hung and swings like other objects rather than moving you through it, which is why an open keycard door can still be in your way.

It gates what is behind it. Because the door is what separates the office from the rest, the card is how the game decides what you can reach rather than a permission in a menu.

The card is not scenery. It exists as something you handle, which is why losing track of it is a real problem rather than a cosmetic one.

What this entry does not tell you: where a keycard is found, how many exist, or what is behind every locked door. 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.