
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
Levels and the way out
Levels are produced by a generator in the game.
Each run of R.E.P.O. happens on a level the game generates: the game defines a level, a generator, a level interface, level points and the valuables a level holds.
What the game establishes
- Levels are produced by a generator in the game. (checked against the game's own files)
- Each level decides which valuables it contains. (checked against the game's own files)
- The level interface works from defined level points. (checked against the game's own files)
- Some level behaviour is settings-driven. (checked against the game's own files)
In play
Levels are generated rather than fixed: the game has a level generator, which is why two runs on the same map do not play out identically.
A level defines the valuables it contains, so what is worth taking is a property of the level rather than a global list.
The interface works from level points, which is how the game can mark places such as the way out.
What this entry does not tell you: how many levels there are, how large they get or the odds of a given layout. We have not verified those numbers, so we do not print them.
Related
Extraction and the shopExtraction and finishing a runExtraction happens at tracked points on the level.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own 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.