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Illustrative community picture showing a monster winding up an attack.
Illustrative community picture showing a monster winding up an attack from R.E.P.O. Fandom Wiki, CC-BY-SA-4.0 (license), by TRIPPING7. It has been re-encoded for this page. It is not a screenshot taken by this site.

Monsters · R.E.P.O. v0.4.0 · read from a local copy

Reading a monster before it reaches you

Every monster carries a tracked behaviour state.

R.E.P.O.'s monsters are not one behaviour with different skins: the game tracks a state and a type for them, and each kind is built around a different way of hurting your crew.

What the game establishes

In play

The game tracks what a monster is currently doing, which means a monster moving calmly is a different situation from one already committed to an attack.

Monsters are also typed, so a crew can learn to recognise a kind rather than reacting to every noise the same way.

The differences are physical rather than cosmetic: one kind spins, another throws something at you, and the shapes you see tell you which response is worth trying.

What this entry does not tell you: how long any state lasts, the reach of an attack or how much it hurts. 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.