
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
- Every monster carries a tracked behaviour state. (checked against the game's own files)
- Monsters are typed, so kinds can be told apart. (checked against the game's own files)
- At least one monster is built around spinning. (checked against the game's own files)
- At least one monster throws something at the crew. (checked against the game's own files)
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
MonstersEnemies and what they doThe game defines several distinct monsters rather than one enemy type.
MonstersWhen a monster has youA monster exists whose behaviour is built around holding a player.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.