R.E.P.O.R.E.P.O.wiki
The base colour texture the game ships for the charging station, showing its panel work, warning stripes and charge bar.
Picture taken from the game to identify this item; it remains the property of the developer.

Gear and items · R.E.P.O. v0.4.0 · read from a local copy

The charging station and its beam

The station has a body and a subtle light, and it takes an item.

The charging station in R.E.P.O. is a machine with a beam rather than a socket: it charges in segments along a curve, lights a bar as it goes, holds a crystal cylinder, and scans with a laser that tilts on a spring, flickers on curves and shakes while it works.

What the game establishes

In play

Charging something is done at a machine rather than by plugging it in. The station has a body of its own and a subtle light, and it takes an item before anything else happens.

It charges in steps. The station works in a number of segments and draws the progress along a curve, with a light of its own for the bar, which is why a charge can be watched filling rather than only finishing.

It holds a crystal. There is a crystal cylinder and a set of crystals belonging to the station, and one of the sounds it carries is for a power crystal breaking, so the thing doing the charging can also fail.

It works with a beam. There is a laser mesh, a point for the laser to reach and a line drawn between two points, which is why what comes out of the station is a visible scan rather than an invisible process.

The scan takes time and has bounds. There is a shortest and a longest duration for it and a fraction that decides how much of that time is spent arriving and how much leaving, so the beam is shaped in time rather than switched on and off.

The laser tilts instead of snapping. Its mesh carries a spring and a maximum angle, so the beam leans into position and settles rather than jumping to the target.

It flickers and bounces. There are separate curves for flickering on and off and separate curves for the bounce as the beam arrives and as it settles, which is why the light does not simply switch on and stop.

It shakes while it works. There is an amount of shake and separate values for how much of it moves the beam's position and how much turns it, so the movement is not the same in both directions.

The arrival and the settling have lengths of their own, so the two halves of the beam's movement can be paced differently even though they belong to the same charge.

It is dressed as a machine throughout. Four kinds of particles belong to it — a light particle, fireflies, bits and the charge itself — along with a start, a stop and a loop for its sound, so charging looks and sounds like equipment running rather than like a progress bar.

The image beside this entry is the game's own: the base colour texture it ships for the charging station, with its panel work, its warning stripes and its charge bar.

What this entry does not tell you: how long a charge takes, how much a segment is worth, or what the beam reaches. 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.