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Extraction and the shop · R.E.P.O. v0.4.0 · read from a local copy

The extraction point and its machinery

The extraction point has an area of its own and a tube that rises, slams and retracts.

The extraction point in R.E.P.O. is a machine rather than a doorway: it has a tube that lifts and slams, a button you grab, screens and lights, a haul goal, a surplus state and a full set of sounds for every stage of a haul.

What the game establishes

In play

The extraction point is a machine rather than a marked spot. It has an area of its own and a tube that rises, slams down and pulls back, which is why hauling is something you watch happen rather than a countdown you wait out.

It announces every stage. There are alarms and a final alarm, a sound for cancelling, jingles that come in a local version and a version for everyone, a success sound and a loop for its warning lights.

The button is an object you grab. It has a light, materials for being on and off, a material and a transform for refusing, and a curve for the refusal and another for the press, which is why a refused haul looks and moves differently from an accepted one.

It says what it is doing in words. There are separate lines for extracting, ready, active, locked, completed and a tax return, so the machine's state is written on it rather than guessed from the lights.

It also tells you where to look next. The machine shows a big message when extraction starts and when it completes, and it has focus hints for filling the haul, avoiding grenades, finding the next load and going back to the truck.

It has its own screens and lights. A haul goal screen and a tube screen with a light of its own sit alongside an emoji screen that can glitch and carries an emoji light, with the button light taking part in the same display.

It counts, and it goes into surplus. There is a haul goal, a surplus state with its own start, increase and deduction sounds, and a surplus light with an outro curve and a sound of its own, which is why a haul that goes over reads differently from one that falls short.

It keeps track of where it is. Floors are held apart for active, used and inactive states, so the machine accounts for its own surface rather than being scenery.

It moves what it takes. Suck, upward and ceiling particles belong to it, along with a prefab for a valuable being extracted and its own upward speed, rotation speed and maximum distance.

It has parts for safety and for being hit. A safety spawn, a room volume, hurt colliders and a grenade it can hand out are all part of it, along with a platform, a ramp and a bar for the haul.

Its sounds are a set rather than one sound. Switching on, its green lights, the haul counter moving up and moving back, the suction starting and stopping and the emoji screen glitching each have their own, and the tube building up, slamming, rising and hitting the ceiling are played for everyone rather than only nearby.

It also points at itself. Two spotlights with heads of their own can be switched on and off, and a ping follows a transform, which is how the machine draws attention to the part of it that matters.

It can be locked, and it is tied to a station and a button of its own, so extraction is something the machine agrees to rather than something you simply declare.

What this entry does not tell you: what a haul is worth, how long extraction takes, or what the button does with the grenade. 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.