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

The heart hugger and its two faces

It has a set of normal meshes and a set of horror meshes.

The heart hugger has more than one body: the game ships a set of normal meshes and a set of horror meshes for it, with a cute mouth in four pieces and a whole set of sounds for changing between them.

What the game establishes

In play

The heart hugger does not have one body. The game ships a normal set of meshes and a horror set, so the same monster can look friendly and then not, without being two separate enemies.

Its cute form has a mouth built in four pieces: a left and a right side, each in an open and a closed version. That is how the mouth can change without the whole head being replaced.

The change is animated with curves rather than switched. There is a curve for growing, curves for the meshes popping away and popping back, and a curve for biting with a bounce on the bite scale, so the transformation is a movement you can watch.

Its limbs and vines are sprung. The head is built from segments with their own targets and a centre of its own, so the front of the monster follows rather than being welded in place.

It breathes. Parts of the body carry their own scale parents for breathing, and there are hole parents that scale as well, which is how a hug can feel like it is tightening.

It is one of the loudest monsters in the game. There are three idle breakers and three aggro breakers, each with a sound of its own, along with sounds for growing and shrinking, chomping and biting, a gas loop and an aggro loop, scares, being hurt and dying.

It also has an enchanted voice. There is a voice line and a loop kept for that state, alongside the plain idle and aggro material, so the monster can sound different without being remodelled.

It carries a head light, gas particles and a gas checker of its own, and its moments have their own effects: particles for hearts, for a shattered dream and for dying.

Its bodies are held as lists rather than one model. There is a list of ordinary meshes and a list of cute ones, with a base scale and a target it grows towards, which is why the change is a swap of parts.

The gas is staged too. It has a start, a tell and a stop, the scare has a version the whole crew hears, and starting aggro has a sound of its own, so approaching the monster is something you can hear coming.

The details are parts of their own. The bite has a mesh and a hurt collider, a pop has a sound, and head particles, an idle breaker curve and the audio sources are all kept on it.

What this entry does not tell you: how much damage it does, how long its gas lasts, or how quickly it changes form. 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.