
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
The kitchens and their fittings
A kitchen is a room set of its own, with a counter, a sink and a fridge named for it.
A kitchen in R.E.P.O. is a room set of its own: a counter, a sink and a fridge with sheets of their own, an arctic version of each, a wall with its own normal map and a signed door.
What the game establishes
- A kitchen is a room set of its own, with a counter, a sink and a fridge named for it. (checked against the game's own files)
- The set is carried for the arctic theme as well, where the counter, the sink and the fridge are each named again. (checked against the game's own files)
- The kitchen sink has a collider object of its own. (checked against the game's own files)
- Each kitchen piece carries its own sheet, named after the piece. (checked against the game's own files)
- The kitchen wall has a sheet and a normal map of its own. (checked against the game's own files)
- The kitchen is signed with a plate of its own, a metal plate reading KITCHEN. (checked against the game's own files)
- A level can place a kitchen as a whole room: the game names a start room of its own for a kitchen dining room. (checked against the game's own files)
In play
A kitchen in R.E.P.O. is a room set rather than a corner of another room. The game names a counter, a sink and a fridge for it, so a level can drop the whole set in wherever a theme calls for a kitchen.
The set travels with the theme as well. The arctic level names its own counter, sink and fridge, which is why the same room can look different from one level to the next without the game inventing a second kind of furniture.
The fittings are not only shapes. The sink carries a collider object of its own, so a player bumps into the basin instead of walking through it.
Each piece carries its own sheet, named after the piece, which is why a counter, a fridge and a sink each read as their own surface rather than sharing one texture between them.
The kitchen wall has a sheet and a normal map of its own, so the room has a wall treatment separate from the pieces standing in it.
The door is signed. The game ships a metal plate reading KITCHEN, and it is legible from across a room, which is how a player knows what is behind a door before opening it.
A level can place a kitchen as a whole room. The game names a start room of its own for a kitchen dining room, so the kitchen can be the place a run begins rather than a side chamber.
What this entry does not tell you: which themes place a kitchen, how many counters a room holds, or what any of it is worth. We have not verified those, so we do not print them.
Related
Maps and levelsThe bathrooms and their fittingsA bathroom is a room set of its own, with a floor, a sink, a stall and a clean pipe named beside it.
Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.
Maps and levelsThe furniture a level is fitted withChairs are named in kinds: an armchair, a plain chair, a big chair and a camp chair among them.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.