
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
The level themes and what they hold
The game ships separate level artwork per theme, including arctic, manor, museum and forest.
Levels in R.E.P.O. are themed rather than generic: the game ships artwork per theme, such as arctic, manor, museum and forest, and each theme brings its own props and valuables.
What the game establishes
- The game ships separate level artwork per theme, including arctic, manor, museum and forest. (checked against the game's own files)
- Each theme also has ambience of its own, kept as loops per theme and per part of the level. (checked against the game's own files)
- A theme brings its own props and valuables, named for that theme. (checked against the game's own files)
- A theme carries scenery of its own, not only loot. (checked against the game's own files)
- A level description names its own special modules. (checked against the game's own files)
- A level records a set of valuables it prefers. (checked against the game's own files)
- The themes are not limited to the four best known: an arena has level artwork of its own alongside the arctic, manor, museum and forest pictures. (checked against the game's own files)
- A theme brings its own fittings as well: the manor ships a sauna with an oven and a shower, and a fridge with a base and doors. (checked against the game's own files)
- The arctic theme carries ambience of its own, including a water facility and distant machinery. (checked against the game's own files)
- Themes bring their own furniture as well: the manor ships a grandfather clock with its own glass. (checked against the game's own files)
- Manor ambience has outside variants of its own, including one by a window, one of creaky metal and one of crickets. (checked against the game's own files)
- The arctic theme ships building pieces of its own, including door signs and window frames. (checked against the game's own files)
- It also ships an outdoor unit of its own, a portable toilet with a door and a locked state. (checked against the game's own files)
- The manor theme fits out a bathroom of its own, with a floor and rugs among its pieces. (checked against the game's own files)
- The arctic theme names signs of its own, for a bathroom, a research lab and an exotic materials division. (checked against the game's own files)
- The arctic set has its own valuables, named one by one: a camera, a centrifuge, a cup, an eraser, a phone, a smart watch, a stapler, a USB stick and a VHS among them. (checked against the game's own files)
- The wizard set names valuables of its own, a goblin arm, a sword, a small green potion, a tiny pack and a bug for the arachnophobes, while the museum set names a horse and a milk among its own. (checked against the game's own files)
- The wizard theme names a sign for each of its rooms, more than twenty of them, from a common room and a dormatory to the great library and the sludge pits. (checked against the game's own files)
- The arctic theme ships a sign of its own as a sheet, a specimen-research sign with an atom on it. (checked against the game's own files)
- The wizard theme hangs a welcome banner of its own, with a back for it and a blue wall flag. (checked against the game's own files)
- A garden is fitted with pieces of its own: garden props, a rock bench, tombstones, a roof and a wall planter, with a greenhouse that carries an opaque material and a transparent one. (checked against the game's own files)
- The wizard theme fits its rooms with pieces of its own: a bookshelf, an arch and a big lecture podium. (checked against the game's own files)
- The wizard theme fits its rooms with doors and bookshelves of its own, including blocked and double versions. (checked against the game's own files)
- The manor theme names a bed of its own, with a colour sheet, a metallic sheet and a normal map beside it. (checked against the game's own files)
- The arctic theme names barrels of its own, in more than one version. (checked against the game's own files)
- The wizard bookshelf is named with its doors as well, and in a version that holds no valuables. (checked against the game's own files)
- The build carries a library sign and a robot company sign of its own among its level signage. (checked against the game's own files)
In play
Levels come in themes. The game ships separate artwork per theme, with sets named for arctic, manor, museum, forest, harbour, suburb and wasteland, which is why two levels can look nothing alike.
A theme brings its own props. The arctic set alone covers server racks, sample coolers, laptops and ice blocks, so a theme is a whole kit rather than a change of colour.
It brings its own valuables. Arctic valuables are named as arctic items rather than generic ones, which is why what is worth taking changes with where you are.
Special modules are part of the plan. A level description names its own special modules, so themed rooms are placed deliberately rather than turning up at random.
Preferred valuables are recorded per level. A level carries a set of valuables it prefers, which is why two levels of the same theme can still differ.
Not everything is a room. Props such as signs, stairs, railings and cloaks exist per theme as well, so the scenery belongs to the same kit as the loot.
What this entry does not tell you: how many levels each theme has, how often a theme appears, or what anything is worth. We have not verified those numbers, so we do not print them.
Related
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.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.
Maps and levelsThe arena and its raceThe race runs on a track built from a start, an end and pieces between them.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.