
Gear and items · R.E.P.O. v0.4.0 · read from a local copy
The revive item
Reviving is done with a carried item rather than a command.
Reviving a crew mate in R.E.P.O. is done with a carried device, not a button: the game gives the revive item hands, a face, lights and its own beam and shockwave effects.
What the game establishes
- Reviving is done with a carried item rather than a command. (checked against the game's own files)
- The device has hands and a face of its own. (checked against the game's own files)
- It carries spot, point and healing lights. (checked against the game's own files)
- It has a propeller and a slippery surface. (checked against the game's own files)
- It keeps two line renderers between the device and the target. (checked against the game's own files)
- It has its own particles, a shockwave and a screen effect. (checked against the game's own files)
- The device has a frame and a lamp mesh of its own. (checked against the game's own files)
- Its face bounces along a curve and it has particles for when the hands change. (checked against the game's own files)
- Its wires have sounds for going out and coming in, and its propeller has a start, a loop and an end. (checked against the game's own files)
- Its charge-up has a sound of its own and one for being interrupted. (checked against the game's own files)
- Its screen has on and off sounds, and there are separate sounds for the faces it shows, including a hello and a goodbye. (checked against the game's own files)
- It has a revive sound and a teleport sound of its own. (checked against the game's own files)
In play
Reviving is an item. The game ships a revive device you carry rather than a command you issue, which is why helping a fallen crew mate is a question of what you brought.
It has hands. The item carries a pair of hands and a face, so it reaches for somebody rather than acting at a distance with nothing visible.
It lights what it does. There are spot and point lights plus a healing light of its own, which is why a revive is visible in a dark level.
It pushes and lifts. The device has a propeller and a slippery surface of its own, so it is not simply held steady while it works.
It draws between two points. The revive item keeps two line renderers, which is how the connection to the person being revived is shown.
It has an effect on you as well. There is a revive screen effect and its own particles, so the moment is felt by the player doing the reviving too.
It has a face that moves. There is a curve for how the face bounces and particles for when the hands change, so the device is animated rather than a static prop.
It is wired and it is propellered. The wires have sounds for going out and coming in, the propeller has a start, a loop and an end, and the charge-up can be interrupted, with a sound for that too.
It talks without words. Its screen has an on sound and an off sound, and there are separate sounds for the faces it shows — happy, surprised, sad, neutral and strained — as well as a hello and a goodbye.
And it teleports. There is a teleport sound of its own and a revive sound, which is why the device can move to the person rather than only being carried to them.
What this entry does not tell you: how long a revive takes, how much health it restores, or how many the crew should bring. We have not verified those numbers, so we do not print them.
Related
Gear and itemsHealth, damage and recoveryPlayers have tracked health.
MonstersWhen a monster has youA monster exists whose behaviour is built around holding a player.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.