
Extraction and the shop · R.E.P.O. v0.4.0 · read from a local copy
The truck and the end of a run
The truck has doors of its own, with their own animation and sound.
The truck in R.E.P.O. is more than the way in: the game gives it its own doors, its own end-of-run screen and a healer inside, and it tracks how much each player got back to the extraction point.
What the game establishes
- The truck has doors of its own, with their own animation and sound. (checked against the game's own files)
- The end-of-run screen has defined pages covering the start, not enough, enough, and everyone aboard. (checked against the game's own files)
- The truck contains a healer with its own beam and particles. (checked against the game's own files)
- Progress toward the extraction point is tracked for each player. (checked against the game's own files)
- A short shop introduction is shown as the crew arrives. (checked against the game's own files)
- The healer has two hatches with transforms of their own, a light, a hatch curve and a pulsing sphere, along with swirl particles, smoke at the ceiling and a beam with an origin and a prefab. (checked against the game's own files)
- The healer's effect line has a target, a wobble curve and a width curve of its own, and the healer slams with its own sound. (checked against the game's own files)
- The truck's own pieces are named in the build: a door, a ramp and a wall among them. (checked against the game's own files)
In play
The truck has doors of its own. They open with their own curve and their own sound, which is why boarding at the end of a run is a staged moment rather than a fade to a menu.
The end screen has defined pages. The game separates the start of the run from three endings: not enough hauled, enough hauled, and every player back aboard, so the game knows which ending you earned before it shows you one.
There is a healer inside. The truck carries a healer with its own hatch, lights and beam, which is why coming home is also how the crew recovers. It opens through two hatches that each have a transform, lights up, pulses a sphere and releases swirls and ceiling smoke, and its beam has an origin and a prefab of its own.
The healing is drawn as a line. That line has a target, a wobble curve and a width curve of its own, and the healer announces itself with a slam, which is why recovering is a piece of theatre rather than a number going up.
Hauling is tracked per player. The game keeps a record of each player's progress toward the extraction point, including the closest ring reached, so what you carried out is attributed rather than pooled blindly.
Arriving is acknowledged too. The game shows a short introduction as the crew reaches the shop, so the run has an ending on screen and not only in the score.
What this entry does not tell you: how much a run has to be worth, how long the doors take, or what the healer restores. We have not verified those numbers, so we do not print them.
Related
Extraction and the shopExtraction and finishing a runExtraction happens at tracked points on the level.
Extraction and the shopChoosing when to leaveCompleted extractions are recorded by the game.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.