
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
The tutorial level
The game ships a tutorial level of its own rather than teaching on a real level.
R.E.P.O. teaches its controls on a level of its own: the tutorial has its own rooms, floors, walls and doors, a director that runs its steps, a deliberately broken wall and ceiling, a menu button that leads into it, and a truck trigger that ends it.
What the game establishes
- The game ships a tutorial level of its own rather than teaching on a real level. (checked against the game's own files)
- The tutorial is run by a director of its own. (checked against the game's own files)
- The tutorial is built from its own floors, walls and doors. (checked against the game's own files)
- Part of the tutorial is deliberately damaged, and it ships a broken wall of its own. (checked against the game's own files)
- The tutorial ends at the truck, through a trigger of its own. (checked against the game's own files)
- The tutorial's own pieces include a truck trigger and a text container. (checked against the game's own files)
- A button in the menu leads into the tutorial. (checked against the game's own files)
- Its broken wall and its door are textured by the build, each with a sheet named for it. (checked against the game's own files)
In play
The tutorial is a level rather than a set of prompts on a real one. It has its own start room, its own floors, walls and doors, and a truck of its own, which is why the first thing a new crew sees is built for teaching rather than borrowed from a run.
Its steps are run by a director. There is a director object for the tutorial, so what happens next is decided by the game rather than by the room you happen to be standing in.
Part of it is broken on purpose. There is a broken wall and a broken ceiling in the tutorial's own set, which is how the game can show a collapse without needing a level that actually falls down.
It writes to you as well as talks at you. There is a text container of its own, so the tutorial prints its instructions rather than leaving them to be guessed from the room.
It ends at the truck. There is a trigger for the truck in the tutorial, which is the point the game treats as the end of the teaching.
You reach it from the menu. There is a menu button for the tutorial, so a crew can go back through it rather than only meeting it on a first run.
What this entry does not tell you: how long it takes, what it says step by step, or whether it changes between versions. We have not verified those, 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.
Maps and levelsLevels and the way outLevels are produced by a generator in the game.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.