R.E.P.O.
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4 months ago
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TinySnail

A tiny snail spawns each level and crawls toward you at a snail's pace. If it touches you, you die.

It has a shell. It has antennae. It has tiny glowing red eyes. It leaves a slime trail.

It moves through walls, because it is a snail and snails do not respect architecture.

What it does

  • One or more tiny snails spawn each time a level finishes generating.
  • They home in on the nearest player at a slow, steady crawl.
  • Within RageDistance they begin to accelerate (snail rage).
  • On contact (KillRadius), the player takes lethal damage via the game's normal damage system.
  • All snails are cleaned up on level change.

Config (BepInEx/config/TinySnail.cfg)

[Behavior]

  • BaseSpeed — cruising speed in units/sec (default 0.30)
  • MaxSpeed — top speed within rage range (default 1.20)
  • RageDistance — distance at which acceleration begins (default 5)
  • KillRadius — touch radius (default 0.5)

[Visual]

  • Scale — overall snail size (default 0.10)
  • SlimeTrail — leave a glistening slime trail (default true)
  • GlowingEyes — emissive red eyes (default true)
  • WobbleAnimation — shell wobble while crawling (default true)

[Spawning]

  • CountBase — snails per level (default 1)
  • CountPerLevel — extra snails per completed level (default 0 — set to 1 for escalating dread)
  • CountMax — hard cap (default 8)
  • MinSpawnDistance / MaxSpawnDistance — spawn range from player (default 20–80)

Multiplayer

Each client spawns their own local snails. The killing blow is networked through the game's damage system, so all players see the death correctly. Snail visuals are local-only.

Compatibility

  • REPO with BepInEx 5.4.2305
  • Tested against REPO May 2026 build

Known quirks

  • The snail is built from Unity primitives, not a sculpted 3D model. It is, however, undeniably snail-shaped.
  • It clips through walls. This is intended.
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