R.E.P.O.
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Obruchnik

Obruchnik is a skeletal enemy for R.E.P.O. It hunts on four articulated legs beneath a canopy of bone and leather. It warns before unfolding its spiked arms and can pursue and attack on routes with sufficient clearance. Moving high attacks remain under playtest. At close range it can lower the canopy and knock a standing player off their feet.

Version 0.2.18 — playtest candidate

Obruchnik can fold its limbs near furniture and narrow openings. It checks the body and articulated legs against the level, tries a bounded side or backward step when blocked, and may restore a supported stance. These checks do not guarantee passage: furniture and turn stalls remain unresolved. Its detailed colliders support grabbing and weapon contact.

The mod can issue native hinge-push attempts at ordinary doors, including while a player holds the leaf. The capsule-fit check gates movement through the opening; fixture-specific door tests do not establish reliable passage across maps.

If pushing an ordinary leaf fails, Obruchnik can warn and strike it. The strike cancels if the opening clears before impact. Locked and keycard doors are excluded. When free to investigate, it checks the direction a hit came from. It laughs after a confirmed kill once its weapons are safe.

The chase keeps striking distance on clear ground. Each standing strike aims at the center of the player's active collider. During the hit window, the spike checks the space it crossed between physics steps. Solid obstacles can stop a hit. When a player is under the canopy, Obruchnik can warn, drop, rise and back away. A crouching player can shelter in the center. Stair movement uses the capsule and checks the tread under the body.

Compiled against R.E.P.O. 0.5.1 with BepInExPack 5.4.2305 and REPOLib 4.3.0. Import the ZIP as a local mod. For manual installation, place the mod at BepInEx/plugins/Obruchnik under the game or profile directory with both dependencies installed.

Extended diagnostics

With REPOConfig and MenuLib installed, open Esc → Mods → Obruchnik → Diagnostics → ExtendedLogging in a run, or use Mods from the lobby. The setting defaults to off and takes effect during play. The same setting is available in BepInEx/config/bzone.obruchnik.cfg.

For a co-op movement issue, enable the log on the host. Each session writes a separate session-*.jsonl in the profile's BepInEx/Obruchnik-Diagnostics folder. The log includes the level, the player and monster room volumes, the route, floor probes, capsule and model overlaps, attacks and recovery decisions. Monster snapshots run twice a second. Turning the setting off flushes the file. Recording also stops when it reaches 8 MiB.

Playtest coverage

The packaged DLL is SHA-256 1d9e6ae4fb871aba68a9895d05cb268a9edf9dd952640f212a3faab748696a14. The following isolated single-player runs used this exact runtime.

  • Open Manor Wardrobes cleared in 2.70 s from the start of the approach in both runs. A free door leaf cleared in 3.84 s.
  • The long Manor chase cleared four frames in both runs, reaching 83.38% and 83.19% of the Robe's pace over the same 18.10 s input replay.
  • Wizard Botanical cleared in 1.38 s from the start of the approach.
  • The moving strike in Museum gave a 0.76 s warning, advanced 0.63 m during the lunge and landed one hit.

Wizard stair support and an attack after climbing remain open. Sustained multiroom pursuit across other layouts and real two-player synchronization still need playtesting. A co-op run requires the same Obruchnik build on every client.

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