Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
ExtraBattleUpgrades
Adds extra upgrades for R.E.P.O.
| Last updated | an hour ago |
| Total downloads | 75 |
| Total rating | 0 |
| Categories | Upgrades AI Generated |
| Dependency string | DarkSpider-ExtraBattleUpgrades-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Extra Battle Upgrades
A combat-focused upgrade pack for R.E.P.O. that expands the game's chaotic survival gameplay with new upgrade builds, enemy control mechanics, sustain systems, and clutch survivability.
The mod is designed around:
- physics chaos
- risky close-range gameplay
- multiplayer cooperation
- scalable endless progression
- vanilla-style balance philosophy
Instead of turning the game into a generic power fantasy shooter, the upgrades are designed to enhance the existing chaos and reward skilled aggressive play.
Armor
Reduces incoming damage.

Each level reduces damage taken by 5%.
Damage reduction is always rounded in the player's favor.
Overcharge
Increases how long enemies can be held before overload.

This upgrade slows overcharge buildup and improves overcharge recovery while grabbing enemies.
The system modifies both:
- overcharge buildup speed
- overcharge recovery behavior
Second Chance
Prevents death and grants temporary invulnerability when receiving lethal damage.

Prevents death and grants temporary invulnerability after receiving lethal damage.
When activated:
the player's HP becomes 1 temporary invulnerability activates health UI changes color a special yellow heart HUD icon appears while the effect is ready the icon turns gray during cooldown
Works for lethal damage and death pits.
Energy Leech
A combat sustain upgrade that restores health from damage dealt.

Healing is calculated from ACTUAL enemy HP lost.
Only direct player-caused damage counts.
Examples of valid damage:
- weapon damage
- Shock Grip damage
- tumble launch damage
- held object collisions
- smashing enemies into walls
- damage from objects currently held by players
Invalid damage:
- enemies damaging each other
- fall damage without player involvement
- death pits
- world/environment damage
- uncontrolled physics objects
Healing is granted ONLY to players who actually dealt damage.
Healing is always rounded UP to whole numbers.
Shock Grip
Electrocutes stunned airborne enemies while they are being held.

This upgrade ONLY works when:
- the enemy is stunned
- the enemy is airborne
- the enemy is currently being grabbed
Simple touching does NOT activate the effect.
The upgrade:
- only affects monsters
- does NOT damage players
Shock damage is applied repeatedly while the enemy remains airborne and controlled.
Panic Response
An emergency adrenaline survival upgrade that activates after taking damage.

When triggered:
movement speed increases stamina becomes infinite stamina UI turns blue a special pink lightning HUD icon appears while the effect is ready the icon turns gray during cooldown
Designed for aggressive recovery, escape situations, and chaotic close-range survival.
Detailed Upgrade Scaling
Full level progression, scaling values, cooldowns, DPS calculations, and balancing details can be found in:
README_UPGRADES.md
Installation
Mod Manager:
Install with a Thunderstore-compatible mod manager.
Manual:
- Install BepInEx.
- Place
RemainingValueTracker.dllinto:
BepInEx/plugins/ExtraBattleUpgrades/
Credits
Special thanks to SLRUpgradePack By SLR for the original inspiration behind the Armor and Overcharge upgrade concepts.