R.E.P.O.
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Interesting Levels

Every R.E.P.O. map feels new. Levels get real layouts (winding halls, hubs, spirals), rooms with a purpose (vaults, loot rooms, monster nests, jackpots), risky shortcuts and the occasional wild twist. All of it is built around the valuables you actually have installed, including modded ones.

Only the host needs this mod. Everyone else just joins as usual: the host builds the map and the game sends it to all players, including late joiners. No feature needs other players to install anything.

What it does

Layouts

  • Maps come in different shapes: long and winding, a big central hub with spokes, compact and dense, or the game's own style.
  • Many maps get a second route between areas, so you aren't always walking back the way you came.
  • Rooms near the truck are calmer; rooms deep in are harder and hold better loot. Going deep is a choice.
  • Extraction points are spread out, so they never all sit in one corner.
  • No two maps in a row look alike. The mod remembers recent maps (even between sessions) and makes a different one.

Special rooms

  • Vault: a hard-to-reach room with extra, valuable loot.
  • Hidden room: tucked away off a side corridor, with a small bonus.
  • Hazard room: the hardest version of a room, with valuable but fragile loot.
  • Quiet room: a calmer room on the main route to regroup.

Themed loot rooms

  • Fragile Gallery: only breakable, high-value valuables. Careful.
  • Heavy Storage: only big and wide valuables. Bring the cart and a friend.
  • Junk Room: lots of tiny, cheap valuables. Worth the time?

Centerpiece rooms. Some maps keep space for one of the level's big four-tile rooms in the middle of a hub or where routes meet.

Risky shortcuts. Some maps have two ways into the deep part: a short route through a chain of dangerous rooms, or a longer, calmer way round. The calm way matters when you're pushing a cart. Small maps get a small version: one dangerous room as the short way, with a normal route around it.

About as much loot as the base game. When the mod picks a different valuable than the game would have (pricier deep in, cheaper in a Junk Room), the level's loot budget is evened out to match, so a map has about as many valuables as the base game would give it. Features that add loot (vaults, bigger maps, Crowded, Scavenger Hunt, Junk Room, crazy rooms) share a cap: by default a level gets at most 30% more valuables than the base game would spawn there. Small or pricey levels still get a minimum per room. Gold Rush is the exception: fewer, pricier valuables on purpose.

Easing in. The first levels of a run stay calm: small maps get at most one themed or crazy room, and the crazy features below start on level 3 and get more common over the next few levels (with RepoRPG, over its chapters).

Extraction pacing. The haul goal is split unevenly: a small first extraction near the truck, bigger ones after, and a big final one deep in. The total stays the same.

Crazy but fair (rare, at most two per map, never on two maps in a row)

  • Monster Nest: a deep room full of monsters guarding a jackpot valuable. They stay home until disturbed. Where the map allows, the nest has more than one way in, so you can lure them out or sneak past.
  • Domino Room: shelves and tables stacked with fragile valuables. One bump, throw or monster can set off a chain reaction.
  • Explosive Pantry: a room stocked with explosive valuables, with good loot next door. Never by the truck or an extraction point.
  • Jackpot: one huge, fragile valuable deep in the map, worth a big part of the haul goal. Losing it hurts, but you can still make the goal without it.
  • Wildcard level: two map modifiers at once, with bonus loot.
  • Stranded Start: every extraction point is far from the truck. The first one is still a fair walk and asks for less.
  • Spiral: the map winds inwards to a centre room with the best loot. Extraction points are on the outer rings, and one shortcut cuts between rings. Smaller maps get a short spiral: one loop around the centre room.
  • Escalating: each extraction you complete brings another monster, and the first one wakes the nest. The last extraction is hard, but fair.

Map modifiers

Rare, at most one per level (two on a Wildcard level). The truck screen tells everyone which one is active.

Modifier What it does
Sprawling A bigger map with more loot.
Labyrinth More loops and turns.
Treasure Pocket There's a vault somewhere.
Gold Rush Fewer valuables, all of them pricey.
Long Haul Every extraction point is deep in the map.
Crowded More monsters, more loot.
Scavenger Hunt Tiny valuables tucked into hidden rooms and behind props.

Wildcard levels only combine pairs that stay fair. For example, Crowded + Gold Rush or Long Haul + Labyrinth can happen, but Crowded + Long Haul can't.

Works with your mods

  • Modded valuables: valuables from any mod are found and used. Levels get extra spawn spots for sizes they're short of (big modded valuables often are). No single valuable mod can take over a map. Broken modded valuables are skipped instead of breaking the level.
  • Modded levels: laid out like the game's own levels when they have the usual room types; otherwise left as their makers designed them. Custom level sizes work too.
  • RepoRPG: works alongside it. Its difficulty presets, player scaling, valuable scaling, bosses and classes (including Scavenger and Appraiser) all apply as usual. The Jackpot is a wide or tall valuable whenever the level has one, so the Courier's Dispatch can't send it off.
  • The haul goal is always checked against what players can actually reach, after every other mod has changed it.

Settings

Settings are in BepInEx/config/interestinglevels.repo.cfg, or in game with a config menu mod such as REPOConfig. Only the host's settings matter.

Main switches (all on by default):

  • Layout variety, special rooms, themed loot rooms, centerpiece rooms, risky shortcuts
  • Map modifiers (and each modifier's weight), the truck screen message
  • Extraction pacing (and how uneven it is)
  • Each crazy feature, its chance, and the most crazy features per map
  • Easing in: the first level with crazy features (3), how fast they ramp up, and the small-map size (under 8 rooms)
  • Keeping maps full, the fewest valuables per room (also for Gold Rush), and the most valuables per level compared to the base game (1.3x)
  • Clutter cleanup
  • Tuning log (see below)

Tuning log

The host writes one line per level to BepInEx/config/InterestingLevels.tuning.jsonl: the level, its size, features and modifiers, the valuables (count and value), the haul goal, whether it was completed, deaths and time taken. It stays on your computer; nothing is sent anywhere. The file is capped (512 KB by default; the older part is kept as InterestingLevels.tuning.old.jsonl), and you can turn it off with Tuning log under 8. Advanced. If you'd like to help balance the mod, you can attach it to a bug report or suggestion.

Compatibility notes

  • ExtractionGoalSetter: extraction pacing turns itself off when it's installed, so the two never fight.
  • Other layout mods: if another mod also changes the level layout, this mod keeps the game's layout (there's a setting for this).
  • The map screen can't show the active modifier (each player's map is drawn on their own machine); the truck screen shows it instead.
  • A level always loads. If anything goes wrong, that part is skipped for the level and the game's own behaviour fills in.

Bug reports

Please report bugs at: [add your bug report link here]

Include:

  • Your BepInEx/LogOutput.log (from the host, after the problem happened)
  • The level name, and the seed if the log shows one (search the log for "seed")
  • Your mod list (or your mod manager's profile code)

Changelog

See the Changelog tab on this page.

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