R.E.P.O.
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RepoRPG

Turn every R.E.P.O. run into a co-op roguelite RPG. Pick one of 30 classes, level it up, build your talents, collect gear and perks, and take on contracts, elites and bosses with your friends. Everything starts fresh when the run ends.

Everyone in the lobby needs RepoRPG installed, on the same version, and the host's settings apply to the whole lobby.

Formerly Semibot RPG. If you had it, install RepoRPG and remove the old one: your settings, saves and unlocks carry over by themselves.


What it adds

  • 30 classes, each with two passives, an active ability, a weakness and its own playstyle. One player per class, so your team builds around each other.
  • Talents: three talent trees per class, bought with skill points, each ending in a big capstone.
  • Attributes: 13 stats that help every class, with milestone bonuses at 5, 10 and 15 points.
  • Perks: pick a run-long perk every few levels, from Common to Legendary (and a few Cursed ones).
  • Gear in four slots, with rarities, sets, Uniques, modules and crafting.
  • Scrap and the shop: earn Scrap, your own money, and spend it on gear crates, consumables and services.
  • Contracts: side goals from four contract givers. Finish them for Scrap and XP, and earn their trust for better ones.
  • Elites and bosses: tougher monsters with special modifiers, and a named boss every few levels with a Legendary drop for everyone.
  • Team synergies: 38 partner-class pairs that boost each other when they stay close.
  • Highlights: when you reach the shop, a card shows off the team's best moments of the run.
  • Milestones, chapters and streaks: every 5 levels a milestone boss, a reward for each player, a team boon vote and a harder chapter; clear levels in a row for a team streak bonus; 19 run boons and a shared crew level. Every run ends with a recap, personal bests and a run history.
  • More players: lobbies of up to 20, and friends can join after the run has started, with a fair catch-up: a class level near the team's, points to spend, starting Scrap and basic gear.
  • A built-in Guide that explains everything in plain words.

Getting started

  1. Install RepoRPG with your mod manager. It installs what it needs.
  2. In the lobby or the shop, press K (hold View on a controller) to open the menu.
  3. On the Class tab, pick a class and press Play as.
  4. Play as normal. You earn XP from extractions, kills, revives and contracts.
  5. When you level up, spend your skill points on talents and your attribute points on attributes, then press Confirm.

Your class ability is on F (LB + RB on a controller). Every key and button can be changed on the Settings tab. Stuck? Open the Guide tab, or press ? on any screen.

The 30 classes

Complexity says how hard a class is to play well (Easy, Medium, Hard). It isn't the run's difficulty. New to RepoRPG? Try the Juggernaut, Medic, Hauler or Scout.

Class Role Complexity In one line
Juggernaut Combat Easy Soaks the hits that would flatten anyone else, at the cost of speed.
Brute Combat Medium Turns thrown objects into weapons and heals off kills.
Survivor Combat Easy Repairs itself between fights and cheats death once a level.
Demolitionist Combat Medium Bigger, deadlier explosions that spare the crew and the loot.
Bloodbound Combat Hard Spends health to hit harder and run faster, and drinks it back from kills.
Gunsmith Combat Hard Guns cost less battery, recharge from your cart, and hit harder.
Medic Support Easy A healing aura, stronger revives and a burst heal for emergencies.
Engineer Support Easy A huge stamina pool, fast recharge and an overdrive.
Herald Support Hard Talking near teammates makes them faster and stronger, but monsters hear it.
Undertaker Support Medium Brings people back faster and stronger, but never heals.
Lookout Support Medium Shows the team what every monster is, and sets up watchposts.
Scout Mobility Easy Fast, light and hard to pin down; always the one who finds the exit.
Grappler Mobility Hard A long-reach grab and a hook for ledges, walls, ceilings and loot.
Hauler Economy Easy Carries heavy loot farther and longer than anyone.
Appraiser Economy Easy Finds the best loot and levels fastest from hauls.
Cartwright Economy Medium Faster, safer carts, and a cart that follows you around.
Quartermaster Economy Easy Cheaper shop gear, charged batteries, the right item for the right player.
Gambler Economy Hard A random blessing and a random curse every level.
Restorer Economy Easy Damaged valuables slowly win back their value.
Scavenger Economy Easy Finds small valuables in unsearched rooms and turns junk gear into Scrap.
Insurer Economy Medium Damage near you turns into Scrap, and lost valuables still count.
Phantom Utility Medium Fast while crouched, shrugs off hits and phases out of danger.
Mimic Utility Hard Learns a teammate's ability by standing near them.
Physicist Utility Medium Lighter loads, longer throws, and valuables that float down.
Courier Utility Medium Sends small loot straight to the open extraction, and banks more on a pad in the truck.
Warden Control Medium Senses monsters through walls and freezes them in place.
Trickster Control Hard Throws its voice and fakes footsteps to send monsters chasing nothing.
Ventriloquist Control Hard Talk, and the monsters go the other way.
Shepherd Control Hard Monsters are slow to turn on the team, and Pacify calms one down.
Instigator Control Hard Turns monsters on each other: Provoke starts a fight, and grudges last.

Multiplayer

  • Everyone in the lobby needs RepoRPG, on the same version. A player on a different version is paused until they update.
  • The host's settings apply to everyone, so the whole lobby plays by the same rules. Your controls and display settings stay your own.
  • 1 to 20 players. The host sets the lobby size before hosting.
  • Late joining: friends can join in the truck, the shop or even mid-level, if the host allows it.

Difficulty

  • Five difficulties: Relaxed, Easy, Normal, Hard and Brutal. The host picks one at the top of the Settings or Host tab, and it sets about 45 host settings at once: leveling speed, Scrap and prices, loot, monsters, elites, bosses, run progress and the global caps. It loads as pending changes, so nothing changes until Apply. Change any one setting afterwards and it shows Custom (based on Hard). Everyone sees the difficulty in the lobby, the truck, the shop and the Guide. Pacing: the max class level (30) comes around run level 19 on Relaxed, 24 on Easy, 30 on Normal, 38 on Hard and 47 on Brutal; on Hard you're about 30% of the way there by level 8. The first class levels come quickly, so your first talents unlock early in a run. All XP bonuses together are capped (+75% on Normal). Full table: DIFFICULTY.md in the source.
  • Valuable values: modded valuables worth far more than vanilla ones of the same size are scaled down toward the vanilla range (up to 1.5x vanilla's top value by default), so they can't inflate Scrap and haul goals. Each difficulty also has a value multiplier (Relaxed x1.2 down to Brutal x0.8). Haul goals use the final values, so they stay reachable. A report of every change is written to BepInEx/config/RepoRPG/valuable-report.txt.
  • Player count: with more than 4 players, levels get more monsters, tougher monsters, more loot and a bigger haul goal. Each extra player adds a little less than the one before, and Scrap is adjusted so everyone earns about what they would in a group of 4.
  • Run progress: every level your team clears raises a threat rating. It starts after a couple of levels, rises gently and levels off at a cap. A higher threat means more and tougher monsters, more elites and nastier bosses, but also more loot, more Scrap, better contract rewards and better gear and shop luck. The new rating starts with the next level, never in the middle of one, and you can see it in the truck and the shop ("Levels cleared: 6 · Threat rating: 3.0 / 10").
  • Payout tiers: Relaxed, Standard, Hard, Brutal and Nightmare, plus optional modifiers like Hardcore or Elite Swarm: extra risk for extra reward, on top of the difficulty. Harder runs pay more.
  • How they add up: the game already makes later levels harder on its own. The difficulty, player count, threat rating, payout tier and modifiers each add a little on top and multiply together, and fixed caps keep long runs hard but never impossible.

Milestones, chapters and streaks

  • The Season: a run has a finish line. Standard is 10 chapters of 5 levels (50 levels, played over several sessions); Short is 25 levels and Marathon 70 (host setting Season/Length). Each chapter has a name. The last one ends with the finale, a tougher milestone boss that enrages at half health and calls an elite escort. Beat it and extract to win the run: a payout, a Victory recap and a win on your record. Then the team votes: End (back to the main menu) or Endless (chapters keep coming, each one tougher).

  • Routes: after each normal level the team votes on the next level's route: Safe, or one of two risky routes (a risk such as more elites or a higher haul goal, plus a reward such as a gear cache or bonus Scrap).

  • Action needed: a banner and a small list tell you when a vote, reward, perk pick or unspent points wait on you and which tab to open; the menu key opens straight to it, O steps through them.

  • Heat: after each milestone boss the team votes on a heat card (Elite Swarm, Glass Cannon, Hardened Bosses...) or Skip. Heat never goes down; each point gives +4% haul Scrap and +1 luck, up to 10. Best heat is a record.

  • Milestones: every 5 levels (the host can change it) is a milestone level with a milestone boss: more modifiers, more health, and a Legendary for every player. Clearing it starts the next chapter: monsters get a clear step tougher, and XP, Scrap and luck go up with them. The HUD, truck and shop show the chapter and how many levels are left to the next milestone.

  • Your reward: after a milestone each player picks a Unique (one they don't have yet) or a Scrap payout (150 on Normal, 25% more for each milestone after) on the Shop tab. It waits in the save until you pick.

  • The boon vote: the team votes on one of three run boons that work for everyone for the rest of the run. It happens after every milestone, and sometimes after a boss kill (25% on Normal). Most votes wins when everyone has voted or the next level starts; a tie is random. There are 19 boons in three rarities, from Bone Collectors (more crafting parts) and Tip Jar (contracts pay more) to Lone Wolf (the last player standing gets tougher) and Marked for Death (bosses take more damage). They stack into a run identity: the Shop tab's Run Boons section lists the team's, and short codes show on the HUD. The Guide lists the pool; a boon's effect shows once you've had it.

  • Crew level: a shared team level for the run (1-10) from everything the team does: levels, extractions, contracts, elites, bosses and milestones. Each crew level adds a small team bonus (more XP, max health, haul Scrap, luck, contract rewards, a cheaper shop, bigger milestone payouts). The crew card is at the top of the Contracts tab, and the truck and shop show it.

  • Team streak: every level cleared in a row adds to the streak: +4% XP, +4% haul Scrap and a bit more luck per streak level, up to 8 (Normal). A death takes 1 off, a lost level resets it (Relaxed halves it). Streak and chapter bonuses are capped at +60% together.

  • Recap and records: when a run ends, everyone gets a recap on the Account tab (Runs): levels, chapter, haul, bosses, best moments and MVPs. Your personal bests and your last 20 runs are kept on your account. It never covers the game's own screens.

  • The difficulty presets set the milestone boss, the payout, the chapter step and the streak rules. All of it is under Milestones & Streaks on the Host tab.

Deeper in the run

  • Something new at every milestone through level 30: map modifiers (a risk and a reward for the level: Heavy Haul, Infestation, Thin Air, Fragile Goods, Elite Night, Skeleton Crew), new elite types (Brutish, Vampiric, Juggernaut, Shielded), the Warlord boss and twin milestone bosses, a fifth contract giver (The Auditor: big pay, a fine if you fail), Black Market and Contraband shop sections, and 6 new Uniques. A banner says when something opens up, and the Guide lists what's coming.
  • Class switching at milestones: right after a milestone, switch class and the new one starts at 70% of your level (Normal), with its points to spend. The old class waits on the bench.

Configuration

  • In game: open the menu (K). The Settings tab has your own options: keys, text size, theme and display.
  • Host settings: the Host tab holds the rules for the whole lobby (difficulty, lobby size, scaling, threat rating, contracts, bosses and more). Each setting says when it takes effect: now, next level or next run. In someone else's lobby you see them read-only.
  • Search: the Host tab has a search box (/ or Ctrl+F) that finds any setting by name, description or group, even with small typos, plus quick filters for changed, pending and when-it-applies settings.
  • Presets: save host settings under a name; load, overwrite, rename or delete them on the Host tab, and pick a default preset that's applied whenever you host a new lobby. Presets are files in BepInEx/config/RepoRPG/presets.
  • The config file is BepInEx/config/rpgmod.semibotrpg.cfg if you'd rather edit it by hand.

Compatibility

  • Needs: BepInExPack and MenuLib by REPOModding (both installed automatically). If you still have the old, deprecated MenuLib by nickklmao, remove it.
  • Checked with: REPOLib, MoreUpgrades, SLRUpgradePack, SharedUpgradesPlus, SillyValuablesFix and Semibot Performance. If you use a more-players mod such as MorePlayers, RepoRPG lets it handle the lobby size.
  • After a game update, anything that no longer fits switches itself off and the rest keeps working.
  • Known issues:
    • SLRUpgradePack's Extra Life revive counts as a teammate revive.
    • A lobby bigger than 30 players can't give everyone a different class.

Saving and runs

  • Your run is saved with your game save. Same save, same run: classes, levels, talents, gear, Scrap, threat rating and contract trust all come back when you load it, or when you rejoin a friend's save.
  • When the run ends, it all resets.
  • What you keep forever: account unlocks, class mastery and prestige trees.

Bug reports and feedback

Found a bug or have an idea? Leave a comment on the mod page. For bugs, please include:

  • what you were doing, and whether you were the host;
  • your BepInEx/LogOutput.log file (in your game or mod-manager profile folder), from the session where it happened.

Changelog

See the Changelog tab on this page for what's new in each version.

Thanks for playing!

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