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LetMeSoloThem
Solo-rebalance for R.E.P.O.: spawn grace, Spare Chassis self-revive, Solo Sword + Tranq kit, Strength grants, enemy-awareness dampening, carry-escape, final-extraction relief, cart-loot protection, configurable damage scaling.
| Last updated | 2 days ago |
| Total downloads | 7719 |
| Total rating | 0 |
| Categories | Mods Weapons Client-side AI Generated |
| Dependency string | LetMeSoloDev-LetMeSoloThem-0.7.0 |
| Dependants | 1 other package depends 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
Let me Solo Them
A solo-rebalance mod for R.E.P.O. (Semiwork, 2025). Named after the Elden Ring "Let Me Solo Her" meme — gives the lone player a fighting chance.
Every gameplay value is exposed as a config entry. Tune to taste.
Features
- Spawn Grace — Forces a configurable grace timer (default 105s) at the start of every solo level before enemies start spawning.
- Spare Chassis self-revive — Free extra-lives system. Configurable starting lives, per-level grants, respawn location, and HP-on-revive. Includes a zero-HP backup that catches self-destruct edge cases the vanilla death pipeline misses.
- Solo Sword + Tranq starter kit — Spawns an unlimited-durability sword and a tranq gun in front of you at level start. Both are configurable (damage %, stun duration, fire rate, spawn location).
- Solo Damage Multiplier — Scales player-incoming damage by lobby size. Defaults: solo 0.5×, duo 0.75×, trio 0.9×, quad 1.0× (vanilla).
- Solo Strength grant — Grants Strength upgrade levels at the start of a run (and optionally each level after), so a lone player can haul heavier loot. Configurable amounts and MP behavior.
- Solo Enemy Awareness — Scales enemy detection (vision range and sightings needed to aggro) down by lobby size, so a solo player isn't spotted as easily. Defaults: solo 0.5×, duo 0.75×, trio 0.9×, quad 1.0× (vanilla).
- Solo Carry Escape — When an enemy grabs and carries or locks down a lone player (Hidden, Oogly, Spinny, HeartHugger gas, Spewer) — situations vanilla gives a solo player no counterplay to — mash to struggle free, and your struggle inputs chip the captor's health. Break loose and the enemy is briefly frozen with its chase suppressed so you can relocate. Struggle-only (no passive timer) — you fight your way out. Configurable struggle count, per-press damage, and deaggro timings; off in multiplayer by default.
- Solo Extraction Relief — After the final extraction, vanilla repeatedly "pings" your location to every nearby enemy, herding the whole map onto you during the escape to the truck. This suppresses that omniscient broadcast so enemies aren't magically guided to your room — while leaving the initial lure toward the truck and your own noise (gunshots, dropped loot) intact, so the escape stays tense, just not unfair. Off in multiplayer by default.
- Solo Cart Guard — A lone player can't watch the cart and explore at the same time, so enemies shredding your hauled loot while you're away is unavoidable. While you're away from your cart, enemies can't destroy or drain the value of your valuables — enemy-agnostic (gnomes, rugrats, anything that hits loot). When you're at the cart you defend it yourself, so protection turns off; walk away and it powers back up. Your own drops, throws, and bumps are unaffected. Configurable cart radius and scope (all loot vs cart-only); off in multiplayer by default. Covers enemy attacks and ram damage; a couple of edge cases (a rugrat hurling loot to shatter on terrain, rare instant-destroy hazards) aren't covered.
- On-screen HUD — Shows the grace countdown, chassis state, extraction-relief status, and cart-guard status.
Installation
- Install BepInEx 5.4 for R.E.P.O.
- Drop
LetMeSoloThem.dllintoBepInEx/plugins/. - Launch the game once to generate
BepInEx/config/com.pogwas.letmesolothem.cfg, then edit it to taste — or use REPOConfig for an in-game UI.
Configuration sections
| Section | What it controls |
|---|---|
Spawn Grace |
Solo grace-timer length and override-vs-floor mode |
HUD |
Toggle and font size of the on-screen HUD |
Self-Revive |
Spare Chassis system: lives, HP%, respawn location, MP behavior, zero-HP backup |
Solo Sword |
Sword grant, damage %, spawn location |
Solo Tranq |
Tranq gun grant, stun duration, fire rate |
Solo Damage |
Player-count-keyed damage multipliers (solo/duo/trio/quad) |
Solo Strength |
Strength upgrade levels granted at run start and per round |
Solo Enemy Awareness |
Player-count-keyed enemy detection dampening |
Solo Carry Escape |
Enemy-grab struggle-escape: struggle count, per-press damage, post-escape deaggro, MP behavior |
Solo Extraction Relief |
Suppress the post-final-extraction homing pings; MP behavior |
Solo Cart Guard |
Protect cart loot from enemy damage while you're away; cart radius, all-loot vs cart-only, MP behavior |
Bug reports
Please open an Issue and include:
- R.E.P.O. game version
- Mod version
- Your
BepInEx/LogOutput.log(or the relevant ~50 lines around the bug) - Other plugins installed
- Steps to reproduce
Changelog
0.7.0
New solo-survival feature.
- Solo Cart Guard — A solo player can't guard the cart and explore at the same time, so enemies wrecking your hauled loot while you're away was unavoidable. Now, while you're away from your cart, enemies can't destroy or chip the value of your valuables — handled enemy-agnostically (gnomes, rugrats, and anything else that hits loot). When you're at the cart you're defending it yourself, so protection turns off; leave again and it powers back up. Your own drops, throws, and bumps still count normally. Configurable cart radius and scope (all loot vs cart-only); off in multiplayer by default. Known gaps (documented): a rugrat throwing loot to shatter on terrain, and rare instant-destroy hazards, aren't covered.
0.6.0
Two new solo-survival features.
- Solo Carry Escape — Enemies that grab and carry or lock down a lone player (Hidden, Oogly, Spinny, HeartHugger gas, Spewer) previously left a solo player with no counterplay. Now you can mash Space / WASD / click to struggle free, and your inputs damage the captor; after escaping, the enemy is briefly frozen and its chase is suppressed so you can get away. Struggle-only — there's no passive timer, you have to fight out of it. All values configurable; off in multiplayer by default.
- Solo Extraction Relief — After the final extraction, the game repeatedly broadcasts your room to every nearby monster so they pathfind straight to you — the most-complained-about stretch of a run. This suppresses that omniscient "pathfind to your room" broadcast for solo players, so enemies stop being magically herded onto you during the escape to the truck. The initial lure toward the truck and your own noise (gunshots, dropped loot) are left intact — it restores fairness without trivializing the escape. Off in multiplayer by default.
0.5.0
Two new solo-rebalance features.
- Solo Strength grant — Automatically grants Strength upgrade levels at the start of a run (default +3), with an optional per-level drip. Lets a solo player carry heavier valuables without buying the upgrade. Off in multiplayer by default; all amounts are configurable.
- Solo Enemy Awareness — Scales enemy detection down by lobby size — vision-cone range is shortened and more consecutive sightings are needed before an enemy aggros. Defaults: solo 0.5×, duo 0.75×, trio 0.9×, quad 1.0× (vanilla). Point-blank close-range detection is left intact.
0.3.1
Compatibility fixes for the R.E.P.O. Cosmetics Update (game v0.4.x), which changed how the vanilla death pipeline interacts with the HUD, audio mixer, and inventory. In v0.3.0 the Spare Chassis revive would short-circuit the death pipeline before its tail-end cleanup ran, leaving three things broken after self-revive:
- Audio cutout — most 3D positional audio (footsteps, ambience, enemies, items, cart) went silent post-revive. The death pipeline transitions the audio mixer snapshot to
Spectate, andGameDirector.gameStateMainis empty — nothing restores the snapshot on the Death→Main transition. Vanilla restores it viaPlayerVoiceChat.ToggleMixer(false), butvoiceChatis null in singleplayer, so the restoration path can't fire. v0.3.1 callsAudioManager.SetSoundSnapshot(On)directly. - Inventory drop on death — the Cosmetics Update added a new solo branch to
PlayerAvatar.PlayerDeathDonethat callsInventory.ForceUnequip()unconditionally, dropping every hotbar item at the player's position. v0.3.1 adds a Harmony Prefix onInventory.ForceUnequipthat skips the drop when a chassis revive is incoming. - HUD vanishes —
GameDirector.gameStateDeathSetActive(false)s the HUD parent GameObject (health bar, hotbar icons, haul total, crosshair, and the floating $ tags above grabbed valuables). The matchingHUD.Show()only fires after the full death-freeze countdown, which our revive interrupts. v0.3.1 callsHUD.Show()in the custom revive flow.
0.3.0
Initial Thunderstore release. Spawn grace, Spare Chassis self-revive, Solo Sword + Tranq starter kit, Solo Damage Multiplier, on-screen HUD.
License
MIT — see LICENSE.