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REPOConomyPlus
Enhanced dynamic economy system & gameplay modifiers! 355+ unique events modify gameplay each level. Includes upgrade rework system (Configurable). Evolution of REPOConomy with new modifier system, difficulty/level/map scaling, Seed System, and improved UI
| Last updated | 17 hours ago |
| Total downloads | 92616 |
| Total rating | 8 |
| Categories | Mods Misc Valuables Monsters Levels Client-side AI Generated |
| Dependency string | PxntxrezStudio-REPOConomyPlus-2.0.0 |
| Dependants | 13 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: 5.4.2100README
⚠️ IMPORTANT NOTICE: REQUIRED FOR ALL CLIENTS ⚠️
This mod must be installed by all players in multiplayer games.
REPOConomyPlus
The Ultimate Enhanced Edition - A complete reimagining of the original REPOConomy mod with revolutionary gameplay modifiers!
Every level brings THREE layers of chaos:
- 🎲 Random Economy Event (200+ unique economy types) - affects valuable prices
- ⚡ Gameplay Modifiers (355+ unique events) - transforms how you play
- 🏪 Shop Economy (60+ unique shop events) - dynamically changes shop prices!
The result? Every run feels completely different! Fight invisible enemies while prices skyrocket, navigate in darkness while loot multiplies, and grab deals in the shop during Black Friday sales! The possibilities are endless!
🆕 What's New in REPOConomyPlus?
🏆 NEW in 1.7.6: Challenges, Black Market & Rewards
REPOConomyPlus now has a full new progression layer built around Challenges, exclusive rewards, and the Black Market.
- Challenges are special long-term runs with fixed rules, strict save protection, and exclusive unlocks.
- Challenge tiers are built around Level 10, Level 25, and Level 50 goals.
- Added the first challenge lineup: Glass Bank, Pit Contract, Storm Runner, Silent Debt, Clone Lottery, Magnet Shift, and Last Invoice.
- Completing challenges unlocks exclusive reward packs: 1 Modifier, 1 Level Economy, and 1 Shop Economy.
- Added the Level 100 Reward Pack for normal non-challenge runs: Centurion Compound, Centurion Market, and Centurion Supply.
- Added the Black Market, a new shop-level system for buying special services and blocking unwanted modifiers/economies.
- Black Market progress is saved per save file and respects locked challenge and Level 100 rewards.
- Added stronger challenge save protection so players know when a run can or cannot count.
- Removed the vanilla 10 save limit, so long-term challenge/progression players can keep more saves.
- Improved custom seed consistency for levels, valuables, shop location, shop items, shop economies, and reroll machine results.
- Updated Compact Storage so valuables inside carts also become lighter.
- Improved modifier conflict rules to prevent broken or unfair combinations.
- Updated the REPOConomyPlus menu for the latest REPO version and fixed buttons, scrolling, hover highlights, and other mod menu compatibility.
⚡ Revolutionary Modifier System
- 355+ Unique Gameplay Modifiers that spawn randomly each level
- 4 Categories: Loot, Enemy, Player, Environment
- 2-5 Modifiers per level creating unique challenge combinations
- 5 Difficulty Tiers: Very Good 🟢, Good 🟡, Neutral ⚪, Bad 🟠, Very Bad 🔴
🏪 NEW: Shop Economy System
- 60 Unique Shop Economy Events that affect shop prices!
- Good Economies (discounts): Black Friday, Clearance Sale, Happy Hour, and more!
- Bad Economies (price increase): Inflation, Luxury Tax, Monopoly, Economic Crisis...
- Special Economies: Upgrade Discount, Wild Market, Gambler's Dream!
- Configurable Chance: Set how often shop economies appear
- UI Display: See current shop economy when entering the shop
🧭 REPOConomyPlus Main Menu
- Updated the REPOConomyPlus menu for the latest REPO version.
- Main tabs include: Statistics, Challenges, Config, Economy/Modifiers, Credits.
- Economy/Modifiers includes: Economies, Modifiers, Force Economy, Force Modifiers.
- In Economy/Modifiers, players can enable/disable specific economies and modifiers, or force selected ones.
- Config includes: Economy/Modifiers, Difficulty, Level/Shop, UI Settings.
- In Config, players can tune economy/modifier behavior, scaling flow, shop/level values, and UI preferences.
- Statistics includes: Global Stats, Economies, Modifiers, Shop, and reward/unlock tracking.
- In Statistics, players can see discovered/unlocked content and overall mod progress.
- Added challenge and milestone reward visibility where needed.
- Added quick action buttons where needed: Enable All, Disable All, Reset to Default.
- Includes a dedicated Credits page with contributor/supporter info.
🎯 Dynamic Difficulty System
- Adaptive Scaling based on level, player count, and valuable count
- Real-time Calculation adjusts as the game progresses
- Visual Feedback with color-coded difficulty display (Easy → Extreme)
- Fully Configurable caps and multipliers
🎨 Completely Redesigned UI
- Scrollable Interface with auto-scroll and manual controls
- Category Organization - Economy, Modifiers, Level Scaling, and Map Scaling sections
- Event Icons with color-coded difficulty indicators
- Detailed Descriptions for every modifier and scaling info
- Difficulty Footer showing current challenge level
- Dynamic Height Calculation for smooth scrolling experience
🔧 Enhanced Configuration
- Granular Control over each modifier category
- Separate Event Chances for vanilla and custom events
- Difficulty Customization per level/player/valuable
- Min/Max Modifier Count configuration (2-5 per level)
- Shared Pool Mode - combine all events into one pool with difficulty-adjusted weights
📈 Advanced Scaling Systems (New Feature)
- Level Scaling: Dynamic module, extraction, and haul goal scaling based on completed levels
- Map Scaling: Enemy HP, enemy cap, and map value scaling with exponential/linear progression options
- Flexible Progression: Choose between exponential (accelerating) or linear (steady) scaling curves
- Per-Level Adjustments: Fine-tune scaling multipliers and intervals for balanced gameplay
🔼 Upgrade Rework System (New Feature)
- Introduced a new upgrade scaling mechanic to balance progression
- All upgrades now provide 50% less power by default
- This can be reverted or customized in the config:
Global Upgrades Multiplier = 1.0→ original balanceGlobal Upgrades Multiplier = 0.5→ default new balanceGlobal Upgrades Multiplier = 2.0→ double upgrade strength - Fully configurable and compatible with REPOConfig UI
🌙 Custom Moon Scaling (New in 1.6.2)
Replaces the vanilla moon phase system with a fully configurable alternative!
- Vanilla System: New moon phase every 5 levels (too fast for long runs!)
- New System: New moon phase every 15 levels by default
- UI Display: Moon phase info shown in mod UI (current phase, moon name, attributes, levels to next phase)
- Hide Vanilla Animation: Option to replace vanilla moon UI with mod's own display
- Fully Configurable: Change levels per phase and max moon level in config
🌱 Full Seed System (New in 1.4.0)
REPOConomyPlus is now fully deterministic! We rebuilt the RNG engine from scratch. Now, sharing a Seed guarantees an identical playthrough:
- Synced Everything: Map selection, level layout, enemy spawns, loot positions, item prices, and even the shop inventory.
- Smart Seed Saver: The mod automatically generates a random seed for every level and writes it to your config file.
- Found a crazy run? Just open your config, copy the
CustomSeedValue, and share it with friends to let them replay your exact experience!
📊 Economy System (From Original REPOConomy)
On every level (starting from level 2 configurable), the game rolls (with 50% chance) one of 104 unique economy events like Inflation, Chaos, or Treasure Rush — each with different effects on valuable prices. The chance is fully configurable.
Valuable prices are no longer fixed. Instead, each item dynamically rolls a value based on the current economy type and level scaling with (custom config settings).
⚡ Modifier Categories
Below are all available Modifiers and their effects.
More Modifiers will be added with every updates!
📝 Click to see the full list of all modifiers
🎁 Loot Modifiers (93 Events)
Transform how valuables spawn and behave:
- Jackpot 🟢 - x2 valuables spawned on map
- Golden Touch 🟢 - All valuables worth x2, but 25% fewer spawn
- Value Lottery ⚪ - 10% items get x10 value, rest -50%
- Level Glitch 🟢 - Valuables from ALL locations can spawn here.
- Empty Facility 🟠 - 50% less valuables spawn
- Tiny Only ⚪ - Only tiny valuables spawn
- Small Only ⚪ - Only small valuables spawn
- Medium Only ⚪ - Only medium valuables spawn
- Big Only 🟡 - Only big valuables spawn
- Wide Only 🟡 - Only wide valuables spawn
- Tall Only 🟡 - Only tall valuables spawn
- Very Tall Only 🟢 - Only very tall valuables spawn
- Magnetic Valuables ⚪ - Valuables are attracted to players
- Unbreakable Valuables 🟢 - Valuables never break
- Fragile Valuables 🟠 - Valuables break twice as fast
- Feather Weight 🟢 - All objects are 5x lighter
- Heavy Burden 🔴 - All objects are 3x heavier
- Slippery Chaos 🟠 - All objects slide forever
- Zero Gravity Loot 🟡 - Objects float in zero gravity
- Phantom Objects 🔴 - Objects disappear periodically
- Bouncy Havoc ⚪ - All objects are super bouncy
- Explosive Valuables 🟠 - Valuables explode when broken
- Hot Potato 🟠 - Holding valuables too long hurts
- Compact Storage 🟢 - Valuables shrink in carts
- Extraction Shrink 🟢 - Valuables shrink when in extractions
- Dangerous Valuables 🟠 - Taking a valuable item deals 5 damage (once per item) (NEW!)
- Cloaked Valuables 🟠 - Valuables are invisible when far away (NEW!)
- Runaway Valuables 🟠 - Valuables run away from you! (NEW!)
- Chain Reaction 🟠 - When a valuable breaks, nearby ones also take damage (NEW!)
- Fake Valuables 🟠 - 15% of valuables are fake and disappear when touched (NEW!)
- Value Decay 🟠 - Valuables lose 0.1% of their value every 15 seconds (NEW!)
- Cursed Valuables 🟠 - High value valuables deal damage when held (NEW!)
- Sticky Valuables 🟠 - Once grabbed, valuables are hard to drop (NEW!)
- Explosive Throw Valuables 🟠 - Valuables explode if thrown too hard (NEW!)
- Jamming Mechanisms 🟠 - Guns have a 15% chance to jam (NEW!)
- Cheap Batteries 🟠 - Battery drain x2.5 faster (NEW!)
- Bonanza 🟢 - All valuables worth 100% more (2.0.0)
- Pristine Valuables 🟢 - All valuables worth 50% more (2.0.0)
- Lucky Strike 🟢 - 20% of valuables worth triple (2.0.0)
- Lucky Lottery 🟢 - 15% of valuables worth 5× (2.0.0)
- Value Floor 🟢 - Every valuable is worth at least 1500 (2.0.0)
- Heavyweight Bonus 🟢 - Heavy valuables worth 50% more (2.0.0)
- Compound Interest 🟢 - Valuables slowly gain value over time (2.0.0)
- Diamond Loot 🟢 - Valuables are unbreakable and worth 25% more (2.0.0)
- Salvage 🟢 - Broken valuables drop a small orb (2.0.0)
- Treasure Sense 🟢 - Valuables glow, easy to spot (2.0.0)
- Windfall 🟢 - All valuables worth 20% more (2.0.0)
- Lightweight Premium 🟢 - Light valuables worth 40% more (2.0.0)
- Hidden Gems 🟢 - 20% of valuables worth 50% more (2.0.0)
- Treasure Trove 🟢 - 10% of valuables worth 2.5× (rare jackpots) (2.0.0)
- Padded Valuables 🟢 - Valuables lose half as much value when chipped (2.0.0)
- Reinforced Edges 🟢 - Valuables always keep at least 25% of their value (2.0.0)
- Second Chance 🟢 - Each valuable survives its first would-be break (2.0.0)
- Golden Cart 🟢 - Valuables in the cart slowly gain value (2.0.0)
- Surge Demand 🟢 - Valuables gain value while you carry them (2.0.0)
- Appraiser's Glow 🟢 - Valuables glow; the more valuable, the brighter (2.0.0)
- Boom or Bust ⚪ - Each valuable randomly worth 50% more or 50% less (2.0.0)
- Counterweight ⚪ - Heavy valuables worth 40% more, light ones 40% less (2.0.0)
- Heads or Tails ⚪ - Each valuable randomly unbreakable or extra-fragile (2.0.0)
- Jackpot Gamble ⚪ - 20% worth 3×, the rest worth 25% less (2.0.0)
- Liquidation Sale ⚪ - Worth 30% more, but slowly lose value over time (2.0.0)
- Lucky Dip ⚪ - 15% worth 4×, 15% worth almost nothing (2.0.0)
- Risk Premium ⚪ - Worth 50% more, but every bump chips off value (2.0.0)
- Slow Inflation ⚪ - Start 35% cheaper but slowly gain value (2.0.0)
- Weight Swap ⚪ - Heavy valuables become light to carry, and light ones heavy (2.0.0)
- Risk & Reward ⚪ - Valuables worth 35% more, but break twice as fast (2.0.0)
- Worn Edges 🟠 - All valuables worth 10% less (2.0.0)
- Lightweight Tax 🟠 - Light valuables worth 25% less (2.0.0)
- Misfortune 🟠 - 15% of valuables worth 40% less (2.0.0)
- Heavy Pockets 🟠 - Valuables noticeably heavier to carry (2.0.0)
- Handling Fee 🟠 - First pickup of a valuable loses 10% of its value (2.0.0)
- Brittle Handling 🟠 - Valuables lose 50% more value when they break (2.0.0)
- Bruised Goods 🟠 - Bumping a valuable chips off a little value (2.0.0)
- Fading Fortune 🟠 - All valuables slowly lose value over time (2.0.0)
- Tarnish 🟠 - The pricier a valuable, the more value it loses to tarnish (2.0.0)
- Tax Season 🟠 - All valuables worth 15% less (2.0.0)
- Bankruptcy 🔴 - All valuables worth 50% less (2.0.0)
- Diminishing Hoard 🔴 - All valuables worth 30% less (2.0.0)
- Pyrite 🔴 - 30% of valuables nearly worthless (2.0.0)
- Fool's Abundance 🔴 - 40% of valuables worth a fraction of normal (2.0.0)
- Worthless Heavies 🔴 - Heavy valuables worth 50% less (2.0.0)
- Leaky Value 🔴 - Valuables lose value while you carry them (2.0.0)
- Crumbling Treasures 🔴 - Valuables lose value quickly over time (2.0.0)
- Glass Hoard 🔴 - Valuables break from the lightest impact (2.0.0)
- Volatile Wealth 🔴 - Prices swing wildly but trend downward (2.0.0)
- Spoilage 🔴 - Valuables in the cart slowly lose value (2.0.0)
- Spoiling Touch 🔴 - Holding a valuable too long drains its value (-10%/6s, floor 50%) (Community)
- Bulky Cargo 🟠 - Small valuables grow bigger in the cart (Community)
- Off the Grid ⚪ - Valuables worth 10% more, but never appear on the map (Community)
- Vital Haul 🟢 - First pickup of a valuable heals you 1-7 HP by size (Community)
- Battle-Hardened 🟢 - Damaging a valuable raises its value (up to +50%) and it won't break (Community)
👾 Enemy Modifiers (83 Events)
Change how enemies behave and challenge you:
- Pacifist Mode 🟢 - Enemies don't attack
- Enemy Horde 🔴 - x2 enemies spawn
- Speed Demons 🟠 - Enemies 50% faster
- Invisible Enemies 🔴 - Enemies are invisible
- Tiny/Giant Enemies 🟠🔴 - Size variations
- Boss Rush 🔴 - Only Difficulty 3 enemies spawn
- Fast Spawn 🟠 - Enemies spawn instantly
- Heavy Enemies 🟠 - Enemies require 2x more force to grab
- Light Enemies 🟢 - Enemies require 3x less force to grab
- Instant Respawn 🔴 - Enemies respawn immediately after death
- Persistent Enemies 🟠 - Enemies never despawn
- Frozen Enemies 🟡 - Enemies freeze periodically
- Enemy Multiplication 🔴 - x1.5 enemy spawn rate
- One Hit Kill 🔴 - Any damage kills enemies instantly
- Extraction Chaos 🔴 - Enemies become aggressive during extraction
- Double Enemy Health 🟠 - Enemies have double health
- Double Enemy Damage 🟡 - Enemies take double damage
- Too Quiet... 🟠 - Enemies take a long time to appear initially
- Invincible Horror 🔴 - One foe is invulnerable to damage. Can still be stunned or launched
- Rubber Pits 🔴 - Enemies take no damage from pits and are launched out.
- Omniscient Enemies 🔴 - Enemies always know where players are
- Boss Fight! 🔴 - One enemy boss. x1.3 Size, triple HP, faster respawn, drops upgrade on first kill. Other enemies weaker.
- Kamikaze Enemies 🔴 - Enemies explode on death (NEW!)
- Regenerating Enemies 🟠 - Enemies slowly regenerate health (NEW!)
- Shadow Clones 🔴 - Killing enemies spawns a weaker clone (NEW!)
- Vampiric Enemies 🟠 - Enemies heal when they deal damage to players (NEW!)
- Teleporting Enemies 🟠 - Enemies periodically teleport to random safe locations (NEW!)
- Bloodlust 🟠 - Enemies become faster with each enemy kill (NEW!)
- Paper Enemies 🟢 - Enemies take triple damage (2.0.0)
- Brittle Bones 🟢 - Enemies have a quarter of their health (2.0.0)
- Feeble Foes 🟢 - Enemies deal much less damage (2.0.0)
- Golden Enemies 🟢 - Killed enemies drop a big valuable orb (2.0.0)
- Self-Destruct 🟢 - Enemies slowly lose health on their own (2.0.0)
- Exposed Cores 🟢 - Enemies take more damage with each hit you land (2.0.0)
- Bleeding Enemies 🟢 - Damaged enemies keep losing health (2.0.0)
- Glass Jaw Enemies 🟢 - Every 3rd hit on an enemy is doubled (2.0.0)
- Exposed Weakpoint 🟢 - Your first hit on each enemy deals quadruple damage (2.0.0)
- Lootsplosion 🟢 - Killed enemies burst into bonus orbs (2.0.0)
- Glass Enemies 🟢 - Enemies have half health (2.0.0)
- Bountiful Kills 🟢 - Killed enemies drop bonus orbs (2.0.0)
- Soft Targets 🟢 - Enemies take 50% more damage (2.0.0)
- Frail Enemies 🟢 - Enemies have 30% less health (2.0.0)
- Clumsy Enemies 🟢 - Enemies deal 40% less damage (2.0.0)
- Soft Spot 🟢 - Wounded enemies take extra damage (2.0.0)
- Stumbling Enemies 🟢 - A chance to knock an enemy off balance (2.0.0)
- Generous Kills 🟢 - A chance for a bonus orb on each kill (2.0.0)
- Soul Harvest 🟢 - Killing an enemy heals the nearest player (2.0.0)
- Brittle Shells 🟢 - Your first hit on each enemy deals more (2.0.0)
- Berserker Enemies ⚪ - Enemies deal more, but also take more damage (2.0.0)
- Glass Cannon Enemies ⚪ - Fragile, but hit much harder (2.0.0)
- Erratic Enemies ⚪ - Randomly take half or double damage (2.0.0)
- Gambling Foes ⚪ - Randomly deal half or double damage (2.0.0)
- Vampiric Vitality ⚪ - Enemies regenerate, but are more fragile (2.0.0)
- Adaptive Enemies ⚪ - Kills heal the horde, but the slain drops loot (2.0.0)
- Volatile Cores ⚪ - Fragile, but explode on death (won't kill) (2.0.0)
- Enraged on Hit ⚪ - The first hit is weak, later hits hurt them more (2.0.0)
- Scavenger Enemies ⚪ - Tankier, but drop a guaranteed orb (2.0.0)
- Tough Love ⚪ - Enemies hit hard, but killing one heals you (2.0.0)
- Tough Skin 🟠 - Enemies take 25% less damage (2.0.0)
- Bulky Enemies 🟠 - Enemies have 50% more health (2.0.0)
- Aggressive Enemies 🟠 - Enemies deal 30% more damage (2.0.0)
- Resilient Cores 🟠 - Enemies shrug off some damage from every hit (2.0.0)
- Quick Recovery 🟠 - Enemies heal if they aren't hit for a while (2.0.0)
- Hardy Enemies 🟠 - Enemies ignore the first hit (2.0.0)
- Second Skin 🟠 - Your first hit on each enemy deals half (2.0.0)
- Vengeful Sparks 🟠 - A chance that hitting an enemy zaps you (won't kill) (2.0.0)
- Pack Instinct 🟠 - Enemies deal more damage when grouped up (2.0.0)
- Evasive Enemies 🟠 - Enemies have a chance to dodge your hit (2.0.0)
- Juggernaut Enemies 🔴 - Enemies have triple health (2.0.0)
- Armored Hides 🔴 - Enemies take 50% less damage (2.0.0)
- Brutal Enemies 🔴 - Enemies deal 75% more damage (2.0.0)
- Thorned Enemies 🔴 - Hitting an enemy deals damage back (won't kill) (2.0.0)
- Hardened Cores 🔴 - Enemies ignore the first 2 hits (2.0.0)
- Death Throes 🔴 - Killed enemies hit nearby players (won't kill) (2.0.0)
- Plague Bearers 🔴 - Enemy hits poison you over time (won't kill) (2.0.0)
- Pack Tactics 🔴 - Enemies deal more damage when grouped up (2.0.0)
- Phase Shield 🔴 - Enemies are briefly immune after taking damage (2.0.0)
- Vengeful Horde 🔴 - Each enemy death heals all living enemies (2.0.0)
- Deaf to Monsters 🔴 - You can't hear enemies or their aggro warnings (Community)
- Adrenaline Hunters 🟠 - When an enemy spots you it speeds up (more for weaker tiers) (Community)
- Tanky but Gentle ⚪ - Enemies deal half damage but have double health (Community)
- Tier Mercy 🟢 - Enemies deal less damage by tier (tier 3 ÷3, tier 2 ÷2) (Community)
- Suicidal Attackers 🟢 - Any enemy that hits you is instantly removed (hit negated) (Community)
👤 Player Modifiers (108 Events)
Modify player capabilities and challenges:
- Sonic Speed 🟢 - Players 50% faster
- Turtle Mode 🟠 - Players 25% slower
- Low/Heavy Gravity 🟡🟠 - Gravity modifications
- Glass Cannon 🔴 - Max health = 1
- Tank Mode ⚪ - +100 health, -50% speed
- Infinite Stamina 🟢 - Never run out of energy
- Health Regeneration 🟢 - Slowly regenerate health
- Random Boosts ⚪ - Random stat boosts every 2 minutes
- Inverted Controls 🔴 - Movement controls reversed
- Invisible Players 🔴 - Players can't see each other
- Sticky Feet 🟠 - Players stick to surfaces randomly
- Infinite Ammo 🟢 - All firearms never run out of battery
- Health Vampire 🟡 - Killing enemies restores 10 HP
- Extraction Shield 🟡 - Players become invincible during extraction
- Double Player Damage 🟠 - Players take double damage
- Half Player Damage 🟡 - Players take 50% less damage
- Clumsy 🟠 - Random tumble every 30s
- Flashlight Fail 🔴 - Flashlight doesn't work
- Player Revival 🟢 - Press hotkey to revive once when dead (1 HP)
- Settle it in Smash! ⚪ - Attacks deal KNOCKBACK based on damage %. Only physics/pits kill
- Pit Immunity 🟡 - Players do not take damage from pits, but are now pushed out of them
- Unstable Grabbing 🟠 - Overcharge enabled early and when lifting heavy objects
- Stable Grip 🟢 - Grav-gun never overcharges, even on later levels
- Glass Cannon Players 🔴 - Any damage becomes lethal for players
- Heavy Recoil ⚪ - Guns push you back strongly when fired (NEW!)
- Volatile Impact 🔴 - Hard impacts create a small explosion (NEW!)
- Glass Bones 🟠 - Impact damage x3 (NEW!)
- Slippery Hands 🟠 - Items randomly slip out of your hands (NEW!)
- Giant Player ⚪ - You are huge (Scale x1.5) (NEW!)
- Tiny Player ⚪ - You are tiny (Scale x0.6) (NEW!)
- Weak Arms 🟠 - Throw force reduced significantly (NEW!)
- Strong Arms 🟡 - Throw force increased x3 (NEW!)
- Broken Legs 🔴 - You cannot jump (NEW!)
- Critical Hits 🟡 - 15% chance to deal x3 damage to enemies (NEW!)
- Dodge 🟡 - 20% chance to completely avoid damage (NEW!)
- Deaf Player 🟠 - Player cannot hear any sounds (NEW!)
- Shared Pain 🟠 - When one player takes damage, everyone takes 25% damage (NEW!)
- Shared Healing 🟡 - When one player heals, everyone heals for 50% of that amount (NEW!)
- Adrenaline Rush ⚪ - Movement speed increases as health gets lower (NEW!)
- Encumbered 🟠 - Movement speed decreases based on weight of carried valuables (NEW!)
- Double Jump 🟡 - Press jump in air for second jump (NEW!)
- No Fall Damage 🟡 - No damage from falling (NEW!)
- Berserker ⚪ - Deal x2 damage but take x1.5 damage (NEW!)
- Enemy Touch Shock 🟠 - Touching enemies shocks and stuns player briefly (NEW!)
- Iron Will 🟢 - Take 65% less damage (2.0.0)
- Guardian Shield 🟢 - Every 8s, the next hit is fully blocked (2.0.0)
- Damage Ward 🟢 - The first 3 hits each level deal no damage (2.0.0)
- Titan's Vigor 🟢 - Dropping below 20% HP heals you to 50% (20s cooldown) (2.0.0)
- Regeneration Aura 🟢 - Regenerate 1 HP every second (2.0.0)
- Bloodthirsty Healer 🟢 - Killing an enemy heals the nearest player (2.0.0)
- Berserker's Resolve 🟢 - Below 30% HP: take less and deal more damage (2.0.0)
- Executioner's Edge 🟢 - Enemies below 40% health take triple damage (2.0.0)
- Last Stand 🟢 - Last player alive: +100% damage, −50% damage taken (2.0.0)
- Second Wind 🟢 - Survive up to 2 lethal hits per level (2.0.0)
- Long Reach 🟢 - Grab objects from much farther and carry heavy ones with ease (2.0.0)
- Big Lungs 🟢 - Your maximum stamina is doubled (2.0.0)
- Tailwind 🟢 - Everyone moves 25% faster (2.0.0)
- Springy Legs 🟢 - You jump 40% higher (2.0.0)
- Ninja Crouch 🟢 - Sneak while crouching at nearly full walking speed (2.0.0)
- Wounded Fury 🟢 - The lower your health, the more damage you deal (2.0.0)
- Executioner 🟢 - Enemies below 25% health take double damage (2.0.0)
- Lifesteal Strikes 🟢 - Damaging enemies heals you a little (2.0.0)
- Last Breath 🟢 - Survive the first lethal hit each level at 1 HP (2.0.0)
- Thorns 🟢 - When hit, the nearest enemy takes damage back (2.0.0)
- Bloodthirst 🟢 - Each kill grants stacking bonus damage for the level (2.0.0)
- First Strike 🟢 - Enemies at full health take extra damage (2.0.0)
- Adrenaline Surge 🟢 - Deal more damage shortly after being hit (2.0.0)
- Brawler 🟢 - Deal more damage to enemies in close range (2.0.0)
- Toughened 🟢 - Take 25% less damage (2.0.0)
- Reckless Power ⚪ - Deal more, take more (2.0.0)
- Vampiric Pact ⚪ - Kills heal you, but you take more damage (2.0.0)
- Adrenaline Cycle ⚪ - Damage scales inversely with your health (2.0.0)
- Gambler ⚪ - Your hits randomly deal half or double damage (2.0.0)
- Coin Flip Defense ⚪ - Incoming damage randomly halved or doubled (2.0.0)
- Berserker's Bargain ⚪ - Below 50% HP: big offense for extra risk (2.0.0)
- Blood Price ⚪ - Deal more damage, but each hit costs you HP (won't kill) (2.0.0)
- Equalizer ⚪ - All your hits deal a fixed amount (2.0.0)
- Tug of War ⚪ - Slow regen, but each hit hurts more (2.0.0)
- Pendulum ⚪ - Alternates between attack and defense phases (2.0.0)
- Coward's Curse 🟠 - Deal less to full-health enemies (2.0.0)
- Faint Heart 🟠 - Deal less while at full health (2.0.0)
- Slow Healing 🟠 - All healing is halved (2.0.0)
- Sluggish Recovery 🟠 - Can't be healed shortly after taking damage (2.0.0)
- Achilles Heel 🟠 - The first hit each level deals double (2.0.0)
- Stage Fright 🟠 - Deal less damage when surrounded (2.0.0)
- Thin Skin 🟠 - Take 30% more damage (2.0.0)
- Reckless Swings 🟠 - Part of your damage reflects back (won't kill) (2.0.0)
- Soft Blows 🟠 - Deal less to high-health enemies (2.0.0)
- Fumble 🟠 - Small chance your hit deals nothing (2.0.0)
- Frailty 🔴 - You cannot be healed (2.0.0)
- Feeble 🔴 - You deal much less damage (2.0.0)
- Glass Jaw 🔴 - Every 4th hit you take is doubled (2.0.0)
- Pain Amplifier 🔴 - Every hit deals at least 10 damage to you (2.0.0)
- Adrenaline Crash 🔴 - Each kill deals recoil damage nearby (2.0.0)
- Exhausted 🔴 - No stamina, can't sprint (2.0.0)
- Recoil Strikes 🔴 - Hitting an enemy hurts you (2.0.0)
- Vulnerable 🔴 - Take greatly increased damage (2.0.0)
- Soul Drain 🔴 - Lose HP while near a living enemy (won't kill) (2.0.0)
- Crippled 🔴 - Chance your hit deals nothing (2.0.0)
- No Map 🔴 - Your map is disabled; navigate blind (Community)
- Drained 🟠 - Your maximum stamina is cut in half (Community)
- Glass Runner ⚪ - -50 max health, but +25% movement and jump (Community)
- Killing Spree 🟢 - Killing an enemy recharges your held weapon by the enemy's tier (Community)
- Empowered 🟢 - All the upgrades you own are tripled (except sprint speed) (Community)
🌍 Environment Modifiers (72 Events)
Alter the world around you:
- Disco Lights ⚪ - Colors constantly change
- Slippery Floor 🟠 - Physics friction = 0
- Foggy Vision 🟠 - Reduced visibility with fog
- Night Vision 🟡 - Enhanced visibility in darkness
- Time Warp 🔴 - Time slows down periodically
- Extraction Rush 🟠 - Halves extraction time requirement
- Single Extraction 🟢 - Only 1 extraction point spawns per level
- Toxic Air 🟠 - Players take damage over time
- Unbreakable Doors ⚪ - Doors cannot be broken or removed
- Found the Location Map 🟢 - The entire map and all items are explored from the start
- Earthquake 🟠 - Periodic tremors shake the camera (NEW!)
- Total Darkness 🔴 - Ambient light disabled (NEW!)
- Speed Rooms ⚪ - Each room has random speed effect - boost or slowdown (NEW!)
- Random Player Teleportations 🟠 - Players randomly teleport every 60 seconds (NEW!)
- Room Gravity ⚪ - Different rooms have different gravity (NEW!)
- Alarm System 🟠 - Breaking valuables triggers alarm attracting enemies (NEW!)
- Crystal Air 🟢 - The fog is cleared away, you can see far (2.0.0)
- Extraction Beacons 🟢 - Extraction points glow brightly, easy to spot (2.0.0)
- Energized Atmosphere 🟢 - The air makes stamina recover much faster (2.0.0)
- Lunar Facility 🟢 - The whole place is weightless, everything floats (2.0.0)
- Sparse Facility 🟢 - Far fewer enemies roam (2.0.0)
- Rich Facility 🟢 - Each extraction pays a 50% bonus (2.0.0)
- Quiet Facility 🟢 - Enemies are slow to notice noise (2.0.0)
- Light Quota 🟢 - Extractions require 35% less value (2.0.0)
- Scattered Riches 🟢 - Bonus value orbs scattered around (2.0.0)
- Fleeting Enemies 🟢 - Defeated enemies take far longer to return (2.0.0)
- Generous Extraction 🟢 - Extractions give much more time (2.0.0)
- Sluggish Enemies 🟢 - Enemies move 30% slower (2.0.0)
- Reduced Quota 🟢 - Extractions require 15% less value (2.0.0)
- Fair Bonus 🟢 - Each extraction pays 15% more (2.0.0)
- Fresh Air 🟢 - Stamina recovers a bit faster (2.0.0)
- Muffled Halls 🟢 - Enemies notice your noise a bit less (2.0.0)
- Thinned Patrols 🟢 - Slightly fewer enemies (2.0.0)
- Roomy Extractions 🟢 - A bit more extraction time (2.0.0)
- Lucky Scraps 🟢 - A few small bonus orbs scattered around (2.0.0)
- Swift Tubes 🟢 - Extraction tubes process much faster (2.0.0)
- Magnetic Carts 🟢 - Carts pull in nearby valuables for easier hauling (2.0.0)
- Colored Lighting ⚪ - The facility is bathed in a single colored hue (2.0.0)
- Pulsing Lights ⚪ - The lights slowly breathe brighter and dimmer (2.0.0)
- Floating Dust ⚪ - Dust motes drift through every room (2.0.0)
- Reverb Hall ⚪ - Sounds echo with heavy reverb (2.0.0)
- Spacious Facility ⚪ - Fewer rooms, smaller and quicker to cover (2.0.0)
- Low Stakes ⚪ - Quota 20% lower, but extractions pay 20% less (2.0.0)
- High Stakes ⚪ - Quota 20% higher, but extractions pay 20% more (2.0.0)
- Shuffled Loot ⚪ - Valuables turn up in unusual spots (2.0.0)
- Weak Swarm ⚪ - More enemies, but each one is frailer (2.0.0)
- Elite Guard ⚪ - Fewer enemies, but each one is tougher (2.0.0)
- Dim Facility 🟠 - The lights are dimmed, everything is gloomy (2.0.0)
- Stiff Hinges 🟠 - Doors, drawers and lids are heavy and stiff to move (2.0.0)
- Aged Tubes 🟠 - Extraction tubes are sluggish and take far longer (2.0.0)
- Frost Creep 🟠 - Frost periodically narrows your view (2.0.0)
- Creaky Floors 🟠 - Enemies hear your noise from a bit farther (2.0.0)
- Modest Quota 🟠 - Extractions require 15% more value (2.0.0)
- Tight Budget 🟠 - Each extraction pays 15% less (2.0.0)
- Stuffy Air 🟠 - Stamina recovers slower (2.0.0)
- Cramped Facility 🟠 - A larger maze with more rooms to cover (2.0.0)
- Cold Facility 🟠 - Cold gusts briefly slow your movement now and then (2.0.0)
- Heavy Quota 🔴 - Extractions require 35% more value (2.0.0)
- Poor Facility 🔴 - Each extraction pays 30% less (2.0.0)
- Echoing Halls 🔴 - Enemies hear noise from much farther (2.0.0)
- Relentless Enemies 🔴 - Defeated enemies return much faster (2.0.0)
- Flickering Power 🔴 - The lights cut out to darkness at random (2.0.0)
- Looted Facility 🔴 - Several valuables have already been looted and are gone (2.0.0)
- Exhausting Air 🔴 - Stamina drains faster and recovers slower (2.0.0)
- Windy Facility 🔴 - Powerful drafts shove you around at random (2.0.0)
- Hazardous Sparks 🔴 - Faulty wiring zaps a random player from time to time (2.0.0)
- Phantom Quota 🔴 - The required quota slowly rises the longer you take (2.0.0)
- Sprawling Facility 🔴 - The facility has far more extraction points (up to 10) (Community)
- Blinking Haze 🟠 - The haze blacks out your vision for a moment every few seconds (Community)
- Lone Wolf ⚪ - Alone in a room you move 25% faster; sharing a room, 25% slower (Community)
- Restorative Rooms 🟢 - Each new room you discover on the map heals 5 HP (Community)
- Hostile Rooms 🟢 - Enemies sharing a room with you take 10 damage/sec (not the Duck/Elsa) (Community)
🎯 Difficulty System Explained
The mod calculates difficulty dynamically based on:
Formula: Difficulty = (Level × LevelMultiplier) + (Players × PlayerMultiplier) + (Valuables × ValuableMultiplier)
Default Values:
- Level: +3.5 difficulty per level
- Players: +0 difficulty per player
- Valuables: +0 difficulty per valuable
- Cap: 100 (fully configurable)
Difficulty Tiers:
- 🟢 Easy (0-20): Easier modifiers, more buffs
- 🟡 Medium (20-40): Balanced mix
- 🟠 Hard (40-60): Challenging modifiers
- 🔴 Very Hard (60-80): Serious challenge
- ⚫ Extreme (80-100): Maximum chaos
Higher difficulty increases the chance of Bad and Very Bad modifiers!
📈 Scaling Systems Explained
The mod includes two advanced scaling systems that progressively increase challenge and rewards as players advance through levels.
🏗️ Level Scaling System
Dynamically scales game elements based on completed levels for balanced long-term progression.
Features:
- Modules: Increases available extraction modules (4 base + scaling additions)
- Extractions: Increases maximum extraction points (0 base + scaling additions)
- Haul Goals: Scales extraction goal requirements for increased challenge
Scaling Types:
- Additive: Fixed amounts added per interval (e.g., +1 module every 3 levels)
- Multiplicative: Exponential growth (e.g., ×2 modules every interval)
Default Configuration:
- Modules: 3 base + 1 every 3 levels (up to level 81)
- Extractions: 0 base + 1 every 10 levels (up to 9 total)
- Haul: 0.7x base + 0.005 per level (up to 1.0x max)
🗺️ Map Scaling System
Scales enemy difficulty and map economics based on current level progression.
Scaling Categories:
- Enemy HP: Increases enemy health (default: ×1.02 per level from level 4)
- Enemy Cap: Increases maximum enemy count (default: ×1.03 per level from level 5)
- Map Value: Increases total valuable prices (default: ×1.03 per level from level 3)
Progression Options:
- Exponential Scaling: Accelerating growth (default behavior)
- Level 1: ×1.00, Level 2: ×1.03, Level 3: ×1.0609, Level 4: ×1.092727
- Linear Scaling: Steady, predictable increases
- Level 1: ×1.00, Level 2: ×1.03, Level 3: ×1.06, Level 4: ×1.09
UI Display:
- Shows current multipliers with percentage increases
- Color-coded display (HP: Red, Cap: Yellow, Value: Green)
- Only appears when scaling is active (multipliers > 1.0)
🌙 Moon Scaling System (New in 1.6.2)
Replaces the vanilla moon phase progression with a fully configurable system designed for longer runs.
The Problem with Vanilla:
- Vanilla game: Moon phase changes every 5 levels
- Full moon (max difficulty) reached by level 20
- Too fast for extended gameplay!
The Solution:
- New system: Moon phase changes every 15 levels by default
- Max phase reached at level 60 (configurable)
- Smoother difficulty progression for longer runs
Features:
- Custom Progression: Configure levels per phase (default: 15)
- Max Level: Set when max phase is reached (default: 60)
- UI Integration: Moon phase info displayed in mod UI
- Hide Vanilla UI: Option to replace vanilla moon animation
Moon Phases:
| Phase | Vanilla (levels) | Mod Default (levels) | Effect |
|---|---|---|---|
| 🌑 Phase 0 | 1-4 | 1-14 | No moon bonuses |
| 🌒 Phase 1 | 5-9 | 15-29 | Light enemy bonuses |
| 🌓 Phase 2 | 10-14 | 30-44 | Medium enemy bonuses |
| 🌔 Phase 3 | 15-19 | 45-59 | Strong enemy bonuses |
| 🌕 Phase 4 | 20+ | 60+ | Maximum enemy bonuses |
🎲 Shared Pool Mode
When EnableSharedPool is set to true, the mod switches from category-based selection to a unified event pool:
- All Events Combined: Instead of picking from separate Loot/Enemy/Player/Environment pools, all 73+ events are in one big pool
- Difficulty-Adjusted Weights: Each event type has base weights that scale with difficulty:
- Very Good: 11 → 11-23 (increases with difficulty)
- Good: 23 → 13-23 (slight decrease)
- Neutral: 13 → 7-13 (slight decrease)
- Bad: 43 → 28-43 (slight increase)
- Very Bad: 9 → 9-34 (increases with difficulty)
- Balanced Selection: Events are picked randomly from the combined pool using these scaled weights
- UI Display: Lobby shows "Shared Pool" with chances for each event type across all categories
This mode provides more unpredictable and potentially extreme combinations, as any event can appear regardless of category!
🌱 Seed System (Deterministic Runs)
REPOConomyPlus transforms the game into a fully deterministic Roguelike experience. You can now organize Tournaments, Races, or just share a cool run with a friend!
🎯 What is Synced?
If two players enter the same Seed (e.g., "CHAMPION"), they will see:
- ✅ Identical Map Sequence (e.g. Arctic → Museum → Metro)
- ✅ Identical Level Layout (Walls, rooms, furniture)
- ✅ Identical Shop Items (Same items for sale every time)
- ✅ Identical Loot (Same items on shelves with identical prices)
- ✅ Identical Enemies (Same monsters, spawn times, and positions)
- ✅ Identical Enemy Drops (Orbs drop with fixed prices attached to specific enemies)
- ✅ Identical Events & Modifiers
⚙️ How to Use Seeds
1. Play Randomly & Save Cool Runs
By default, the mod generates a new random seed every level.
- Cool Feature: The mod automatically writes the current seed into the
CustomSeedValuefield in your config file. - If you had an amazing run, just open the config, copy the seed, and share it!
2. Play a Specific Seed
- Open the config:
PxntxrezStudio.REPOConomyPlus.cfg - Set
RandomizeSeedEachLevel = false. - Set
UseCustomSeed = true. - Enter your seed in
CustomSeedValue(e.g., "RACE_2025").
🔄 Seed Modes (UseLevelBasedSeed)
- TRUE (Default): Roguelike style.
- Seed "ABC" Level 1 -> Unique Layout 1
- Seed "ABC" Level 2 -> Unique Layout 2
- Restarting? You get the exact same sequence again.
- FALSE: "Groundhog Day" style.
- Every level generates exactly the same way. Perfect for practicing specific layouts or testing modifiers.
Note: The seed is displayed in the bottom of the Economy UI.
🎮 How Modifiers Work
Event Selection
Each level (starting from level 2):
- Economy Event rolls first (104 possible events)
- 2-5 Random Modifiers are selected based on:
- Current difficulty level
- Enabled categories in config
- Weighted probability (higher difficulty = more bad events)
- Conflict system (no contradicting events together)
Conflict System
Smart event filtering prevents contradictions:
- ❌ Can't have Jackpot + Empty Facility simultaneously
- ❌ Can't have Sonic Speed + Turtle Mode simultaneously
- ❌ Can't have Darkness + Bright Day simultaneously
- ✅ 60+ conflict rules ensure logical combinations
UI Display
Press G anytime to toggle the UI:
- Economy Section: Current economy event and value range
- Modifiers Section: Active gameplay modifiers with icons
- Level Scaling Section: Module, extraction, and haul scaling info
- Map Scaling Section: Enemy HP, cap, and value multipliers (when active)
- Footer: Difficulty, Level, and Player count
- Controls: Auto-scroll after 1.5s, manual scroll with arrow keys
🎨 UI Features
Smart Scrolling
- Auto-scroll starts after 1.5 seconds of inactivity
- Smooth Animation up and down
- Manual Override with ⬆️⬇️ arrow keys
- Auto-hide after 20 seconds (toggle with G)
Visual Indicators
- 🟢 Very Good - Green indicators for buffs
- 🟡 Good - Yellow for beneficial events
- ⚪ Neutral - White for balanced effects
- 🟠 Bad - Orange for challenges
- 🔴 Very Bad - Red for severe challenges
Dynamic Layout
- Category Headers separate Economy and Modifiers
- Color-coded Events match difficulty tier
- Responsive Height adjusts to content
- Bilingual Support (English/Russian)
📋 Example Gameplay Scenarios
📝 Click to see the gameplay examples with mod
Scenario 1: "The Golden Nightmare"
- 💰 Economy: Treasure Rush (+100% to +200% values)
- 🟢 Golden Touch: All valuables x2 value
- 🔴 Invisible Enemies: Can't see threats
- 🟠 Speed Demons: Enemies 50% faster
- 🟢 Sonic Speed: You're 50% faster too
Result: Insanely valuable loot, but terrifying invisible fast enemies!
Scenario 2: "Easy Money"
- 💰 Economy: Stable (default ranges)
- 🟢 Jackpot: x2 valuables on map
- 🟢 Pacifist Mode: Enemies don't attack
- 🟡 Bright Day: x3 lighting
- ⚪ Disco Lights: Just for fun
Result: Relaxing loot collection with visual flair!
Scenario 3: "Extreme Challenge"
- 💰 Economy: Crash & Burn (-90% to 0% values)
- 🔴 Glass Cannon: 1 HP only
- 🔴 Enemy Horde: x2 enemies
- 🔴 Invisible Players: Can't see teammates
- 🟠 Darkness: x0.1 lighting
Result: Hardcore survival mode with minimal rewards!
📖 How It Works (Quick Guide)
🔍 Click to Expand Full Guide
🧩 1. Level Start
- Host rolls 1 Economy Event (affects prices)
- Host rolls 2-5 Modifiers (affects gameplay)
- All data synced to clients via Photon
💰 2. Economy Application
Each valuable gets a unique price within the current range:
- Base range from config (default: -5% to +10%)
- Modified by economy event
- Scaled by level (default: +1% per level)
- Random roll within final range
⚡ 3. Modifier Application
Modifiers apply immediately on level load:
- Loot: Changes valuable spawning/behavior
- Enemy: Modifies AI behavior/stats
- Player: Affects player capabilities
- Environment: Alters world conditions
🎯 4. Difficulty Calculation
Difficulty = (Level × 1) + (Players × 0) + (Valuables × 0)
Example: Level 5, 4 players, 100 valuables
= (5 × 3.5) + (4 × 0) + (100 × 0)
= 17.5 + 0 + 0 = 5 (Easy difficulty)
📊 5. UI Display
- Shows at level start automatically
- Press G to toggle anytime
- Auto-scrolls through all modifiers
- Hides after 20 seconds (or toggle off)
🔧 Configuration
💡 Recommended: Install the REPOConfig mod to change these settings directly in-game via a GUI.
Located in:
BepInEx/config/PxntxrezStudio.REPOConomyPlus.cfg
Below are all available configuration options.
📝 Click to see available configurations
🔹 Economy
| Setting | Description | Default |
|---|---|---|
| DefaultBaseMin | Base minimum multiplier applied before level scaling | 5.0 |
| DefaultBaseMax | Base maximum multiplier applied before level scaling | 10.0 |
| UseTwoStepPercentRoll | Separate negative and positive percent rolls | false |
| PercentRollMode | Determines weighed percentage RNG: Random = Uniform (Flat), Stable = Near center (Bell curve), Volatile = Near Min/Max (Inverse bell curve), Dynamic (Changes per level) | Random |
| EconomyStartLevel | Level at which economy events can begin | 2 |
| NoEvents | Force all runs to use Stable economy (disable events) | false |
| DisableVanillaEvents | If true, disables all built-in vanilla events. Only custom events will be used, if EnableCustomEvents enabled. | false |
| EnableCustomEvents | Enable loading of custom economy events from JSON files to appear in-game. | true |
🔹 LevelScale
| Setting | Description | Default |
|---|---|---|
| LevelScaleMin | Percent increase added to minimum per level | 1 |
| LevelScaleMax | Percent increase added to maximum per level | 2 |
🔹 Limits
| Setting | Description | Default |
|---|---|---|
| ClampMinLimit | Lowest allowed percent (e.g. –100% reduction) | 100.0 |
| ClampMaxLimit | Highest allowed percent (e.g. +10000% increase) | 10000.0 |
🔹 EconomyChance
| Setting | Description | Default |
|---|---|---|
| UseEventsChance | Enable the event drop system based on chance. | true |
| EventChance | Chance (1–100) for an event to occur instead of a stable economy | 50 |
🔹 CustomEconomyChance
| Setting | Description | Default |
|---|---|---|
| UseCustomEventChance | Enable a separate chance check for custom events (only applies if UseEventsChance is true). If this feature is disabled, there will be a 50/50 chance of either a vanilla event or a custom event occurring. | true |
| CustomEventChance | Chance (1–100%) for custom events to occur instead of vanilla events if UseCustomEventChance is enabled. | 50 |
🔹 Debug
| Setting | Description | Default |
|---|---|---|
| ShowTotalMapValue | Log (In console) total dollar value of all valuables on the map | false |
🔹 UI Settings
| Setting | Description | Default |
|---|---|---|
| UI Language | Language used for the economy UI | English |
| UIToggleHotkey | Hotkey to toggle the economy UI on/off | G |
| UIAutoShowOnLevelStart | Automatically show UI when entering a level | true |
🔹 Difficulty System
| Setting | Description | Default |
|---|---|---|
| DifficultyPerLevel | How much difficulty to add per level (e.g., level 5 = +5 difficulty) | 1 |
| DifficultyPerPlayer | How much difficulty to add per player (e.g., 4 players = +0 difficulty) | 0 |
| DifficultyPerValuable | How much difficulty to add per valuable on map (e.g., 100 valuables = +0 difficulty) | 0 |
| DifficultyMaxCap | Maximum difficulty cap. Difficulty will never go above this value. | 100 |
🔹 Level Scaling
| Setting | Description | Default |
|---|---|---|
| EnableLevelScaling | Enable level scaling for modules, extractions, and haul multiplier | true |
| EnableMultiplicativeScaling | Enable multiplicative scaling instead of additive | false |
| MinModules | Minimum number of modules per level | 3 |
| MaxModulesLevel | Up to which level modules will increase | 48 |
| ModulesInterval | Every how many levels to add modules | 3 |
| ModulesPerInterval | How many modules to add every interval levels | 1 |
| BaseExtractions | Base number of extractions (0 = 1 extraction) | 0 |
| MaxExtractions | Maximum number of extractions | 4 |
| ExtractionsInterval | Every how many levels to add extractions | 10 |
| ExtractionsPerInterval | How many extractions to add every interval levels | 1 |
| BaseHaulMultiplier | Base haul goal multiplier | 0.5 |
| MaxHaulMultiplier | Maximum haul multiplier | 0.75 |
| MaxHaulLevel | Up to which level haul multiplier will increase | 100 |
| HaulIncreasePerLevel | How much to increase haul multiplier per level | 0.002525 |
🔹 Enemy HP Scaling
| Setting | Description | Default |
|---|---|---|
| EnableEnemyHPScaling | Enable enemy HP scaling per level | true |
| StartLevel | Level at which enemy HP scaling starts | 3 |
| Multiplier | Enemy HP multiplier per level (1.02 = +2% per level) | 1.02 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
| MaxLevel | Maximum level for enemy HP scaling. Scaling stops increasing beyond this level. | 100 |
| LevelCap | Level at which enemy HP scaling stops. | 100 |
🔹 Enemy Cap Scaling
| Setting | Description | Default |
|---|---|---|
| EnableEnemyCapScaling | Enable max enemy cap scaling per level | true |
| StartLevel | Level at which enemy cap scaling starts | 20 |
| Multiplier | Max enemy cap multiplier per level (1.03 = +3 per level) | 1.03 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
| MaxLevel | Maximum level for enemy cap scaling. Scaling stops increasing beyond this level. | 100 |
| LevelCap | Level at which enemy cap scaling stops. | 100 |
🔹 Map Value Scaling
| Setting | Description | Default |
|---|---|---|
| EnableMapValueScaling | Enable total map value scaling per level | true |
| StartLevel | Level at which map value scaling starts | 2 |
| Multiplier | Total map value multiplier per level (1.02 = +2% per level) | 1.02 |
| UseExponentialScaling | Use exponential scaling (pow) instead of linear scaling | true |
| MaxLevel | Maximum level for map value scaling. Scaling stops increasing beyond this level. | 100 |
| LevelCap | Level at which map value scaling stops. | 100 |
🔹 Upgrades Rework
| Setting | Description | Default |
|---|---|---|
| GlobalUpgradesMultiplier | Multiplier for upgrades (1.0 = default, 2.0 = double upgrades bonus) | 0.5 |
🔹 Player Revival
| Setting | Description | Default |
|---|---|---|
| RevivalHotkey | Hotkey to revive player when dead (only works once per player per round). | R |
🔹 Forced Modifiers
| Setting | Description | Default |
|---|---|---|
| ForceScaleInCart | Always enables the Compact Storage / Scale In Cart effect. If enabled, this event will not appear randomly, because it is permanently active. | false |
| ScaleInCartSettings | Controls how much items shrink in the cart depending on mass. Format: mass:scale list, e.g. 1.0:0.65, 2.0:0.50. |
1.0:0.65, 1.5:0.60, 2.0:0.55, 2.5:0.50, 3.0:0.45, 3.5:0.40, 4.0:0.35, 4.5:0.30, 5.0:0.25, 999:0.20 |
| ForceExtractionShrink | Always enables Extraction Shrink modifier. If enabled, it also will not appear randomly, because it is always active. | false |
| ExtractionShrinkSettings | Controls how much items shrink on extraction points based on mass. Same format as ScaleInCartSettings. | 1.0:0.75, 1.5:0.70, 2.0:0.65, 2.5:0.60, 3.0:0.55, 3.5:0.50, 4.0:0.45, 4.5:0.40, 5.0:0.35, 999:0.30 |
🔹 Event Modifiers
| Setting | Description | Default |
|---|---|---|
| ModifierStartLevel | At what level modifiers will start appearing (1–12). 1 = immediately, 2 = from the second level, etc. | 2 |
| MinModifierCount | Minimum number of gameplay modifiers per level (2-5) | 2 |
| MaxModifierCount | Maximum number of gameplay modifiers per level (2-5) | 5 |
| EnableLootModifiers | Enable loot-related events (e.g., Jackpot, Empty Facility, Value Lottery) | true |
| EnableEnemyModifiers | Enable enemy-related events (e.g., Enemy Horde, Speed Demons, Pacifist Mode) | true |
| EnablePlayerModifiers | Enable player-related events (e.g., Sonic Speed, Glass Cannon, Infinite Stamina) | true |
| EnableEnvironmentModifiers | Enable environment-related events (e.g., Darkness, Disco Lights) | true |
| EnableSharedPool | Enable shared pool mode: all events are in one pool, selected based on difficulty-adjusted chances instead of separate category pools. | false |
🔹 Seed Settings
| Setting | Description | Default |
|---|---|---|
| RandomizeSeedEachLevel | True: Generates a new seed every level and saves it to CustomSeedValue. False: Uses the fixed seed from CustomSeedValue. |
true |
| UseCustomSeed | Enable this to force the game to use the seed specified below. | false |
| CustomSeedValue | The seed text (e.g., "RACE_1"). Automatically updated if Randomize is true. | empty |
| UseLevelBasedSeed | True: Roguelike mode (Sequence of levels). False: Loop mode (Same level repeats). |
false |
🔹 Shop Economy Settings
| Setting | Description | Default |
|---|---|---|
| EnableShopEconomy | Enable the Shop Economy system that affects shop prices | true |
| ShopEconomyChance | Chance (1–100%) for a shop economy event to occur | 50 |
| ShopEconomyUIAutoShow | Automatically show Shop Economy UI when entering the shop | true |
🔹 Moon Scaling Settings
| Setting | Description | Default |
|---|---|---|
| EnableMoonScaling | Enable custom moon phase progression based on levels | true |
| MoonLevelsPerPhase | How many levels per moon phase (e.g., 15 = phase changes every 15 levels) | 15 |
| MaxMoonLevel | Level at which max moon phase is reached (e.g., 60 = phase 4 at level 60) | 60 |
| HideVanillaMoonUI | Hide the vanilla moon phase UI animation and show moon info in mod UI instead | true |
🔹 Individual Economy Enables
Individual economy events can be enabled/disabled in the "Economies" section of the config. Each economy type has its own enable/disable setting.
🔹 Individual Modifier Enables
Individual modifier events can be enabled/disabled in the "Modifiers" section of the config. Each modifier has its own enable/disable setting.
🏪 Shop Economy List (60 Types)
NEW FEATURE! Shop Economy events dynamically change shop prices every time you enter the shop!
📝 Click to see the full list of all shop economies
🟢 Good Economies (Discounts)
| Shop Economy | Effect | Description |
|---|---|---|
| Black Friday | -50% all prices | Massive sale on everything! |
| Clearance Sale | -35% all prices | Stock must go! |
| Happy Hour | -25% all prices | Limited time discount! |
| Charity | -20% all prices | Feeling generous today |
| Member Discount | -15% all prices | VIP customer special |
| Flash Sale | -40% all prices | Quick deals, limited time! |
| Loyalty Reward | -30% all prices | Thank you for your loyalty |
| Bulk Discount | -20% all prices | Buy more, save more! |
| Seasonal Sale | -25% all prices | End of season clearance |
| Grand Opening | -45% all prices | New store celebration! |
🔴 Bad Economies (Price Increase)
| Shop Economy | Effect | Description |
|---|---|---|
| Inflation | +30% all prices | Prices on the rise... |
| Luxury Tax | +40% all prices | Premium pricing in effect |
| Monopoly | +50% all prices | We're the only store in town! |
| Economic Crisis | +35% all prices | Tough times everywhere |
| Supply Shortage | +45% all prices | Low stock, high demand |
| Import Tax | +25% all prices | International surcharge |
| Premium Pricing | +20% all prices | Quality costs extra |
| Demand Surge | +55% all prices | Everyone wants it! |
| Market Manipulation | +60% all prices | Prices artificially inflated |
| Scarcity Panic | +50% all prices | Get it while you can! |
⚪ Special Economies (Various Effects)
| Shop Economy | Effect | Description |
|---|---|---|
| Upgrade Discount | -40% upgrades only | Upgrade sale! |
| Healthcare Subsidy | -50% health packs | Medical discount program |
| Crystal Craze | -30% crystals | Crystal collector's dream |
| Upgrade Tax | +50% upgrades only | Upgrade markup |
| Medical Crisis | +60% health packs | Health supplies shortage |
| Crystal Scarcity | +40% crystals | Rare crystal markup |
| Wild Market | Random prices | Complete chaos! Every item different |
| Inverted Prices | Cheap↔Expensive | Price inversion! Cheap becomes expensive |
| Gambler's Dream | -90% to +200% | Extreme random prices! |
🆕 New Wave Economies (30 Added)
| Shop Economy | Effect | Description |
|---|---|---|
| Coupon Storm | -55% to -35% all prices | Coupons everywhere: deep discounts across the board. |
| Supplier Festival | -40% to -20% all prices | Suppliers compete, pushing prices down. |
| Tech Rebate | -65% to -45% upgrades | Major rebate on upgrades. |
| MedBay Donations | -80% to -55% health packs | MedBay donations make healing items much cheaper. |
| Crystal Overflow | -75% to -50% crystals | Crystal oversupply crashes their prices. |
| Pawnshop Deals | Mixed discounts by category | Pawnshop-style deals lower most prices. |
| Surplus Crates | -45% to -25% health/crystals | Consumable surplus lowers health and crystal costs. |
| Loyalty Weekend | Base/upgrade discounts | Loyalty weekend discounts, especially on upgrades. |
| Contractor Discount | Upgrade-focused discounts | Contractors slash upgrade prices. |
| Vault Liquidation | Heavy broad discounts | Warehouse liquidation drops many prices hard. |
| Bureaucratic Fees | +20% to +40% all prices | Administrative fees increase all prices. |
| Hyper Inflation | +90% to +170% all prices | Hyper inflation sends prices through the roof. |
| Energy Surcharge | +25% to +80% (category based) | Energy surcharge hits consumables the hardest. |
| Contractor Strike | +15% to +35% base, +80% to +140% upgrades | Contractor strike makes upgrades expensive. |
| Logistic Meltdown | +50% to +140% (category based) | Logistics collapse causes severe markups. |
| Patent Lockdown | +110% to +180% upgrades, +40% to +90% crystals | Patent lockdown inflates tech and crystal prices. |
| Insurance Hike | +15% to +40% base, +120% to +200% health | Insurance hike makes health items very expensive. |
| Counterfeit Clampdown | +10% to +35% base, +110% to +190% crystals | Counterfeit crackdown spikes crystal costs. |
| Security Tax | +35% to +75% all prices | Security tax adds markup to nearly everything. |
| Blackout Tariff | +25% to +110% (category based) | Blackout tariff raises base and consumable costs. |
| Split Market | Upgrades cheaper, consumables pricier | Split market: upgrades cheaper, consumables pricier. |
| Upgrade Boom | Upgrades down, others up | Upgrade boom discounts upgrades while other items climb. |
| First Aid Rush | Health down, others up | First aid rush discounts health items, others increase. |
| Crystal Speculation | Crystals: big discount or big markup | Crystal speculation can crash or spike crystal prices. |
| Price Freeze | -5% to +5% all prices | Prices are nearly frozen around normal. |
| Price Cascade | -40% to +80% all prices | Price cascade creates broad randomized swings. |
| Tight Budget | Base near normal, specialties expensive | Tight budget keeps base near normal but inflates specialties. |
| Jackpot Shop | Huge discount or heavy markup | Jackpot shop: rare huge discount, otherwise heavy markup. |
| Reverse Auction | Some categories down, others up | Reverse auction flips discounts and markups by category. |
| Chaotic Coupons | Per-category random discount/markup | Chaotic coupons randomize each category independently. |
📊 Complete Economy List (200+ Varieties)
Below are all available Level Economies and their effects.
More economies will be added with every updates!
📝 Click to see the full list of all economies
| Event (EconomyType) | Effect on baseMin / baseMax |
In-Game Description |
|---|---|---|
| Stable | No change (Uses the values from the config) | Economy by default |
| Deflation | –10% min, –5% max | Market Crash |
| Inflation | +0% min, +10% max | Moment to Get Rich! |
| Chaos | –10% min, +10% max | Financial chaos... |
| FreezeMarket | 0% min, 0% max | Economy frozen :( |
| BlackMarketSurge | –10% min, +20% max | Values have become more expensive... |
| Overload | –100% min, +100% max | 50/50 |
| RareBoom | +5% min, +30% max | Values are suddenly in price! |
| CommonCrash | –30% min, –10% max | Values are devalued! |
| LegendaryOnlyMatters | –20% min, +5% max | Only the best makes sense... |
| EchoMarket | –25%→0% min, 0%→+25% max (random) | Prices are jumping like crazy... |
| ReverseInflation | –15% min, –5% max | Budget is better than wealth... |
| LuxuryHunt | +10% min, +40% max | Values are much more expensive! |
| DumpsterDive | +5% min, +60% max | Everything has become expensive! |
| ExtraProfit | +0% min, +50% max | Today you can sell more profitably! |
| ScamSeason | –30% min, –10% max | Prices are falling... :( |
| SuddenDrop | –50% min, –20% max | Almost everything has depreciated! |
| TreasureRush | +100% min, +200% max | Every value is — treasure! |
| ZeroGravity | –50% min, +150% max | Everything is unstable... |
| Turbulence | ±30% equally to min & max (random) | Prices behave unpredictably... |
| BubbleBurst | –40% min, –5% max | The market was booming... until it wasn’t |
| CollectorsFrenzy | +30% min, +80% max | Everything is worth more than it should be |
| PanicSale | –40% min, –20% max | Players are panic-selling everything for pennies! |
| EconomicTwister | Ignores min/max — 0%→200% per valuable | Every valuable gets a completely random value. |
| TaxAudit | –15% min, –15% max | The Tax Department has reviewed your valuables. |
| Crash & Burn | –90% min, 0% max | The market is collapsing — brace for losses. |
| GoldenHour | +20% min, +50% max | A perfect time to sell — prices are booming! |
| CrystalBubble | +50% min, +100% max | Market euphoria! Prices are sky-high… for now |
| CoinDecay | –20% min, –60% max | Everything feels worthless. Time to sell or hold? |
| EchoCrash | ±50% equally to min & max (random) | Residual shockwaves shake the market unpredictably |
| SpeculationBubble | –20% min, +100% max | Prices are inflating without logic... Bubble may burst any time! |
| ColdStorage | –10% min, –10% max | Nothing sells well. Prices are frozen under market value |
| PriceWhirlwind | –60%→0% min, 0%→+60% max (random) | An unstable market surge throws prices into a whirlwind! |
| ExperimentalPricing | –20% min, +40% max | Prices fluctuate wildly due to market experiments |
| ShadowMarket | –60% min, +5% max | A secret market drains value from most valuables |
| AuctionFever | +10% min, +80% max | A bidding war is driving prices through the roof! |
| MemoryMarket | ±5% random offset to current range | Prices mirror the past — but with a twist |
| LoopbackSpike | Doubles current min/max range | History repeats with extreme volatility |
| GlitchedGoldrush | Sets min/max to +20% / +100% | Something’s broken… but you’re getting rich |
| MarketEclipse | –5% min, +5% max | An economic blackout... almost no movement |
| JackpotMirage | Random –50% to +150% | Everything looks like gold... but some of it’s fool’s gold |
| CollectorsVoid | –90% min, –50% max | All value is lost — nothing is collectible anymore |
| VolatileExperiment | –100% min, +250% max | A dangerous economic experiment — chaos reigns |
| CleanSweep | +0% min, +5% max | A calm period — nothing to fear, nothing to gain |
| ValueVortex | –100% → +100% (per valuable, random) | A swirling mess of prices — unpredictable and wild |
| TemporalSurge | –20% min, +60% max | Prices shift with a pulse of time itself. |
| EchoOfWealth | Keeps previous range | Prices mimic those from two levels ago. |
| ArtifactBloat | +50% min, +100% max | Old junk is now gold. |
| MarketDrain | –60% min, –30% max | All prices slowly drain into the void. |
| InversionProtocol | Flips positive/negative | Low-value becomes high-value. High-value drops. |
| SyntheticDemand | Random +0% to +80% max increase | Artificial demand spikes at random. |
| TaxFrenzy | –50% min, –20% max | Tax rates hit hard! Prices plummet. |
| AssetDump | –80% min, +20% max | Everyone’s dumping assets! |
| SmugglersSurge | Custom (based on item value) | Expensive items skyrocket, cheap ones tank |
| CollectorsCraze | +200% for rare, –10~–30% for others | Rare collectibles soar — the rest is junk |
| MarketKraken | 30% of items get ×4, others = $0 | The market goes wild. 30% of valuables get ×4 boost! |
| MarketBoom | +20% min, +50% max | Prices surge across the entire market! |
| PriceLockdown | –5% min, +5% max | All prices are frozen by decree |
| WildSpeculation | –50%→+100% min & max (random) | Speculators drive prices wildly up and down! |
| SilentAuction | +0% min, +30% max | Auctions run in silence, prices unclear |
| FlashCrash | –50% min, –20% max | Instant crash wiping out asset values! |
| CryptoSurge | +10% min, +100% max | Cryptocurrencies push the market sky-high! |
| ResourceRush | +5% min, +25% max | Resource scarcity drives prices up |
| DemandSpike | +0% min, +60% max | Explosive demand floods the market! |
| SupplyShortage | –20% min, –5% max | Severe supply shortages cripple prices |
| ConsumerConfidence | +5% min, +15% max | Consumers irrationally confident! |
| MarketMeltup | +50% min, +200% max | A melt-up as prices climb uncontrollably! |
| BargainHunt | –10% min, +10% max | Hunting bargains—some crash, others spike |
| MarketRebound | +10% min, +20% max | After a crash, the market swiftly rebounds! |
| PriceCascade | random –20%→0% min, 0%→+20% max | Prices cascade downward, but may bounce back |
| BullRun | +30% min, +60% max | A bull run—prices charge skyward! |
| BearTrap | –60% min, –30% max | A bear trap—brief gains before a fall… |
| PanicBuying | +50% min, +100% max | Players panic-buy—supplies vanish! |
| SupplyGlut | –50% min, +10% max | Oversupply—prices sink under glut |
| SpeculatorFrenzy | ±40% equally to min & max (random) | Speculators push prices to chaotic extremes! |
| ValueStabilizer | clamp to ±5% | Regulatory measures keep prices in check |
| MarketMirroring | repeat previous range | The market mirrors its previous level |
| InflationSpike | +15% min, +25% max | A sudden spike in inflation! |
| DeflationDip | –15% min, –25% max | Prices plunge into a deflationary dip |
| EconomicEquilibrium | 0% min, 0% max | A perfect balance of supply and demand |
| PriceSurge | +20% min, +40% max | Sudden price surge—everything jumps 20–40%! |
| BargainBlitz | –30% min, –10% max | Flash discounts—prices drop 30–10% instantly! |
| CollectorCarnival | if ≥50% → ×2; else –10% | Collectibles ×2, others −10%. |
| GhostPrices | ±25% equally to min & max (random) | Ghostly prices—random offset ±25%. |
| BarterBonanza | –20% min, +15% max | Barter bonanza—low items down, high items up. |
| SeasonalShift | +15% min, –5% max | Seasonal shift—min +15%, max −5%. |
| BlackoutSale | –50%→–30% equally to min & max (random) | Blackout sale—prices slashed −50…−30%. |
| InflationEbb | –20% min, –10% max | Inflation ebb—prices fall 10–20%. |
| FoolsGold | –10% base, +0→+50% offset (random) | Fool’s Gold—some +50%, others −10%. |
| HoardersHavoc | –40% min, +10% max | Hoarder’s Havoc—cheap −40%, expensive +10%. |
| PennyPinch | –60%→–40% equally to min & max (rand.) | Penny Pinch—prices slump −60…−40%. |
| Trendsetter | +30%→+60% equally to min & max (rand.) | Trendsetter—premium items surge +30…+60%! |
| Price Spike | +40% min, +80% max | Prices suddenly spike across the board! |
| Clearance | –60% min, –20% max | Massive clearance cuts values everywhere! |
| Boomerang Market | –20%→+10% min, +10%→+40% max | Values swing back—but unpredictably! |
| Silent Dip | –10% min, –5% max | Quiet dip... nothing sells well |
| Luxury Only | –40% min, +5% max | Only luxury items hold value now |
| Early Bubble | +30% min, +100% max | A bubble forms early—brace for boom |
| Late Deflation | –70% min, –10% max | Late-stage deflation drains the market |
| Price Slalom | ±30% equally (random) | A slalom of ups and downs |
| False Demand | +10% min, +40% max | Artificial demand inflates prices! |
| Underground Trade | –40% min, +5% max | Trade continues in the shadows |
| Crystal Crash | –100% min, –40% max | The bubble shatters into a crystal crash |
| Ghost Rush | +50% min, +150% max | Phantom value rushes sweep the market! |
| QuantumFlux | ±20% equally to min & max (random) | Quantum fluctuations destabilize prices! |
| VoidMarket | –50% min, +50% max | A void swallows market stability |
| CrystalCascade | +25% min, +75% max | Crystal values cascade upward! |
| ShadowInflation | –10% min, +40% max | Hidden inflation creeps in |
| PlasmaSurge | +30% min, +60% max | Plasma energy boosts prices! |
| EtherCrash | –80% min, –20% max | Ether market crashes hard |
| MysticDeflation | –35% min, –10% max | Mystic forces deflate prices |
| ArcaneBubble | +15% min, +85% max | Arcane bubble inflates wildly |
| SpectralBoom | +40% min, +90% max | Spectral forces cause price boom! |
| PhantomDip | –60% min, –15% max | Phantom forces cause dip |
| NebulaTwist | ±40% equally to min & max (random) | Nebula warps all values |
| StellarSurge | +45% min, +95% max | Stellar explosion boosts prices! |
| CometCrash | –70% min, –25% max | Comet impact crashes market |
| AuroraBust | –45% min, –5% max | Aurora fades, prices drop |
| GalaxyGlitch | ±50% equally to min & max (random) | Galactic glitch scrambles prices |
| MeteorShower | +55% min, +120% max | Meteor shower brings riches! |
| EclipseEvent | 0% min, 0% max | Total eclipse freezes market |
| LunarEclipse | –25% min, –25% max | Lunar eclipse dims values |
| SolarFlare | +35% min, +35% max | Solar flare boosts uniformly |
| CosmicDust | –30%→+10% min, –10%→+30% max (random) | Cosmic dust settles unpredictably |
| BlackHole | –100% min, –50% max | Black hole consumes all value! |
| WhiteDwarf | +20% min, +40% max | White dwarf stabilizes prices |
| RedGiant | +60% min, +140% max | Red giant inflates massively! |
| BlueSupergiant | +80% min, +180% max | Blue supergiant = extreme boom! |
| NeutronStar | +15% min, +35% max | Neutron star compresses values |
| PulsarPulse | ±25% equally to min & max (random) | Pulsar pulses disturb prices |
| QuasarQuake | –40% min, +60% max | Quasar quake shakes market |
| Singularity | –200% min, +200% max | Singularity = absolute chaos! |
| WarpDrive | +70% min, +150% max | Warp drive hyperinflates! |
| TimeDilation | –20% min, –20% max | Time dilation slows value |
| SpaceTime | ±60% equally to min & max (random) | Spacetime warps prices |
| DimensionalRift | –80% min, +120% max | Rift opens dimensional chaos |
| ParallelUniverse | ±100% equally to min & max (random) | Parallel market interference! |
| QuantumEntanglement | +25% min, +75% max | Entanglement links values up |
| WaveFunction | ±40% equally to min & max (random) | Wave function collapses randomly |
| ProbabilityCloud | ±50% equally to min & max (random) | Probability determines prices |
| UncertaintyPrinciple | –30% min, +30% max | Uncertainty rules the market |
| ObserverEffect | +10% min, +50% max | Observation boosts value |
| Decoherence | –25% min, –5% max | Decoherence erodes prices |
| Superposition | –50% min, +150% max | Superposition = extreme range! |
| EntanglementSwap | +40% min, +80% max | Entanglement swaps boost prices |
| BellInequality | –35% min, –10% max | Bell violation drops prices |
| EPRParadox | ±45% equally to min & max (random) | EPR paradox scrambles values |
| ManyWorlds | +30% min, +90% max | Many worlds bring riches |
| Copenhagen | –20% min, +40% max | Copenhagen interpretation |
| Multiverse | ±80% equally to min & max (random) | Multiverse collision! |
| StringTheory | +50% min, +100% max | String theory vibrates prices up |
| Membrane | +25% min, +55% max | Brane physics boosts values |
| BraneWorld | ±35% equally to min & max (random) | Brane world fluctuations |
| Holographic | +20% min, +60% max | Holographic principle applied |
| InformationParadox | –75% min, +25% max | Information lost and found |
| Firewall | –50% min, –10% max | Firewall blocks value |
| EventHorizon | –90% min, –30% max | Event horizon consumes value |
| HawkingRadiation | +15% min, +45% max | Hawking radiation emits value |
| UnruhEffect | –15% min, –15% max | Unruh effect cools prices |
| CasimirForce | –5% min, –25% max | Casimir force pushes prices down |
| VacuumEnergy | ±20% equally to min & max (random) | Vacuum energy fluctuations |
| DarkMatter | +40% min, +80% max | Dark matter boosts invisibly |
| DarkEnergy | +60% min, +120% max | Dark energy accelerates prices! |
| InflationField | +75% min, +150% max | Inflation field extreme boost! |
| HiggsField | +10% min, +30% max | Higgs field gives mass to value |
| Graviton | ±30% equally to min & max (random) | Graviton waves wiggle prices |
| Tachyon | +85% min, +170% max | Tachyons = faster than light boom! |
| WIMP | +20% min, +50% max | WIMP detection boosts prices |
| Axion | –5% min, –15% max | Axion discovery mild drop |
| Neutrino | –10% min, –5% max | Neutrino passes through prices |
| Muon | –25% min, –45% max | Muon decay drops value |
| Tau | –30% min, –60% max | Tau particle drops prices |
| Quark | –15% min, –35% max | Quark confinement drops value |
| Lepton | –10% min, –30% max | Lepton family drops prices |
| Boson | ±25% equally to min & max (random) | Boson exchange fluctuates |
| Fermion | –20% min, –40% max | Fermion exclusion drops value |
| Hadron | –25% min, –55% max | Hadron collisions drop prices |
| Meson | –15% min, –35% max | Meson decay drops value |
| Baryon | –30% min, –70% max | Baryon matter drops mass |
| Photon | –5% min, –20% max | Photon energy mild drop |
| Gluon | ±15% equally to min & max (random) | Gluon color force fluctuates |
| W_Boson | –35% min, –65% max | W boson weak force drop |
| Z_Boson | –40% min, –75% max | Z boson neutral current drop |
| HiggsBoson | +50% min, +100% max | Higgs boson discovery boom! |
| GravitonFlux | ±40% equally to min & max (random) | Graviton flux waves |
| Chroniton | +45% min, +90% max | Chroniton temporal boost! |
| Dilaton | –20% min, –40% max | Dilaton field drops value |
| Axigluon | –25% min, –50% max | Axigluon color drop |
| MagneticMonopole | +70% min, +140% max | Monopole discovery boom! |
| Instanton | ±30% equally to min & max (random) | Instanton tunneling |
| Skyrmion | –35% min, –70% max | Skyrmion topology drop |
| Soliton | –40% min, –80% max | Soliton stability drop |
| Vortex | ±50% equally to min & max (random) | Vortex spins prices wildly |
| DomainWall | –25% min, +25% max | Domain wall phase transition |
| CosmicString | +55% min, +110% max | Cosmic string tension boost! |
| Texture | ±35% equally to min & max (random) | Texture defect fluctuations |
| Monopole | +60% min, +120% max | Monopole rarity boom |
| GlobalString | –30% min, –60% max | Global string drops value |
| LocalString | –25% min, –50% max | Local string stable drop |
| AxionString | –20% min, –45% max | Axion string mild drop |
| Superstring | +65% min, +130% max | Superstring vibration boost! |
| Heterotic | +50% min, +95% max | Heterotic string theory |
| TypeI | +40% min, +80% max | Type I string boost |
| TypeIIA | –35% min, –70% max | Type IIA string drop |
| TypeIIB | –45% min, –90% max | Type IIB string drop |
| HO | +55% min, +105% max | HO heterotic boost |
| E6 | –30% min, –65% max | E6 GUT symmetry drop |
| E7 | –35% min, –75% max | E7 exceptional drop |
| E8 | +70% min, +140% max | E8 exceptional maximum! |
| SU5 | –25% min, –55% max | SU5 grand unification drop |
| SO10 | +40% min, +85% max | SO10 unification boost |
| SUSY | +50% min, +100% max | Supersymmetry doubles! |
| MSSM | +35% min, +70% max | Minimal SUSY boost |
| NMSSM | –30% min, –65% max | Next-to-minimal SUSY drop |
| AMSB | –25% min, –50% max | Anomaly mediation drop |
| GMSB | +40% min, +80% max | Gauge mediation boost |
| KKLT | +45% min, +90% max | KKLT moduli stabilization |
| LVS | –35% min, –75% max | Large volume scenario drop |
| RS | –30% min, –65% max | Randall-Sundrum warping drop |
| ADD | –20% min, –45% max | Large extra dimensions drop |
| UED | –25% min, –55% max | Universal extra dimensions drop |
| TC2 | –15% min, –35% max | Topcolor drop |
| LR | –20% min, –40% max | Left-right symmetry drop |
| ALR | +30% min, +60% max | Alternate LR boost |
| VLQ | –35% min, –70% max | Vector-like quarks drop |
| SMEFT | –25% min, –50% max | SM effective field theory drop |
| EFT | –15% min, –30% max | Effective field theory drop |
All events roll each level (if level ≥ EventsStartLevel and chance roll succeeds) and are clamped between ClampMinLimit and ClampMaxLimit.
🛠️ Custom Events Support
Create your own economy events! Full JSON support inherited from original REPOConomy.
📝 Click for Custom Events Guide
JSON Structure
[
{
"id": "my_event",
"name_en": "My Event",
"name_ru": "Моё Событие",
"desc_en": "Description",
"desc_ru": "Описание",
"color": [255, 200, 100],
"min": -10.0,
"max": 20.0,
"useDelta": true
}
]
Place files in: BepInEx/config/CustomEvents/*.json
Note: Custom economy events only. Custom modifiers coming in future updates!
💾 Installation
- Install BepInExPack for R.E.P.O.
- (Optional) Install REPOConfig for in-game GUI
- Download and extract
REPOConomyPlus.dll - Place in
BepInEx/pluginsfolder - Launch R.E.P.O. and enjoy the chaos!
🔄 Differences from Original REPOConomy
| Feature | REPOConomy | REPOConomyPlus |
|---|---|---|
| Seeded Runs | ❌ Random | ✅ Full Determinism |
| Economy Events | ✅ 104 events | ✅ 104 events |
| Unlimited Orbs | ❌ None | ✅ Yes |
| Gameplay Modifiers | ❌ None | ✅ 73 events |
| Difficulty System | ❌ None | ✅ Dynamic scaling |
| Level Scaling | ❌ None | ✅ Modules/Extractions/Haul |
| Map Scaling | ❌ None | ✅ Enemy HP/Cap/Value scaling |
| Scaling Progression | ❌ None | ✅ Exponential/Linear options |
| UI Design | ✅ Basic | ✅ Enhanced scrollable |
| Event Categories | ❌ None | ✅ 4 categories |
| Conflict System | ❌ Basic | ✅ Advanced |
| Custom Events | ✅ Yes | ✅ Yes (economy only) |
| Multiplayer Sync | ✅ Basic | ✅ Enhanced |
🔗 Compatibility
- ✅ Supports valuables from other mods
- ✅ Supports latest Version of R.E.P.O.
- ✅ Compatible with REPOConfig for GUI configuration
- ✅ Works with existing custom economy JSON files
- ⚠️ Not compatible with original REPOConomy (use one or the other)
🔗 Mod Compatibility
REPOConomyPlus is currently compatible with the following mods:
- ✅ REPORoles_Classic - Classic role system integration
- ✅ Unique_Potions - Unique potion effects support
- ✅ RepoAdminMenu - Administrative menu compatibility
- ✅ ItemBundles - Shop generation now respects bundles configuration and seeds.
- ✅ MoreUpgrades - Upgrades filtering and custom pricing multipliers are fully supported.
- ✅ PocketCartPlus - Rarity rolls are now synchronized with REPOConomy's Seed System.
- ✅ LevelScaling - Economy price multipliers stack correctly on top of level scaling adjustments.
More mod compatibilities will be added in future updates!
If you find a conflicting mod or one that's not compatible with REPOConomyPlus, please report it on our Discord server!
🐛 Known Issues
- Extraction Magnet modifier may cause FPS drops on maps with many valuables due to physics calculations running every frame during extraction. This is being investigated for optimization.
- Report bugs on Discord or GitHub.
📞 Support & Community
Report bugs, suggest features, or provide feedback:
| Discord Server | Channel | Post |
|---|---|---|
| Pxntxrez Studio | #released-mods |
REPOConomyPlus |
🙏 Credits
- Original Mod: REPOConomy by PxntxrezStudio
- Enhanced By: PxntxrezStudio
- Special Thanks: Darkmega, larion, Crony, Jettcodey, garrett, Lorchibo, groundy, nowylaptopjakuba. (For ideas and help in improving the mod)
Made with ❤️ by PxntxrezStudio
Transform every R.E.P.O. run into a unique adventure!
"More events and new features coming soon!"
