


Made by Revival
A client-side mod for R.E.P.O. that makes multiplayer feel like singleplayer — grabbing, dragging and throwing objects responds instantly instead of waiting a full network round trip for the host to approve it.
This is a from-scratch rewrite of the abandoned NetworkingReworked mod, rebuilt against the current version of the game (the original broke when the game's overcharge update changed the network stream format and internal code).
R.E.P.O. is host-authoritative: when you grab something as a client, your game asks the host for permission, the host simulates the physics, and the result is streamed back to you. On any real connection that means visible input lag and rubberbanding.
NetworkingRevived changes that, only on your machine:
The host and other players are untouched — the host still owns the "real" simulation, damage, breakage, and money. Only you need the mod, and it works in lobbies where the host is completely unmodded.
Objects whose behavior is managed by host-side game logic stay vanilla to avoid breaking things: enemies, tumbled players, hinged objects (doors), and shop/inventory items (weapons, batteries, grenades, upgrades). Those still use the normal host round trip.
BepInEx/config/com.Revival.networkingrevived.cfg
| Setting | Default | What it does |
|---|---|---|
| SimulateCarts | true | Local simulation for carts |
| InstantCartHandle | true | Cart handle grabs register instantly |
| PassiveSyncStrength | 0.075 | How strongly idle objects blend toward the host each tick |
| PostThrowGrace | 0.6 | Seconds of gentle correction after a throw |
| SnapDistance | 6 | Snap instead of blend beyond this distance (meters) |
| HeldDriftCorrectAt | 1.5 | Gently pull a held object toward the host's copy past this drift |
| HeldDriftHandbackAt | 4 | Hand a held object back to the host past this drift |
NetworkingRevived.dll into BepInEx/plugins.