Made by Revival
Source code — help welcome: https://github.com/Vladtheosis/RevivalSync
(issues, bug reports with logs, and pull requests are all appreciated; see DEVLOG.md there
for the architecture and lessons learned)
⚠️ HIGHLY EXPERIMENTAL — NOT FOR NORMAL PLAY
This mod is in an active testing phase and is prone to many game-breaking bugs: desynced objects, broken carts and doors, loot behaving differently for each player, and anything else physics-related going wrong. Do not use it for runs you care about. Install it only if you're helping test, and expect things to break.
One mod that makes R.E.P.O. multiplayer feel like singleplayer — the successor to (and merger of) NetworkingRevived and NetworkTweaksRevived, rebuilt on the architecture of the original NetworkingReworked with its host-state capture technique.
Doors and cabinets are deliberately host-driven (like the original NetworkingReworked): their joints and springs are managed by host-only game code and cannot be simulated locally without breaking them. They're smoothed, but open on the host's authority.
Both players can (and should) install it — it automatically does nothing while you're the host and activates when you're the client.
BepInEx/config/com.Revival.revivalsync.cfg — simulation strengths, cart options,
SmoothSync tuning, timeout toggle. VerboseLogging (ON by default during the testing
phase) records everything the sync system does — registrations, grabs, snaps, handbacks,
host packet flow, stale-data warnings — so bug reports come with the full story attached.
Include your BepInEx/LogOutput.log when reporting problems.
RevivalSync.dll into BepInEx/plugins.