


Made by Revival
⚠️ 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.
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.