
RevivalSync
[Experimental - bugs happen, but plays fine] Replacement for NetworkingReworked. Singleplayer-feel multiplayer for R.E.P.O.: instant carts, doors, items, loot, no timeout kicks. Works with unmodded hosts. Toggle off anything odd. Made by Revival.RevivalSync
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)
One mod that makes R.E.P.O. multiplayer feel like singleplayer — the replacement for NetworkingReworked, which no longer works on current game versions. Also replaces (and merges) NetworkingRevived and NetworkTweaksRevived. Rebuilt on NetworkingReworked's architecture, including its host-state capture technique.
Still experimental. It should work fine for normal play, but this mod predicts physics locally, so odd behaviour can still show up — an item in the wrong spot, a door disagreeing with the host, loot behaving strangely in a cart. Nothing that breaks a run permanently, and every feature can be switched off individually (see Config). Bug reports with a log attached are genuinely useful.
Credits: several core techniques are adopted from readthisifbad's NetworkingReworked — the raw host-state capture, the fully-local door model with event-level reconciliation, and the release-state overwrite that makes throws fly clean. Thank you.
What it does (client-side only — works with unmodded hosts)
- Instant grabs: valuables, props, items and carts respond the moment you grab them, no host round trip. Carts follow you at full speed with the game's real steering feel; weapons aim with your camera using their own orientation tuning; throws fly the way you threw them. Only self-moving objects (vehicles, drones, the duck) use the game's normal sync.
- Instant doors: doors and cabinets run the game's own hinge logic locally, so they swing the moment you touch them (the host still decides when they break).
- Synced world: everything you're not holding glides smoothly toward the host's authoritative state, so desync cannot accumulate. Wedged/stuck objects snap free.
- Smooth everything else: enemies and other host-driven objects move with snapshot interpolation instead of choppy stepping.
- No random timeout kicks: Photon's client-side disconnect timer is neutralized via Photon's own settings (zero patches).
- Faster networking: packets processed every rendered frame.
Item effects — damage, explosions, battery drain, breaking — stay host-decided exactly like vanilla; only the physics feel is local.
Known issues
- Doors and cupboards can occasionally appear desynced from what the host sees
(e.g. open on one screen, closed on the other). This is actively being worked on —
if it happens to you, a report with
Verbose Loggingon and yourLogOutput.logattached helps a lot.
Both players can (and should) install it — it automatically does nothing while you're the host and activates when you're the client.
Config
If anything misbehaves for you, you can turn that part of the mod off — every feature
has its own switch in section "1. Main". Easiest with the in-game settings menu from the
REPOConfig mod; otherwise edit BepInEx/config/com.Revival.revivalsync.cfg.
Three sections:
- 1. Main — plain on/off switches (instant carts / doors / items, no timeout kicks, smooth enemies). Safe to flip; everything defaults to ON.
- 2. Fine-Tuning — numbers for how firmly things sync. The defaults are good; touch only if you're troubleshooting something specific.
- 3. Debug —
Verbose Logging: turn ON before reporting a bug and include yourBepInEx/LogOutput.logwith the report.
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
RevivalSync.dllintoBepInEx/plugins. - Remove NetworkingRevived, NetworkTweaksRevived, NetworkingReworked and REPONetworkTweaks if you still have them — RevivalSync replaces all of them and will warn if they're present.