SharedUpgradesPlus
Host-only shared upgrades for R.E.P.O. with configurable chance-based sharing, late join sync, and modded upgrade support. Alternative to SharedUpgrades and BetterTeamUpgrades.
| Last updated | 8 hours ago |
| Total downloads | 667 |
| Total rating | 1 |
| Categories | Mods Misc Upgrades Server-side |
| Dependency string | Vippy-SharedUpgradesPlus-1.0.1 |
| Dependants | 0 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: 5.4.2304README
SharedUpgrades++
Share upgrades with your whole team in R.E.P.O.
HOST ONLY — only the host needs this installed. Your friends play completely vanilla.
Features
- Chance-based sharing — set a % chance that each upgrade gets shared. 100% for full team sharing, lower if you want it to feel earned.
- Late join sync — players joining mid-run receive the team's upgrades automatically
- Vanilla + modded upgrade support — works with MoreUpgrades and other upgrade mods out of the box
- Auto-discovery — detects new upgrades automatically, won't break when R.E.P.O. updates
Config
| Setting | Default | Description |
|---|---|---|
| Shared Upgrades | true |
Share upgrades when any player purchases one |
| Share Chance | 100 |
% chance each upgrade is shared with teammates |
| Late Join Sync | true |
Catch up players who join mid-run |
| Late Join Chance | 100 |
% chance each upgrade a late joiner receives |
| Modded Upgrades | true |
Include upgrades from other mods |
Supports REPOConfig for live in-game config changes without restarting.
Standing on the shoulders of giants
Mods like SharedUpgrades and BetterTeamUpgrades showed the community what shared upgrades could be. SharedUpgrades++ builds on that foundation.
Roadmap
- Per-player sharing — choose which players in your lobby receive shared upgrades
- ReturnToLobby compatibility — full sync support when using mods that return to lobby between runs
- Built-in price scaling — optional upgrade cost adjustments based on player count
Bugs or suggestions? Open an issue on GitHub