Vippy-SharedUpgradesPlus icon

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-5.4.2304 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2304

README

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