游戏预览
配置要求
最低配置
- 系统
- Windows 10
- CPU
- Core i5 6600
- 内存
- 8 GB RAM
- 显卡
- GTX 970
- 存储
- 1 GB available space
推荐配置
- 系统
- Windows 11
- CPU
- Intel Core i7 8700
- 内存
- 8 GB RAM
- 显卡
- GTX 1070
- 存储
- 1 GB available space
在线人数趋势(最近 7 天)
在线人数(7 天)
价格历史(90天)
游戏简介
An online co-op horror game with up to 6 players. Locate valuable, fully physics-based objects and handle them with care as you retrieve and extract to satisfy your creator's desires.
更新记录
A NEW R.E.P.O. LEVEL?!
Hey hey semibots!
WOHO!
We’re alive and we have some exciting stuff to tell you!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
NEXT UPDATE
• The main focus of the next update will be a brand new level.
TUMBLE CLIMB
• In the most recent Cosmetic update, we boosted the Tumble Climb upgrade quite a lot and it seems like people have missed out on it! It drains much less stamina and is in general way better. Give it a try!
DEVLOGS
• As we’re both working on the next update AND getting closer to the 1.0 Full Release of R.E.P.O., we’ll need all hands on deck to keep up - this means that devlogs will be less frequent, but fret not; As soon as we have something exciting to showcase, we’ll showcase it!
That’s it for now! Have a lovely weekend!
Bye bye!
/semiwork
WOHO!
We’re alive and we have some exciting stuff to tell you!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
NEXT UPDATE
• The main focus of the next update will be a brand new level.
TUMBLE CLIMB
• In the most recent Cosmetic update, we boosted the Tumble Climb upgrade quite a lot and it seems like people have missed out on it! It drains much less stamina and is in general way better. Give it a try!
DEVLOGS
• As we’re both working on the next update AND getting closer to the 1.0 Full Release of R.E.P.O., we’ll need all hands on deck to keep up - this means that devlogs will be less frequent, but fret not; As soon as we have something exciting to showcase, we’ll showcase it!
That’s it for now! Have a lovely weekend!
Bye bye!
/semiwork
R.E.P.O. v0.4.4
Hey hey semibots!
Here is yet another small update with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Item Melee Weapons - Handling now properly scales with strength and should feel firmer and better at higher strength.
• Item Vehicle - Smaller grab area for the button to reduce accidental activation when trying to move the vehicle.
BALANCING
• Player Revive - Added 1 second of invincibility after revive to prevent instant deaths.
• Cosmetic Boxes - Slightly increased the general spawn chance for boxes, as well as the chance for Ultra Rare boxes.
• Item Staffs - All staffs now have 6 battery pips.
• Item Zero Gravity Staff - Improved zero gravity by making it more controllable and last longer for non-enemy objects. Players can now fly around when using it on themselves.
• Item Roll Staff - Improved by making all rolling objects target enemies, except players. Players now get the same effect as the Roll Drone, allowing them to roll around while steering their trajectory with the camera.
• Item Void Staff - Now has more strength when pulling heavy objects and creates random outward surges for items close to the center, making them less likely to sit static in the middle.
• Enemy Trudge - Now uses the same suck mechanics as the Void Staff. It can suck in bigger valuables more easily and has more chaos in the center of the suck.
FIXES
• Player Tumble - Fixed players falling through the map in multiplayer if TTS failed to initialize.
• Player Overcharge - Fixed a bug that allowed clients to grab tap enemies without getting any overcharge.
• Enemy Bella - Fixed a bug that caused clients to hear a sound many times in a row when she was stunned.
• Item Staffs - Fixed roll staff and gravity staff effects lingering in the air when an enemy was defeated while affected by them.
• Item Unequipping - Fixed clients quickly equipping or unequipping sometimes causing items to appear in the wrong spot.
• Item Defibro - Fixed a rare bug where they would lose their current target if they bounced too far away before teleporting.
• Cosmetic Menu - Now only saves when closing the menu to reduce the likelihood of save file corruption.
• UI Icons - Improved cosmetic and item icon generation to reduce RAM usage and startup freezes.
• Cosmetic Tokens - Added more safeguards against malicious hosts force-adding tokens to clients.
• Meta Saves - Improved save file backup logic.
• Memory - Optimized memory usage.
Bye bye!
/semiwork
Here is yet another small update with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Item Melee Weapons - Handling now properly scales with strength and should feel firmer and better at higher strength.
• Item Vehicle - Smaller grab area for the button to reduce accidental activation when trying to move the vehicle.
BALANCING
• Player Revive - Added 1 second of invincibility after revive to prevent instant deaths.
• Cosmetic Boxes - Slightly increased the general spawn chance for boxes, as well as the chance for Ultra Rare boxes.
• Item Staffs - All staffs now have 6 battery pips.
• Item Zero Gravity Staff - Improved zero gravity by making it more controllable and last longer for non-enemy objects. Players can now fly around when using it on themselves.
• Item Roll Staff - Improved by making all rolling objects target enemies, except players. Players now get the same effect as the Roll Drone, allowing them to roll around while steering their trajectory with the camera.
• Item Void Staff - Now has more strength when pulling heavy objects and creates random outward surges for items close to the center, making them less likely to sit static in the middle.
• Enemy Trudge - Now uses the same suck mechanics as the Void Staff. It can suck in bigger valuables more easily and has more chaos in the center of the suck.
FIXES
• Player Tumble - Fixed players falling through the map in multiplayer if TTS failed to initialize.
• Player Overcharge - Fixed a bug that allowed clients to grab tap enemies without getting any overcharge.
• Enemy Bella - Fixed a bug that caused clients to hear a sound many times in a row when she was stunned.
• Item Staffs - Fixed roll staff and gravity staff effects lingering in the air when an enemy was defeated while affected by them.
• Item Unequipping - Fixed clients quickly equipping or unequipping sometimes causing items to appear in the wrong spot.
• Item Defibro - Fixed a rare bug where they would lose their current target if they bounced too far away before teleporting.
• Cosmetic Menu - Now only saves when closing the menu to reduce the likelihood of save file corruption.
• UI Icons - Improved cosmetic and item icon generation to reduce RAM usage and startup freezes.
• Cosmetic Tokens - Added more safeguards against malicious hosts force-adding tokens to clients.
• Meta Saves - Improved save file backup logic.
• Memory - Optimized memory usage.
Bye bye!
/semiwork
R.E.P.O. v0.4.3
Hey hey semibots!
Here is yet another small update with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Shopkeeper - When disabled, ruckus tracking is now capped so they won’t wake up too angry.
• Item Staffs - Smaller objects now get less particles.
• Item Zero Gravity Staff - Improved the effect for lifting physics objects.
• Item Sledge Hammer - Now unequips from inventory pre-rotated into its swing-ready pose.
• Item Upgrades - Disabled generic impact smoke.
• Battery UI - Now hides when the map is active.
• Charging Station - Tweaked colliders to prevent gaps where items could get stuck.
BALANCING
• Item Roll Staff - Enemies now have different effect durations based on difficulty, previously 5-5.5s for all. Level 1: 8-10s, Level 2: 6-7.25s, Level 3: 4-4.5s.
• Item Zero Gravity Staff - Enemies now have different effect durations based on difficulty, previously 7.5-8s for all. Level 1: 12-15s, Level 2: 9-11s, Level 3: 6-7s.
• Item Melee Weapons - Much faster response when unequipped out of inventory, with no delay before swinging.
• Item Sledge Hammer - 10% less durable to balance the other changes.
FIXES
• Enemy Birthday Boy - Fixed being able to attack through walls.
• Shopkeeper - Lasers, Cart Cannons, Rubber Ducks and Shockwave Grenades are now correctly seen as ruckus by the shopkeeper. Fixed players being able to go out of bounds when grabbed by the Shopkeeper with a Feather Drone attached.
• Valuable Arctic Snow Bike - No longer causes players to take fall damage while driving. Now easier to stand up when not being driven.
• C.A.R.T. - Fixed carts not always tumbling players when hit as intended.
• Item Vehicles - Players now sit properly in vehicles again after this was accidentally broken in the last patch. Fixed bug where players could stand up while driving.
• Death Head UI - Fixed legs not using the correct color in some rare cases.
• Spectate Head UI - Fixed talk animation freezing when possessing their death head.
• Token UI - No longer renders tokens outside the view.
• Cosmetic Tokens - Fixed an issue where players could sometimes gain infinite tokens when unable to save to disk.
• Save File - Fixed a rare case where a save file would be deleted if the truck allowed the player to survive after dying, and the player left to the main menu in the next level.
• Inventory - Fixed items not remembering their new state when equipped or unequipped right as the level changes.
• Enemy Near Music - Fixed a bug that prevented switching to a new track during a level.
• Museum Money Trap - Fixed players being able to go out of bounds when grabbed by the trap with a Feather Drone attached.
Bye bye!
/semiwork
Here is yet another small update with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Shopkeeper - When disabled, ruckus tracking is now capped so they won’t wake up too angry.
• Item Staffs - Smaller objects now get less particles.
• Item Zero Gravity Staff - Improved the effect for lifting physics objects.
• Item Sledge Hammer - Now unequips from inventory pre-rotated into its swing-ready pose.
• Item Upgrades - Disabled generic impact smoke.
• Battery UI - Now hides when the map is active.
• Charging Station - Tweaked colliders to prevent gaps where items could get stuck.
BALANCING
• Item Roll Staff - Enemies now have different effect durations based on difficulty, previously 5-5.5s for all. Level 1: 8-10s, Level 2: 6-7.25s, Level 3: 4-4.5s.
• Item Zero Gravity Staff - Enemies now have different effect durations based on difficulty, previously 7.5-8s for all. Level 1: 12-15s, Level 2: 9-11s, Level 3: 6-7s.
• Item Melee Weapons - Much faster response when unequipped out of inventory, with no delay before swinging.
• Item Sledge Hammer - 10% less durable to balance the other changes.
FIXES
• Enemy Birthday Boy - Fixed being able to attack through walls.
• Shopkeeper - Lasers, Cart Cannons, Rubber Ducks and Shockwave Grenades are now correctly seen as ruckus by the shopkeeper. Fixed players being able to go out of bounds when grabbed by the Shopkeeper with a Feather Drone attached.
• Valuable Arctic Snow Bike - No longer causes players to take fall damage while driving. Now easier to stand up when not being driven.
• C.A.R.T. - Fixed carts not always tumbling players when hit as intended.
• Item Vehicles - Players now sit properly in vehicles again after this was accidentally broken in the last patch. Fixed bug where players could stand up while driving.
• Death Head UI - Fixed legs not using the correct color in some rare cases.
• Spectate Head UI - Fixed talk animation freezing when possessing their death head.
• Token UI - No longer renders tokens outside the view.
• Cosmetic Tokens - Fixed an issue where players could sometimes gain infinite tokens when unable to save to disk.
• Save File - Fixed a rare case where a save file would be deleted if the truck allowed the player to survive after dying, and the player left to the main menu in the next level.
• Inventory - Fixed items not remembering their new state when equipped or unequipped right as the level changes.
• Enemy Near Music - Fixed a bug that prevented switching to a new track during a level.
• Museum Money Trap - Fixed players being able to go out of bounds when grabbed by the trap with a Feather Drone attached.
Bye bye!
/semiwork
R.E.P.O. v0.4.2
Hey hey semibots!
Here is another small update with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Vehicles - Now drift less sharply at low speeds. Added scratch sound effects that scale with velocity, reducing scratch sound spam when cruising at low speeds.
• Item Semibot Walkies - Valuables can now be discovered while using a walkie.
• Item Hauler - Slower animation for valuables inserted into the valuable box.
• Meta Save File - Added a backup system in case the game quits unexpectedly during saving and corrupts the save file.
• Localization - Added support for overriding base localizations using TSV files in the "StreamingAssets" folder.
BALANCING
• Item Roll Staff - Added one more ammo. Enemies can no longer hear the fully charged staff while idle.
• Item Zero Gravity Staff - Added one more ammo. Enemies can no longer hear the fully charged staff while idle. No longer launches valuables and makes them indestructible for a short time after being hit.
• Item Void Staff - Added one more ammo. Enemies can no longer hear the fully charged staff while idle.
FIXES
• Player Upgrade - Fixed flashing red instead of yellow when using an upgrade.
• Cosmetic Unlocks - Fixed a bug preventing one specific cosmetic from being unlocked.
• Vehicles - Fixed getting stuck at the end of stairs when going down them. Should hopefully no longer fly backward when doing a wheelie on your front wheel.
• Cosmetics - Improved some interactions between cosmetics.
• Menu Buttons - Fixed buttons unable to be interacted with at very low frame rates.
• Save Menu - Long save names no longer disappear from the save info.
Bye bye!
/semiwork
Here is another small update with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Vehicles - Now drift less sharply at low speeds. Added scratch sound effects that scale with velocity, reducing scratch sound spam when cruising at low speeds.
• Item Semibot Walkies - Valuables can now be discovered while using a walkie.
• Item Hauler - Slower animation for valuables inserted into the valuable box.
• Meta Save File - Added a backup system in case the game quits unexpectedly during saving and corrupts the save file.
• Localization - Added support for overriding base localizations using TSV files in the "StreamingAssets" folder.
BALANCING
• Item Roll Staff - Added one more ammo. Enemies can no longer hear the fully charged staff while idle.
• Item Zero Gravity Staff - Added one more ammo. Enemies can no longer hear the fully charged staff while idle. No longer launches valuables and makes them indestructible for a short time after being hit.
• Item Void Staff - Added one more ammo. Enemies can no longer hear the fully charged staff while idle.
FIXES
• Player Upgrade - Fixed flashing red instead of yellow when using an upgrade.
• Cosmetic Unlocks - Fixed a bug preventing one specific cosmetic from being unlocked.
• Vehicles - Fixed getting stuck at the end of stairs when going down them. Should hopefully no longer fly backward when doing a wheelie on your front wheel.
• Cosmetics - Improved some interactions between cosmetics.
• Menu Buttons - Fixed buttons unable to be interacted with at very low frame rates.
• Save Menu - Long save names no longer disappear from the save info.
Bye bye!
/semiwork
R.E.P.O. v0.4.1
Hey hey semibots!
Hope you are enjoying all the new fashions, here is a patch with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Cosmetic Box Spawn - Increased the "bad luck" multiplier slightly. It now persists after a game over and increases at the end of a level instead of at the start.
• Cosmetic Shop Machine - Players unlocking cosmetics one after another should now get less similar cosmetics. Unlocking a grabber cosmetic now shows the grabber during the screen animation intro.
• Shopkeeper - Improved the Ruckus System to detect more forms of ruckus. No longer holds the player as high, preventing death heads from getting stuck in ceilings. Now warns the player before shooting them, if the crime is not too severe.
• Charging Station - Can now charge items held higher up.
• Item Staffs - Now shoots where it points while rotating. Now snaps back to aiming forward after rotating while charged.
• Item Vehicles - Lowered sound effects when vehicles scrape against walls and other surfaces.
BALANCING
• Item Staffs - Enemies can now hear them while charging or when used.
• Item Void Staff - Effect is now active for longer.
• Item Roll Staff - Effect length is now less random. Less ammo.
• Item Zero Gravity Staff - Effect length is now less random and generally longer. Less ammo.
• Item Defibro - Now emits a shockwave that stuns enemies when used.
• Item Vehicles - Enemies like Heart Hugger now stun your vehicle when they grab you. You can get back on, but only for 2 seconds at a time. Enemies can now hear vehicle engines and better hear vehicle impacts.
FIXES
• Player Tumble - Fixed players' tumble weight permanently being lower after mounting a vehicle.
• Enemy Birthday Boy - Fixed rare bug where they could spawn their soul orb outside level bounds.
• Cosmetic Tokens - Fixed an inconsistency when all players died right as the truck left, which sometimes allowed players to keep the run going without awarding cosmetic tokens. Now allows players to live and keep their tokens.
• Upgrade Stand - Fixed sometimes giving fewer upgrades after rerolling. Fixed rare cases where players could reroll without enough money.
• C.A.R.T. - Fixed death pits breaking the cart through walls.
• Item Vehicles - Moved away from the charging station in the truck level, which caused them to charge automatically.
• Item Staffs - Fixed some staffs not triggering their deny effects correctly.
• Item Defibro - Fixed lag stutter cutting to game over even though a revive was in progress.
• Extraction Point - Fixed a rare bug where only some players would see the light turn off.
• Truck - Added more item spawn positions, as the current amount could not spawn all items in the game.
• Valuable Discover - Fixed being unable to discover valuables while tumbled or driving a vehicle.
• Death Head UI - Fixed right and left eyelid colors being flipped.
• Settings - Fixed stuttering when opening the controls page in the lobby menu.
Bye bye!
/semiwork
Hope you are enjoying all the new fashions, here is a patch with some fixes and balancing!
• CHANGES
• BALANCING
• FIXES
CHANGES
• Cosmetic Box Spawn - Increased the "bad luck" multiplier slightly. It now persists after a game over and increases at the end of a level instead of at the start.
• Cosmetic Shop Machine - Players unlocking cosmetics one after another should now get less similar cosmetics. Unlocking a grabber cosmetic now shows the grabber during the screen animation intro.
• Shopkeeper - Improved the Ruckus System to detect more forms of ruckus. No longer holds the player as high, preventing death heads from getting stuck in ceilings. Now warns the player before shooting them, if the crime is not too severe.
• Charging Station - Can now charge items held higher up.
• Item Staffs - Now shoots where it points while rotating. Now snaps back to aiming forward after rotating while charged.
• Item Vehicles - Lowered sound effects when vehicles scrape against walls and other surfaces.
BALANCING
• Item Staffs - Enemies can now hear them while charging or when used.
• Item Void Staff - Effect is now active for longer.
• Item Roll Staff - Effect length is now less random. Less ammo.
• Item Zero Gravity Staff - Effect length is now less random and generally longer. Less ammo.
• Item Defibro - Now emits a shockwave that stuns enemies when used.
• Item Vehicles - Enemies like Heart Hugger now stun your vehicle when they grab you. You can get back on, but only for 2 seconds at a time. Enemies can now hear vehicle engines and better hear vehicle impacts.
FIXES
• Player Tumble - Fixed players' tumble weight permanently being lower after mounting a vehicle.
• Enemy Birthday Boy - Fixed rare bug where they could spawn their soul orb outside level bounds.
• Cosmetic Tokens - Fixed an inconsistency when all players died right as the truck left, which sometimes allowed players to keep the run going without awarding cosmetic tokens. Now allows players to live and keep their tokens.
• Upgrade Stand - Fixed sometimes giving fewer upgrades after rerolling. Fixed rare cases where players could reroll without enough money.
• C.A.R.T. - Fixed death pits breaking the cart through walls.
• Item Vehicles - Moved away from the charging station in the truck level, which caused them to charge automatically.
• Item Staffs - Fixed some staffs not triggering their deny effects correctly.
• Item Defibro - Fixed lag stutter cutting to game over even though a revive was in progress.
• Extraction Point - Fixed a rare bug where only some players would see the light turn off.
• Truck - Added more item spawn positions, as the current amount could not spawn all items in the game.
• Valuable Discover - Fixed being unable to discover valuables while tumbled or driving a vehicle.
• Death Head UI - Fixed right and left eyelid colors being flipped.
• Settings - Fixed stuttering when opening the controls page in the lobby menu.
Bye bye!
/semiwork
R.E.P.O. v0.4.0 - The Cosmetic Update
Hey hey semibots!
Our third major update is now live, The Cosmetic Update!
Hope you guys have fun with all the new content, and please share your fresh outfits! ❤️
• NEW
• CHANGES
• BALANCING
• FIXES
NEW
• Cosmetics - Over 500 cosmetic parts to unlock and express yourself with! Find boxes in the world and extract them for tokens to use in the shop!
• Shop - New look, new environments, and a shopkeeper that can be activated to help keep the shop in check. Might even have some new secrets...
• Shop Upgrade Reroller - Pay to switch out upgrades still on the shelf for a new selection!
• New King of The Losers game mode - Race!
• New Item - Semibot Walkies!
• New Item - Scout!
• New Item - Hauler!
• New Item - Defibro!
• New item - Leaf Blower!
• New Item - Roll Staff!
• New Item - Zero Gravity Staff!
• New Item - Void Staff!
• Charging Station - Updated look with more space to charge bigger items and more stuff!
• Map - Now displays level and moon on the UI. You can now also use the map while tumbled!
CHANGES
• Player - You can now see your own shadow.
• Player Hurt Sound - Now greatly reduced volume if damage came as a result of healing someone/something else.
• Player Eyes - Does not look at grabbed handles or weapons anymore.
• Map - Now disabled in Shop, Truck and Arena.
• Valuable Arctic Snow Bike - New interactions!
• Valuable Arctic Scale - New interactions!
• Valuable Crystal Ball - New interactions!
• Valuable Star Wand - New interactions!
• Valuable Flashlight - New interactions!
• Valuable Cauldron Box - New interactions!
• Valuable Small Potion - New interactions!
• Valuable Magnifying Glass - New interactions!
• Upgrade Death Head Battery - Does not spawn in single player games.
• Upgrade Map Player Count - Does not spawn in single player games.
• Item Melee Weapons - Now swing forward when scrolling forward and backward when scrolling backward. Added a very short timer before they can be fully used after taking them out of inventory. Updated swing logic to face the direction you’re swinging more dynamically. Can now also be thrown with great torque!
• Item Guns - Fixed gun grab positions being incorrect whilst crouching.
• Item Drones - Now have improved visuals for the beams.
• Main Menu - Now shows next to the version number when playing with mods.
• Death Head UI - Now moves out of the way when a message is active in the same corner.
• Overcharge UI - Now gets a more vibrant as it gets filled, to stick out a bit more.
• Truck - Exiting the game while in the truck now saves your game and spawns you back in the truck when loading the save. Game now saves when exiting to the main menu, or quitting, while in the truck.
BALANCING
• Player Sprint - Energy drain while sprinting now scales with acceleration, so you no longer waste energy before reaching your actual sprint speed.
• Enemy Shadow Child - Now yoinks players for longer time.
• Enemy Tick - Suck frequency slows as it grows. Detaches when far enough from its attached player.
• Enemy Cleanup Crew - Head now stops moving for a bit after being hit by something.
• Upgrade Tumble Climb - You can now grab walls while in "red" mode, but being forced into tumble disables climbing for a short moment. Reduced energy drain. Increased price.
• Item Boltzap - Bullets no longer destroy hinged objects.
• Valuable Phone - Decreased frequency of ringing. Can now be hung up.
• Valuable Magnifying Glass - More valuable.
FIXES
• Inventory - Fixed items sometimes clipping through floors/walls when unequipped from the hotbar.
• Crown - Fixed not persisting when re-hosting a lobby, and now properly removed when joining a different lobby without restarting the game.
• Phys Grabber - Fixed grab beam flickering on and off rapidly for a few seconds when an item is unequipped and equipped too quickly.
• Enemy Huntsman - Fixed being able to shoot through walls in rare cases.
• Enemy Elsa - Fixed her not always leaving after being petted.
• Item Guns - Fixed rare issue where guns could fire with no battery.
• Item Handgun - Fixed issue causing it to spawn with 2 extra ammo.
• Item Unequip Auto Hold - Fixed setting not working for the pocket cart.
• Upgrade Tumble Climb - Fixed not resetting fall damage if you slow down your fall by climbing.
• Valuables - Fixed valuables sometimes taking damage at level start.
• Valuable Crystal - Less wobbly.
• Truck Healer - Fixed death heads being revived before the healer opens.
• Extraction Point - Fixed grab not being released when trying to activate a locked extraction point. Different sized tax returns will now correctly play the matching sound.
• Camera - Fixed camera smoothing being slower with higher framerate.
• Escape Menu - Fixed players not instantly being removed from the list when disconnecting.
• Controls Menu - Removed ability to bind "back" and "menu" action to left click. Fixed rebinding not cancelling when exiting the controls page.
• UI - Fixed scrollbars having a small dead zone at the top.
• Rich Presence - Fixed steam showing %levelname% when rich presence is turned off. Fixed not updating correctly when joining a lobby.
• Levels - Various fixes.
Bye bye!
/semiwork
Our third major update is now live, The Cosmetic Update!
Hope you guys have fun with all the new content, and please share your fresh outfits! ❤️
• NEW
• CHANGES
• BALANCING
• FIXES
NEW
• Cosmetics - Over 500 cosmetic parts to unlock and express yourself with! Find boxes in the world and extract them for tokens to use in the shop!
• Shop - New look, new environments, and a shopkeeper that can be activated to help keep the shop in check. Might even have some new secrets...
• Shop Upgrade Reroller - Pay to switch out upgrades still on the shelf for a new selection!
• New King of The Losers game mode - Race!
• New Item - Semibot Walkies!
• New Item - Scout!
• New Item - Hauler!
• New Item - Defibro!
• New item - Leaf Blower!
• New Item - Roll Staff!
• New Item - Zero Gravity Staff!
• New Item - Void Staff!
• Charging Station - Updated look with more space to charge bigger items and more stuff!
• Map - Now displays level and moon on the UI. You can now also use the map while tumbled!
CHANGES
• Player - You can now see your own shadow.
• Player Hurt Sound - Now greatly reduced volume if damage came as a result of healing someone/something else.
• Player Eyes - Does not look at grabbed handles or weapons anymore.
• Map - Now disabled in Shop, Truck and Arena.
• Valuable Arctic Snow Bike - New interactions!
• Valuable Arctic Scale - New interactions!
• Valuable Crystal Ball - New interactions!
• Valuable Star Wand - New interactions!
• Valuable Flashlight - New interactions!
• Valuable Cauldron Box - New interactions!
• Valuable Small Potion - New interactions!
• Valuable Magnifying Glass - New interactions!
• Upgrade Death Head Battery - Does not spawn in single player games.
• Upgrade Map Player Count - Does not spawn in single player games.
• Item Melee Weapons - Now swing forward when scrolling forward and backward when scrolling backward. Added a very short timer before they can be fully used after taking them out of inventory. Updated swing logic to face the direction you’re swinging more dynamically. Can now also be thrown with great torque!
• Item Guns - Fixed gun grab positions being incorrect whilst crouching.
• Item Drones - Now have improved visuals for the beams.
• Main Menu - Now shows next to the version number when playing with mods.
• Death Head UI - Now moves out of the way when a message is active in the same corner.
• Overcharge UI - Now gets a more vibrant as it gets filled, to stick out a bit more.
• Truck - Exiting the game while in the truck now saves your game and spawns you back in the truck when loading the save. Game now saves when exiting to the main menu, or quitting, while in the truck.
BALANCING
• Player Sprint - Energy drain while sprinting now scales with acceleration, so you no longer waste energy before reaching your actual sprint speed.
• Enemy Shadow Child - Now yoinks players for longer time.
• Enemy Tick - Suck frequency slows as it grows. Detaches when far enough from its attached player.
• Enemy Cleanup Crew - Head now stops moving for a bit after being hit by something.
• Upgrade Tumble Climb - You can now grab walls while in "red" mode, but being forced into tumble disables climbing for a short moment. Reduced energy drain. Increased price.
• Item Boltzap - Bullets no longer destroy hinged objects.
• Valuable Phone - Decreased frequency of ringing. Can now be hung up.
• Valuable Magnifying Glass - More valuable.
FIXES
• Inventory - Fixed items sometimes clipping through floors/walls when unequipped from the hotbar.
• Crown - Fixed not persisting when re-hosting a lobby, and now properly removed when joining a different lobby without restarting the game.
• Phys Grabber - Fixed grab beam flickering on and off rapidly for a few seconds when an item is unequipped and equipped too quickly.
• Enemy Huntsman - Fixed being able to shoot through walls in rare cases.
• Enemy Elsa - Fixed her not always leaving after being petted.
• Item Guns - Fixed rare issue where guns could fire with no battery.
• Item Handgun - Fixed issue causing it to spawn with 2 extra ammo.
• Item Unequip Auto Hold - Fixed setting not working for the pocket cart.
• Upgrade Tumble Climb - Fixed not resetting fall damage if you slow down your fall by climbing.
• Valuables - Fixed valuables sometimes taking damage at level start.
• Valuable Crystal - Less wobbly.
• Truck Healer - Fixed death heads being revived before the healer opens.
• Extraction Point - Fixed grab not being released when trying to activate a locked extraction point. Different sized tax returns will now correctly play the matching sound.
• Camera - Fixed camera smoothing being slower with higher framerate.
• Escape Menu - Fixed players not instantly being removed from the list when disconnecting.
• Controls Menu - Removed ability to bind "back" and "menu" action to left click. Fixed rebinding not cancelling when exiting the controls page.
• UI - Fixed scrollbars having a small dead zone at the top.
• Rich Presence - Fixed steam showing %levelname% when rich presence is turned off. Fixed not updating correctly when joining a lobby.
• Levels - Various fixes.
Bye bye!
/semiwork
Let's talk about the COSMETICS!
Hey hey semibots!
And now, for the FINAL DEVLOG before the update launches on May 7th, we’re giving you a rundown of the cosmetics so that you’re well prepared and ready!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
COSMETICS
• With the upcoming update, you’ll be able to find Cosmetic Boxes while out collecting valuables. They come in 4 different rarities; Common, Uncommon, Rare and Ultra Rare. Extract these boxes and Taxman will reward the entire team with individual Tax Tokens (1 token per Cosmetic Box).
Insert these Tax Tokens in the new mysterious machines located in the shops and get rewarded with cosmetics!
NEW COSMETIC MENU
• Just like before, you can color your semibot in any color you’d like, but now you can color each individual part of your semibot! Also, most cosmetics (but not all) that you unlock have the option to be colored as well to your liking!
Now, let’s hype up for May 7th!
Bye bye!
/semiwork
And now, for the FINAL DEVLOG before the update launches on May 7th, we’re giving you a rundown of the cosmetics so that you’re well prepared and ready!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
COSMETICS
• With the upcoming update, you’ll be able to find Cosmetic Boxes while out collecting valuables. They come in 4 different rarities; Common, Uncommon, Rare and Ultra Rare. Extract these boxes and Taxman will reward the entire team with individual Tax Tokens (1 token per Cosmetic Box).
Insert these Tax Tokens in the new mysterious machines located in the shops and get rewarded with cosmetics!
NEW COSMETIC MENU
• Just like before, you can color your semibot in any color you’d like, but now you can color each individual part of your semibot! Also, most cosmetics (but not all) that you unlock have the option to be colored as well to your liking!
Now, let’s hype up for May 7th!
Bye bye!
/semiwork
Revealing UPDATE RELEASE DATE with MAGIC!
Hey hey semibots!
It’s devlog time and we can finally reveal the release date for the Cosmetics Update! We are also showcasing some powerful magic for you all!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
UPDATE RELEASE DATE
• The Cosmetics Update will arrive on May 7th so you have about 2 weeks to mentally prepare yourself for all the new content coming!
Magic Staffs!
• We’re introducing 3 new weapons for you all to play around with; The Roll Staff, the Anti-Gravity Staff and the Void Staff! We can’t wait to see what magic you guys will conjure when the update arrives!
Have a splendid weekend!
Bye bye!
/semiwork
It’s devlog time and we can finally reveal the release date for the Cosmetics Update! We are also showcasing some powerful magic for you all!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
UPDATE RELEASE DATE
• The Cosmetics Update will arrive on May 7th so you have about 2 weeks to mentally prepare yourself for all the new content coming!
Magic Staffs!
• We’re introducing 3 new weapons for you all to play around with; The Roll Staff, the Anti-Gravity Staff and the Void Staff! We can’t wait to see what magic you guys will conjure when the update arrives!
Have a splendid weekend!
Bye bye!
/semiwork
KART RACING in R.E.P.O.?!
Hey hey semibots!
In today’s devlog, we’re revealing a brand new King of the Losers variant, coming together with the Cosmetics Update! We’re also showcasing a bunch of the cosmetics that you’ll be able to get your hands on in the upcoming update!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
New King of the Losers!
• You’ve all battled it out in the arena, but now it is time to test your vehicle skills on a racing track! Race your friends, boost your speed, avoid obstacles and become the King of the Losers!
Cosmetics!
• As we speak, we are creating a lot of fresh cosmetics for you guys and our aim is to truly give you full creativity when customizing, with colors, mixing and matching parts and much more!
Have a joyful weekend!
Bye bye!
/semiwork
In today’s devlog, we’re revealing a brand new King of the Losers variant, coming together with the Cosmetics Update! We’re also showcasing a bunch of the cosmetics that you’ll be able to get your hands on in the upcoming update!
Check out the Devlog here:
If you prefer reading, here are the key takeaways:
New King of the Losers!
• You’ve all battled it out in the arena, but now it is time to test your vehicle skills on a racing track! Race your friends, boost your speed, avoid obstacles and become the King of the Losers!
Cosmetics!
• As we speak, we are creating a lot of fresh cosmetics for you guys and our aim is to truly give you full creativity when customizing, with colors, mixing and matching parts and much more!
Have a joyful weekend!
Bye bye!
/semiwork
Addressing the BIGGEST QUESTIONS about R.E.P.O. in 2026
Hey hey semibots!
Today we’re answering some of your most burning questions regarding the upcoming update or just R.E.P.O. in general!
Check out the Q&A Devlog here:
If you prefer reading, here are the key takeaways from the Q&A:
Are you planning any variation to the “King of the Losers” minigame?
• As a matter of fact, yes, we are working on a new variant of the “King of the Losers” minigame, which will launch together with the Cosmetics Update. More information on this in a future devlog!
Will there be achievements?
• We’ve answered this before, but YES, there will be achievements, but we won’t start working on those until we are working on the 1.0 update for R.E.P.O.
Will there be any R.E.P.O. MERCH?
• Yes, there are things put in motion AND there actually IS official R.E.P.O. merch available RIGHT NOW over at Youtooz, where you can get your hands on a nice Vinyl Figurine and a lovely set of Pins! Go check them out!
Do you ever consider adding mob variants?
• We have talked a bit about harder variants of enemies showing up in late game, but nothing set in stone!
Regarding localization, can I help with translations?
• We really appreciate all the people reaching out, offering to help with translations, but we already have everything covered on that front! We still wanna hear from you guys what languages you want translated though, so please let us know!
With localization coming, will you add categories to online lobbies so you can filter for specific things?
• There have been some talks about adding more features to the server list, but nothing that is currently being worked on.
Will you add Steam Workshop Support?
• Not currently planned.
Will the cosmetics have different rarities?
• Yes, they will be categorized as Common, Uncommon, Rare and Ultra Rare.
Will you be able to change the color of your cosmetics or are they locked to the color given to you?
• It depends on the cosmetics, some will be locked to one color while others will be customizable with custom colors.
Is there a larger story to R.E.P.O.? Will things be directly explained or will it require digging and interpretation?
• We’re going with a very “environmental storytelling” approach with R.E.P.O. While we sit on a big fat lore document of what actually happened to the world and the lore of everything, we want you guys to keep exploring and connect the dots of things yourself to keep things interesting. So yes, there is a larger story to R.E.P.O. that will be more comprehensible by the 1.0 launch.
Will there be a new map in the Cosmetics Update?
• There won’t be a new level, so to speak, in this particular update, but as mentioned – we are adding more shops with varied layout and things to do to make the service station more exciting.
What is missing for the game to be 1.0 ready?
• After we are done with The Cosmetics update, we will basically sit down and ask ourselves that question. There are SO many things we want to add, we might not be able to add everything, but rest assured that we’re going to make the 1.0 launch truly spectacular.
Will R.E.P.O. ever come to console?
• That is the current plan, but we won’t fully dig into it until we are on the homestretch and working on the 1.0 update.
Do you guys ever discuss making different games in the same R.E.P.O. universe?
• We would definitely want to keep extending the universe of R.E.P.O. - but who knows what the future will bring!
Are some stuff that happens in the devlogs/trailers canon to the game, like the survivor McMikael?
• Devlogs are a separate canon, more so “Semiwork Lore” rather than “R.E.P.O. / VOIDIGO Lore”. Players will be able to find everything they need in-game, and it is not required to watch every single devlog to get the full picture.
Will there be more moon phases in the future?
• We would really want to add more moon phases eventually!
That’s it for now! More awesome things to be revealed, stay tuned and enjoy your weekend!
Bye bye!
/semiwork
Today we’re answering some of your most burning questions regarding the upcoming update or just R.E.P.O. in general!
Check out the Q&A Devlog here:
If you prefer reading, here are the key takeaways from the Q&A:
Are you planning any variation to the “King of the Losers” minigame?
• As a matter of fact, yes, we are working on a new variant of the “King of the Losers” minigame, which will launch together with the Cosmetics Update. More information on this in a future devlog!
Will there be achievements?
• We’ve answered this before, but YES, there will be achievements, but we won’t start working on those until we are working on the 1.0 update for R.E.P.O.
Will there be any R.E.P.O. MERCH?
• Yes, there are things put in motion AND there actually IS official R.E.P.O. merch available RIGHT NOW over at Youtooz, where you can get your hands on a nice Vinyl Figurine and a lovely set of Pins! Go check them out!
Do you ever consider adding mob variants?
• We have talked a bit about harder variants of enemies showing up in late game, but nothing set in stone!
Regarding localization, can I help with translations?
• We really appreciate all the people reaching out, offering to help with translations, but we already have everything covered on that front! We still wanna hear from you guys what languages you want translated though, so please let us know!
With localization coming, will you add categories to online lobbies so you can filter for specific things?
• There have been some talks about adding more features to the server list, but nothing that is currently being worked on.
Will you add Steam Workshop Support?
• Not currently planned.
Will the cosmetics have different rarities?
• Yes, they will be categorized as Common, Uncommon, Rare and Ultra Rare.
Will you be able to change the color of your cosmetics or are they locked to the color given to you?
• It depends on the cosmetics, some will be locked to one color while others will be customizable with custom colors.
Is there a larger story to R.E.P.O.? Will things be directly explained or will it require digging and interpretation?
• We’re going with a very “environmental storytelling” approach with R.E.P.O. While we sit on a big fat lore document of what actually happened to the world and the lore of everything, we want you guys to keep exploring and connect the dots of things yourself to keep things interesting. So yes, there is a larger story to R.E.P.O. that will be more comprehensible by the 1.0 launch.
Will there be a new map in the Cosmetics Update?
• There won’t be a new level, so to speak, in this particular update, but as mentioned – we are adding more shops with varied layout and things to do to make the service station more exciting.
What is missing for the game to be 1.0 ready?
• After we are done with The Cosmetics update, we will basically sit down and ask ourselves that question. There are SO many things we want to add, we might not be able to add everything, but rest assured that we’re going to make the 1.0 launch truly spectacular.
Will R.E.P.O. ever come to console?
• That is the current plan, but we won’t fully dig into it until we are on the homestretch and working on the 1.0 update.
Do you guys ever discuss making different games in the same R.E.P.O. universe?
• We would definitely want to keep extending the universe of R.E.P.O. - but who knows what the future will bring!
Are some stuff that happens in the devlogs/trailers canon to the game, like the survivor McMikael?
• Devlogs are a separate canon, more so “Semiwork Lore” rather than “R.E.P.O. / VOIDIGO Lore”. Players will be able to find everything they need in-game, and it is not required to watch every single devlog to get the full picture.
Will there be more moon phases in the future?
• We would really want to add more moon phases eventually!
That’s it for now! More awesome things to be revealed, stay tuned and enjoy your weekend!
Bye bye!
/semiwork
Did someone say "R.E.P.O. MERCH"???
Hey hey semibots!
As of yesterday, it was exactly 1 year ago since R.E.P.O. got launched in Early Access and what a year it has been! We feel truly blessed and humbled by our amazing community, gathering valuables and hiding from (or fighting) all the bad guys.
To celebrate the 1 year anniversery for the R.E.P.O. Early Access Launch, we’ve collaborated with Youtooz to create some merch for you guys!
Check out the R.E.P.O. x YouTooz collection, available for pre-purchase right now!
Merch Video!
Pin Set!
Robe Vinyl Figurine!
Bye bye!
/semiwork
As of yesterday, it was exactly 1 year ago since R.E.P.O. got launched in Early Access and what a year it has been! We feel truly blessed and humbled by our amazing community, gathering valuables and hiding from (or fighting) all the bad guys.
To celebrate the 1 year anniversery for the R.E.P.O. Early Access Launch, we’ve collaborated with Youtooz to create some merch for you guys!
Check out the R.E.P.O. x YouTooz collection, available for pre-purchase right now!
Merch Video!
Pin Set!
Robe Vinyl Figurine!
Bye bye!
/semiwork
REPO's upcoming cosmetic update is much more than just funny hats and clothes: 'It has become way bigger and way crazier than we anticipated from the start'
REPO is gearing up to release its next update, the Cosmetic Update, and thanks to a shiny new video uploaded to the Semiwork YouTube channel, we've got a sneak peek into what exactly this launch will involve. It's easy to assume that the update will only contain new outfits and accessories for the Semibots given its title, but as it turns out, a lot more is coming as part of the Cosmetic Update, which is why it's taking a little longer to release...
Read more.
Read more.
The CONTENT SITUATION is CRAZY
Hey hey semibots!
It’s time for another devlog! Yes, can you even believe it??
You may watch it here:
For those of you who’d like to read instead of watching the video, here’s the key takeaways:
NEXT UPDATE BIGGER THAN ANTICIPATED
• The upcoming update started out with the main focus being cosmetics, but with time, things keep getting added out of pure creativity. With this update, we’re not only adding cosmetics, we’re also improving the game overall and adding lots of new features and items. It’s gonna be a fun update!
MORE SHOPS
• We’re not only giving the original shop a visual overhaul, we’re adding several new shops with different layouts and exciting things to see and do. Maybe even some hidden rooms, who knows?
COSMETICS
• We’re reaching the point of creating the actual cosmetics, as we now have a steady foundation on how you acquire these cosmetics. We’re making sure that cosmetics feel natural and not misplaced within the game.
LOCALIZATION
• We’ve started work on localizing the game to different languages! Let us know what languages you’d like in R.E.P.O.
Q&A
• In 2 weeks, we’re gonna have a big ol’ Q&A and answer your burning questions about the next update or just R.E.P.O. in general. Leave your questions in the YouTube comment section under the video and we’ll answer as many as we can!
That’s it for now! More awesome things to be revealed, stay tuned and enjoy your weekend!
Bye bye!
/semiwork
It’s time for another devlog! Yes, can you even believe it??
You may watch it here:
For those of you who’d like to read instead of watching the video, here’s the key takeaways:
NEXT UPDATE BIGGER THAN ANTICIPATED
• The upcoming update started out with the main focus being cosmetics, but with time, things keep getting added out of pure creativity. With this update, we’re not only adding cosmetics, we’re also improving the game overall and adding lots of new features and items. It’s gonna be a fun update!
MORE SHOPS
• We’re not only giving the original shop a visual overhaul, we’re adding several new shops with different layouts and exciting things to see and do. Maybe even some hidden rooms, who knows?
COSMETICS
• We’re reaching the point of creating the actual cosmetics, as we now have a steady foundation on how you acquire these cosmetics. We’re making sure that cosmetics feel natural and not misplaced within the game.
LOCALIZATION
• We’ve started work on localizing the game to different languages! Let us know what languages you’d like in R.E.P.O.
Q&A
• In 2 weeks, we’re gonna have a big ol’ Q&A and answer your burning questions about the next update or just R.E.P.O. in general. Leave your questions in the YouTube comment section under the video and we’ll answer as many as we can!
That’s it for now! More awesome things to be revealed, stay tuned and enjoy your weekend!
Bye bye!
/semiwork
R.E.P.O. REVIVE BOT REVEAL!
Hey hey semibots!
We’re at it again with another DEVLOG!
You may watch it here:
For those of you who’d like to read instead of watching the video, here’s the key takeaways:
NEW ITEM REVEAL
• With the next upcoming update, we’ll be adding a little robot named DEFIBRO that can help you out during your valuable collecting, as he comes with the ability to revive dead players.
• When Defibro detects a nearby dead player, he will spring to action and revive that player. Then, Defibro self-detonates, as his mission is completed.
• Defibro can be equipped in your inventory and if you die with Defibro equipped, he will revive you. This means that Defibro works perfectly in SINGLE PLAYER as well!
EXPANDED MAP USAGE
• With the upcoming update, you’ll be able to check the map while TUMBLED.
REMINDER REGARDING DEVLOGS
• As previously stated; Starting 2026, we are aiming to post videos every other week, on Fridays. We want to make sure that every video we produce has something fun to showcase so this change assures that.
Now go enjoy your weekend, folks!
Bye bye!
/semiwork
We’re at it again with another DEVLOG!
You may watch it here:
For those of you who’d like to read instead of watching the video, here’s the key takeaways:
NEW ITEM REVEAL
• With the next upcoming update, we’ll be adding a little robot named DEFIBRO that can help you out during your valuable collecting, as he comes with the ability to revive dead players.
• When Defibro detects a nearby dead player, he will spring to action and revive that player. Then, Defibro self-detonates, as his mission is completed.
• Defibro can be equipped in your inventory and if you die with Defibro equipped, he will revive you. This means that Defibro works perfectly in SINGLE PLAYER as well!
EXPANDED MAP USAGE
• With the upcoming update, you’ll be able to check the map while TUMBLED.
REMINDER REGARDING DEVLOGS
• As previously stated; Starting 2026, we are aiming to post videos every other week, on Fridays. We want to make sure that every video we produce has something fun to showcase so this change assures that.
Now go enjoy your weekend, folks!
Bye bye!
/semiwork
We made VEHICLES into CARTS?!
Hey hey semibots!
It’s 2026 and we’re BACK!
Time for another devlog, yes? Here it is:
For those of you who’d like to read instead of watching the video, here’s the key takeaways:
VEHICLE CHANGES
• The Semiscooter is no longer a two-seated vehicle, and the back seat has been replaced with storage utility, where you can store smaller valuables up to a certain value. (Exact value to be determined and adjusted)
• The Semiscooter can now gradually become damaged, until it breaks.
• The movement and navigation of the Semiscooter has been improved significantly.
SHOP VISUAL OVERHAUL
• The shop is getting a visual overhaul!
• More things to interact with and gaze upon inside the shop, with more things to be revealed later on!
Hope you all have a lovely weekend!
Bye bye!
/semiwork
It’s 2026 and we’re BACK!
Time for another devlog, yes? Here it is:
For those of you who’d like to read instead of watching the video, here’s the key takeaways:
VEHICLE CHANGES
• The Semiscooter is no longer a two-seated vehicle, and the back seat has been replaced with storage utility, where you can store smaller valuables up to a certain value. (Exact value to be determined and adjusted)
• The Semiscooter can now gradually become damaged, until it breaks.
• The movement and navigation of the Semiscooter has been improved significantly.
SHOP VISUAL OVERHAUL
• The shop is getting a visual overhaul!
• More things to interact with and gaze upon inside the shop, with more things to be revealed later on!
Hope you all have a lovely weekend!
Bye bye!
/semiwork
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