M.R.E.P.O

A co-op mod about breaking into a building, carrying the expensive things out of it, and trying not to drop them on the way.

M.R.E.P.O.

A co-op mod about breaking into a building, carrying the expensive things out of it, and trying not to drop them on the way.

A run

You start in the back of a truck with your crew. Someone presses the button, the shutter goes up, and there is a building behind it that was not there a moment ago. Somewhere inside is enough money to make the quota. Find it, get it onto an extraction pad, then walk back to the truck.

Nothing teleports. If you want the grand piano, you and three other people are carrying the grand piano.

Carrying

Hold right mouse on a valuable and the manipulator beam catches it. It holds while you hold the button. Left mouse throws whatever is in the beam. The wheel pushes it away or pulls it closer, and sneak plus wheel turns it.

Weight is speed. A large piece on your own costs 70% of your movement, and every extra pair of hands gives some of that back. Four people move a piano at a walk.

Doors are the other half of it. Every door on the guaranteed route is wide enough for the biggest thing in the game. The shortcuts are not, and the handheld map tells you which is which before you drag a piano into one.

Drop what you find into the cart and it rides in the bed where the whole crew can see it. A large piece takes most of the cart, so the load is a decision.

The building

52 rooms, surveyed out of four real R.E.P.O. levels and rebuilt block by block, thirteen each from Headman Manor, McJannek Station, the Museum of Human Art and Swiftbroom Academy. The floor plan is generated, so the building is never the same twice, but what fills it was placed by hand.

Five themes and they do not play alike. The manor is cramped and full of dead ends. The station is a warehouse: wide doors, long sightlines, a press in every other wing. The academy is a maze with narrow doors. The cold store sprawls. Most of the lights in any of them are out, which is what the torch in your off hand is for.

What is in there with you

Four monsters, and the difference between them is how they find you.

  • Huntsman. Blind. Hears everything, hears it twice as far as anything else, and carries a shotgun. Go quiet and you can stand next to it.
  • Headman. Fast, fragile, and needs to see you. Break line of sight and it loses you. A one block door stops it.
  • Trudge. Slow, 80 health, and once it has you in view it drags you towards it. Do not try to walk away down a corridor.
  • Gnome. Six health, hits for two, and the hit makes you drop whatever you were carrying.

Some of the loot is also the reason the room went wrong. A jack in a box winds itself up while you decide. A television switches itself on and calls everything within 28 blocks. Hitting it shuts it up and costs it value: loot or quiet, pick one.

Noise

Walking carries nine blocks. Sprinting carries twenty. A pistol carries forty. Crouching is silent and so is standing still. Nothing in the noise system knows about walls, which is the point: the answer to being heard is being quiet, not hiding behind something.

Money

Valuables run from $550 for a pocket watch to $37,500 for the grand piano. The quota takes 70% of what the building holds, scaled by depth, so it can never ask for more than is on the floor. What you haul past it is yours, and between levels the truck stops at a service station where you can spend it on upgrades, medkits and guns.

Install

You need

  • Minecraft on Fabric
  • Fabric Loader 0.18.4 or newer
  • Fabric API
  • Java 21

Commands

/repo start drops the crew in. /repo status says where the run is. /repo shop and /repo buy work between levels, in the truck.

The M.R.E.P.O Team

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