R.E.P.O cover artGame file / ROGUE BY ROGUE
One more run.

R.E.P.O

Co-op adventureAction combat

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.

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Core gameplay25%—
Builds & strategy25%—
Replayability20%—
Randomness & fairness20%—
Polish & usability10%—
Scoring methodology ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A physics-based online co-op horror looter for up to 6 players where the team hauls fragile valuables (and each other) to an extraction point while proximity-voice-chatting and dodging monsters, with shop upgrades between randomized levels.

R.E.P.O. is a breakout hit: Steam shows Overwhelmingly Positive (about 96% of roughly 426k reviews) and the local data estimates 10-20M owners, at $9.99. Players love it as a cheap, hilarious, friend-group chaos generator in the vein of Lethal Company. Critic coverage is thin (PC Gamer early-access impressions, Vice praise; Metacritic has only one critic review so no score), and it won Best Early Access Game at the Golden Joystick Awards in Nov 2025. It is still Early Access (launched Feb 26, 2025; devs originally estimated about 1.5 years) and is actively updated (v0.4.0 in May 2026 added cosmetics, a shop redesign, a racing mode and items). The most visible current complaints, from recent negative Steam reviews, are difficulty and RNG for small groups and solo players, plus server/timeout problems, rather than anything about the core loop.

What players praise

  • Physics-driven looting is the core joke and the core challenge: every object has weight and can break, so carrying a piano or sofa through a doorway becomes a team puzzle
  • Emergent, story-generating chaos with friends (accidental deaths, friendly fire, using teammates as projectiles, cart mishaps) is the most repeated reason for positive reviews
  • Proximity voice chat makes monsters that react to noise and speech part of the comedy and tension
  • Very low price ($9.99) for the amount of fun; reviewers call it great value
  • Easy to learn: mechanics are simple enough that friends pick it up within a run
  • Charming, slightly cute-creepy art and tone that mixes horror with slapstick
  • Shop/upgrade loop between levels plus varied maps and many enemy types keeps runs from feeling linear
  • Reviewers see strong Early Access potential
  • No microtransactions promised, regular quality updates and no bad update since launch per long-time reviewers

What players criticize

  • Balance and fairness: players say many deaths feel like bad luck or instant one-shots rather than their own mistakes, especially with tougher tier-3 monsters appearing very early
  • Huntsman AI is called inconsistent, sometimes shooting the nearest player instead of the noise source, with complaints it is worse when hosting
  • Solo play and small groups are described as punishing; one bad situation can force a full restart, and recent changes are said to hurt single-player
  • Recent updates are accused of adding many new monsters of uneven quality (some trivial, some frustrating, e.g. a fast ghost and a bug that locks out defending) and spawning multiple enemies near the player at once
  • Server timeout issues where matches close on their own, plus regional connection and visual bugs reported in the Steam community
  • Motion sickness complaints: heavy head bob/sway and no FOV option
  • Some long-term players say the game has declined since the October 2025 update, with new monsters raising difficulty more than adding interesting challenge

Distinctive features

  • Fully physics-based valuables that degrade in value when knocked around, so handling items carefully is the scoring mechanic, not just grabbing loot
  • Horror-comedy co-op with up to 6 players, larger than most Lethal Company-like games
  • Dead players can be carried back to extraction and revived, leading to a lot of dark teammate-handling humor
  • Robot-themed setting with permanent upgrades bought at a Service Station using in-game currency, and monsters that also obey physics
  • Roguelike run structure with randomized room layouts, item placement and enemy distribution, now with cosmetics and a racing mode

Divided opinions

  • Difficulty: many love the brutal, funny fail-state while others say recent updates made it unfun and unfair, especially solo
  • Direction of updates: cosmetics, racing mode and many new monsters are welcomed by some and seen by others as distracting from core balance
  • Huntsman and similar enemies: some think they are fine, others consider them broken or unfair
  • Accessibility debate: motion-sickness complaints drew a hostile reaction from some fans in review comments

Repetition and friction

  • Restarting at level 1 repeatedly after unlucky runs; one reviewer described replaying level 1 ten times before reaching level 2
  • Reliance on luck for shop stock and item spawns, which can gate progression
  • Solo runs feeling too dangerous and slow, with vehicles awkward to loot with
  • A Steam community thread complains the game becomes time-consuming too quickly
  • Weapon-less early rounds: hiding spots reportedly fail and monsters find you, so early levels feel like hide-and-hope until weapons randomly appear in the shop

Hoped-for improvements

  • Add a difficulty slider or host options for monster spawns/tiers so mixed-skill groups and solo players can tune the experience
  • Rebalance early levels so tier-3 monsters do not appear before players have tools and upgrades
  • Rework Huntsman detection (clear audio warning before firing, always target the sound source) similar to Lethal Company's eyeless dogs
  • Add accessibility options: FOV slider and reduced head bob/camera sway
  • Improve server stability and fix match timeouts and regional connection issues
  • Reduce RNG punishment in shop spawns and make solo-friendly tools (revive item, vehicles) more accessible; give solo players smaller, sturdier cargo and solo-tuned monsters

Launched into Early Access on Feb 26, 2025 at $9.99 for Windows only, with about 230,000 concurrent players on opening weekend and about 145,000 by March 11, 2025; it was Steam's top-grossing paid game that week per Wikipedia. Revenue estimate from the Boxleiter-style calculator: about $94M gross, about $27.7M net (an order-of-magnitude figure, not audited). Local data shows peak-tracked CCU around 32k recently. Metacritic lists one critic review (PC Gamer), so no Metascore and no user score; I could not find an OpenCritic page (a guessed URL resolved to a different game, so opencritic is null). Wikipedia notes v0.4.0 (May 7, 2026) with cosmetics, shop redesign, racing mode and items. Recent negative Steam reviews cite an October 2025 update and later ones as turning points for difficulty and single-player. Web search budget was exhausted this session, so Reddit threads could not be read directly; community sentiment is drawn from top Steam reviews and the Steam community discussion list.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 5 (2026)

R.E.P.O. is a first-person co-op horror game from the makers of Void Go where players scavenge loot, haul it to a truck, and use the earnings to buy items and permanent upgrades across increasingly dangerous levels. He admits it is only a roguelike to an extent and was included partly for its popularity. He loves it in co-op thanks to proximity chat and chaotic clunkiness, but finds the single player disappointing and the underlying design basic. He settles on top of B tier.

What the creator praises

  • Proximity chat is hilarious, especially the death mechanic with a brief window to speak in a high-pitched voice
  • Clunky physics and buggy moments are part of the charm and create funny accidents
  • Monster encounters produce great panic and social moments with friends
  • Lots of content and steady developer support adding monsters and things to discover
  • Variety in items, guns, and player roles (carrier, runner)
  • Two layers of enjoyment: discovering monsters, then mastering how to handle each

Issues raised by the creator

  • Single player is poorly balanced and has no real point; needs fewer big items, less aggressive enemies, or unique solo twists
  • Dying early means a long wait to be revived, and you come back on low health, punishing less comfortable players
  • Loop is repetitive (hide, come out, drag loot, hide) and depends heavily on having good friends
  • Some enemies feel similar to each other
  • Less confident players can end up being carried, which can be annoying

Design observations

  • Social proximity chat with a death-voice cooldown mechanic is the standout hook
  • Clunkiness is deliberately beneficial to the comedy and charm
  • Game design is basic but works precisely because it is basic
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