
R.E.P.O.
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About R.E.P.O.
In R.E.P.O., teams retrieve valuable objects from eerie environments and carefully transport them with a physics-based grabbing tool. Heavy pianos and fragile ceramics call for teamwork, while monsters and proximity voice chat make each recovery tense. Steam player rating: 96% across 345,796 reviews. English full audio is listed for Steam PC.
Credits
Lowest recorded in 36 months
$6.492025-10-30 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | Yes |
Steam PC edition data · 2026-10-23
02Before you buy
Play modes
Online co-op supports up to six players; a single-player category is also listed.
Co-op gameplay
Physics-based grabbing and proximity voice chat shape teamwork as players retrieve fragile or heavy cargo.
Language
English full audio is listed for Steam PC.
03Frequently asked questions
What do you do in the game?
Players retrieve valuable objects from haunted environments and transport them safely.
Can I play with friends?
Yes. The description specifies online co-op for up to six players.
Is there a single-player mode?
Yes. Steam PC categories include single-player.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
So, i fully understand im in the minority with this, but I think constructive feedback is warranted this early into development. I wish i could give this game a mixed review, but without that option, id say it trends into the negative for me. My issues are as follows: *The game has a massive jump in difficulty at round 3 without either a large team to make up for mistakes, or a very in sync team playing well. Chances are you are probably low on health by round 3, and any mistake is immediately met with death. If only one person survives, its near impossible to clutch because most of the monetary value on the map in later rounds are in bigger items, ie items you cannot solo pick up. *The economy is ♥♥♥♥♥♥. What makes lethal company fun is the fact that you can pretty reliably get gear to help yourself even the odds, but in this game the economy trends way too high. weapons are extremely expensive and kind of rare in the shop, but chances are you are going to need to spend most of your money on health packs anyway, so a lot of those items feel impossible to save for assuming your group make mistakes. *The stamina system just needs to regen quicker. It feels awful to wait for stamina to regen, and it basically just leads to people conserving stamina so they can use it when they must escape from something, but even then you arent moving very far because the base stamina feels so small. Even with the ragdoll sprint jumps it feels hard to escape from things, which leads to you hiding for a large portion of the game because the npcs have a habit of sitting in the same area they saw players for a long time. *Death in this game is a nightmare. In other games in the genre, you just respawn at the end of the round, full hp, but in this game you respawn with 1 hp, and if you can make it back to the van, you heal for 25. This further ♥♥♥♥♥ up the economy due to the need to spend tons of money on health packs. The difference between 1hp and up to about 50hp is also meaningless, as pretty much anything can kill you in that health range pretty swiftly. The only time it matters is oops moments like if you swing a valuable into a friend, but thats just bad gameplay anyway. This means you are disincentivized to buy health packs if you cant make it above 75hp AT LEAST because otherwise you are just wasting money. My suggestions are to lower the cost on round 3, increase sprint regen, lower prices of bigger store items, and either spawn players in at the beginning of the round with 100hp, or heal the player more either in between rounds or upon returning to the van. The base game is fun til round 3, and id like to consistently get further but its just impossible with my group, and there is no incentive to get better because all of my friends dont want to continue to play for the above reasons. With all this being said, i do like the game as much as i have problems with the above, but i just think its unnecessarily mean to the players. For all the ♥♥♥♥ ive experienced on lethal company, it at least feels fair.Show moreShow less
This game is solid. I don't know what possessed the developer to use an emoji as the main banner/logo for the game... It makes it look like a scam or a terrible greenlight game that was made for a joke but it's actually better than other extraction horror games Edit: The banner has changed since I wrote that lol... Very fun game indeedShow moreShow less
Not really my cup of tea. Mechanically it's mostly playing hide and seek + scavenger hunt. Better with friends, but too many games these days create bland, repetitive environments attempting to apply the Lethal Company formula, and ultimately rely too heavily on the camaraderie you bring to facilitate an interesting game.Show moreShow less
Ignore the stupid emoji banner, the game is actually fun and good. (seriously devs, the banner just makes it look like any of the thousand ♥♥♥♥♥♥ $0.99 backrooms asset flip analog horror games plaguing steam. maybe consider. changing it. put the lil muppet robots front and center!) In any case, theres obviously a lotta love and care put into this game with tons of small touches that just really round it out and I look forward to seeing what the devs do with it. --------- EDIT: okay there are. a lot of comments. I don't think ive ever had a steam review this many people read. Not sure if people are misreading ME or if theyre arguing with eachother in the comments as it's hard to tell who is replying to who without direct replies, but clarification just in case: R.E.P.O. is good! this review is calling the game good! you can tell this by the little thumbs up, which means "recommended". This is how steam reviews work. However, the banner makes it RESEMBLE at first glance other games on steam which are bad, mostly the genre of ipad kid skibidi brainrot backrooms asset flips. Because of the resemblance, people might assume R.E.P.O. is also an ipad kid skibidi brainrot backrooms asset flip and scroll past. Which according to many other reviews is true, people are having to convince their friends "no i promise ignore the banner its a good game", and people saying they themselves ignored the game based on the banner until someone else convinced them. If the very first thing people see of your game is making people scroll past, its bad marketing! Okay? we good? makes sense? Can people stop arguing in the comments about the silly muppet robot game?Show moreShow less
I get why this game is positive. It's basically Lethal Company with silly physics and better progression. However, I have a few major gripes that made me wonder why I wasn't just playing Lethal instead. I would say 80% of this game feels like "Moving Simulator" where you and 5 friends need to help a friend lift a grandfather clock down the stairs and through a tight doorway. Like, I get the challenge, but is that actually fun? I have helped friends move enough, I don't want to do it virtually. When the monsters show up it's very exciting, but that leads me to my next point. Dying sucks. Monsters in this game seem to often have crazy AOE attacks. Once, 5 friends died from a single strike. Another time I died while I was hidden because my buddy got caught, and so I also got caught in the blast radius of the attack. But hey, dying is part of the fun, right? Sometimes... unless you die early and your friends do not. Unlike Lethal that has a very quick game length, this game can go for quite some time without respawn. There is something really not fun about watching your friends play a game while you watch, unable to even communicate with them while you're dead. Like 5 or 6 minutes, sure. But 15-20 minutes? Come on. At one point another friend and I were dead waiting to get brought back and twice our friends brought a high-value item all the way to extraction only for the extraction to destroy the item. It was at this point I uninstalled. Watching my friends play moving simulator for 20 minutes in silence is not how I want to spend my time, maybe that's just me. Lastly, the movement is SO wonky, it feels like you're drunk. There are also so many controls for moving, diving/falling, rotating, pulling, and none of it is really intuitive. I often felt helpless and useless at the same time. At least in Lethal you have some semblance of control. It just was not for me.Show moreShow less
✅ funny moments ✅ cool monsters & weapons ✅ quick & fluid world load times ✅ revivability (not dead all game) ❌ emoji mascotShow moreShow less
Played on ROG Ally. This is a hard one to write, because I love the concept (10/10 character designs with the puppet inspiration) and the devs are very sweet people with a lot of passion behind them. The game has a ton of potential. It just needs some changes. My 3-person group has close to 300 hours in Lethal, so we picked this up for a fresh experience. Let’s focus on the positives first. * Aside from the aforementioned character designs, the game has plenty of downright hilarious moments waiting within. The way enemies and items can affect your voice output has made me cry-laugh more than a handful of times. * The base value of items staying consistent between runs is a huge win. If I see something, I know how much it will be each time I grab it, letting me plan an effective route. * The ability to share health is a welcome addition. * The map is very helpful in locating items and guiding you to where you need to go! * There are some incredibly high production values on display for such a small, relatively unknown indie team. * The devs listen and obviously care about their newfound player base with open communication! Now, let’s start touching on things that are somewhat in the middle. These are things that I feel get a little overlooked or the dev team just didn’t think of. * The upgrade system is a neat idea in theory. With more players, they lose their value. You can bypass needing strength and health upgrades by adding more players. Compounding this issue is that there’s no real way to tell how much something like the Strength upgrade really helps. Maybe the color of the beam coming out of the players can change to show how heavy an item is relative to their strength? * There’s no time limit. While I originally saw this as a great thing, it quickly becomes a problem with one person left alive. We’ve had several nights where one person was left and it took well over 10 minutes of watching them for us to revive. There’s a LOT of downtime. That downtime only increases if the other players don’t or cannot retrieve your head. It’s immensely frustrating to watch our last one alive do everything correctly for over 15 minutes, then get killed by some horrible enemy combination. That’s a lot of lost time I could be doing something else. * There’s a little minigame at the end of a run where the players fight each other. It was cute at first, but quickly became a bit of a time waster. There should be a toggle to skip it. * The extractor begins its process the moment it hits quota. If you go over, you get a bag of money for the difference, which can be damaged. This disincentivizes stockpiling items, since carrying a large bag is a risk. The money bag should be invincible, or the extractor should have an option for manual extraction. Now let’s get into the biggest issues. These are things that actively hamper the enjoyment of the game that have no real fix at this moment. * First and foremost, the enemies are wildly inconsistent. Some pose essentially no threat and others straight up end a run before it begins. For example, the blind hunter hears noise, but only reacts sometimes. It’s jarring when we try to coordinate an attack on him and he doesn’t react to one player screaming while another can take a step and get shot instantly. * There also seems to be no real counterplay against some of them, grinding a night to a halt or forcing a reset. The worst is the Robe enemy. If it makes noise before it screams to kill you, I haven’t heard it. Combine that with an enemy that’s literally invisible which drags you off, and it’s a recipe for an easy team wipe while no one knows the others are dead. The invisible enemy gives me flashbacks to the Fox in Lethal, and it in a good way. * Enemy health is insanely high. During one attack on our previously mentioned hunter, I used a freshly acquired electric saw on him to the point that it broke completely. He survived and killed me instantly. Some enemies can even survive a point blank use of the explosives you purchase. They also eventually respawn, which makes killing them essentially worthless. * Being revived mid-run leaves you with a whopping 1 health regardless of upgrades, leaving you very susceptible to a death loop and that’s because… * Most enemies hit for 50 health, or hit so fast that you die super quick. Even those that merely fling you away can cause a death due to momentum damage. Giving players a full heal between stages but reviving them at 25 mid-run would made health upgrades and purchases stay viable while keeping players actively playing. * If I spend a ton of time and effort to get a big item ALL THE WAY BACK to the extractor, it shouldn’t have a chance to be destroyed when being picked up, especially when the extractor seems to keep items from getting damaged when placing them down. The visible barrier idea is nice, but it doesn’t solve the problem. If it’s there, just let it count. I know this seems harsh, but it comes from a desire to see the game succeed with a long shelf life. It’s entirely possible we’re just not good at it (two of us play on handheld PCs, without M+K) or don’t have enough people. But still, I want to have fun with it.Show moreShow less
It's definitely one of the funniest horror co-op games out there, but you absolutely need a friend or two to enjoy it. You can buy this game and play it for hours on end, but please don't make your friend buy it and then refuse to play after a while :) Old Review PEAK I've seen this game before on Steam, but because of the emoji thing, I thought this was some stupid game that a Russian guy made while he was drunk, so naturally I did not care. Then I came across videos of the game and looked into it. The game is INCREDIBLY fun and even in early access it's definitely one of the best of its kind, but THAT EMOJI NEEDS TO GO. Edit: The thumbnail they used on the release trailer is much, much better than this goofy looking banner, because the player model is shown too (and emoji doesn't look goofy that much). That or something like that could be better if they don't want to get rid of the emoji. Edit 2: Thanks to the other reviews and everyone who gave a thumbs up and awards, and of course big thanks to the devs for listening to their community and changing the banner. It might seem like a little thing, but it's now much more appealing for new people looking for a game to play (or searching for this game). GOTY btw.Show moreShow less
Vocal minority here, but this is just based on my current experience with the game. The movement feels way too clunky and awkward, especially with picking up items, where oftentimes the item just ragdolls or snaps into position, causing it to lose value out of the blue, and sometimes the item just breaks as soon as you pick it up for no reason- likely a bug, but still annoying nonetheless. Unlike Content Warning, the physics engine results in more frustrating, irritating interactions than funny ones- objects breaking at the smallest movements, monsters getting stuck, the C.A.R.T getting stuck in a doorway or inside of the stairs, or a weapon you're using getting stuck on a wall. The monsters feel way too unbalanced/random. In games like Content Warning or Lethal Company, the monsters' purpose is often clear-cut or has a gimmick that is understandable at first glance, but none of the monsters I saw had any feasible gimmick based solely on appearance- with the only exception being the Rugrats and Hunters, whereas the Angler and the Robes seemingly just straight up kill you whether you are hiding or not. In Lethal Company, the monsters are there to act as threats and deterrents that either must be dealt with or avoided, but in REPO, the monsters feel as if they're solely there to piss you off- monsters that follow you around and break your objects, monsters that will nonstop follow you, monsters that will kill you even if you're hiding, monsters that will kill you for having them in your sight/camera for half a second, etc. I understand having monsters that break your items of value, but having them be virtually impossible to get rid of without a weapon feels ♥♥♥♥♥♥, and less like "damn, we gotta get rid of that monster" and more so "god this is really annoying to deal with". Speaking of weapons/ways of fighting back, the economy/shop system is terrible- again, in games like Lethal Company and Content Warning, you often get a decent amount of money to purchase more items and switch up your strategy, but in this game, the cost of items is WAY too steep, especially at Round 3, where every weapon costs 20-40k+, and drones cost anywhere from 5k (most of which I saw were basically useless in most scenarios) to 21k (which was also extremely situational.) There's almost no variety in what you buy as a result of this, as most of the items that are integral to different strategies are locked behind being 90% of your budget, even if you go far beyond the required quota, you will generally only be able to purchase one or two special items. The difficulty spike also needs to be addressed- the tutorial, along with rounds 1 and 2 are very nice, easing you into the game in a simple, fun way- and introducing you to the core mechanics. But round 3's insane quota hike and cost of all items, along with monster spawns and map size are WAY too steep for just the third round. Also, the lack of "second chances" in this game feels less like a mechanic added for difficulty, and yet again, also like a mechanic designed to piss off the players. Lethal Company and Content Warning give players a chance to rebound after a wipe, at the cost of all the money/income they would have made on the day they died on, they simply move onto the next day. This gives the players a chance to fight back and recoup/replan and restrategize. In REPO, there is no mechanic like this. Once your party wipes, that is all of your progress gone in an instant. No second chance, no "consequence" for failing a day/quota, you simply instantly lose. There's a difference between Lethal Company's "lose all your income from this day and you're on a tighter schedule", and REPO's instant loss leaving very little room for error (in a game where you are supposedly meant to run away, die, and learn from said deaths a LOT.) TL;DR- I love the core gameplay and ideas of this game, but the clunky, awkward movement (coupled with glitches and items breaking/getting damaged), the downright irritating enemies, and the really ♥♥♥♥♥♥ shop system and difficulty spike just kill most of the fun of this game for me. I'd highly recommend waiting for this game to iron out a lot of it's kinks before purchasing. Only purchase if you have friends who also have the game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.