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Echo
An imposter that looks and sounds like your teammate. Expect surprise headbutts, stolen carts and monsters lured your way. Can appear from level 2.
By AutismHQTeam
| Date uploaded | a month ago |
| Version | 0.11.3 |
| Download link | AutismHQTeam-Echo-0.11.3.zip |
| Downloads | 3512 |
| Dependency string | AutismHQTeam-Echo-0.11.3 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Echo
That extra teammate might not be your teammate.
Echo is an imposter enemy that copies a random player in your lobby: their look, their name and snippets of their voice. It joins the group, acts innocent, then picks its moment to cause trouble.
Don't trust the extra teammate
- Spot the difference. Echo tries to change one head accessory. It carries a flashlight and has its own health display.
- Watch your footing. Surprise headbutts can send you tumbling, especially near a nasty drop.
- Keep an eye on the cart. It might help you move a loaded cart... then try to make off with it.
- Listen carefully. Echo can answer with remembered voice snippets, or make noise beside you to lure monsters over before hiding.
- Fight back. Damage it, knock it over with a sprint-Q, or grab it while it tumbles. You can even heal it through its back handle, using your own health.
- It keeps coming back. After death it looks for a safe place to reappear, copying a different player when possible. All Echoes together can drop at most two orbs per level.
Echo walks, sprints, crouches and changes its expression. When it spots the player it copied in the same room, it tries to escape through an exit. Other monsters can notice and attack it too, although not every special attack is supported.
Install and play
Install with Thunderstore Mod Manager or r2modman, include the dependencies, and launch Modded. Everyone in the lobby needs the same Echo version.
Echo can appear naturally from level 2 onwards. It is part of the normal enemy selection, so it won't appear every round and doesn't replace an existing enemy.
Want to meet one immediately? The host can press F3 in a loaded level to spawn an Echo nearby, including on level 1.
About the voices
Voice replay is on by default: speak normally, then pause. There is no activation key. Echo replays short remembered phrases; it does not generate conversations or use AI voice cloning.
In multiplayer it uses normal game voice chat. In solo it automatically uses your selected microphone during levels. Your microphone permissions, mute and push-to-talk settings still apply. Temporary snippets stay in memory for up to eight minutes, are cleared when the session ends, and are not saved as audio files or uploaded by Echo.
You can disable the feature with Echo.Voice / EnableVoiceReplay in Echo's config. Without usable voice snippets, it stays quiet or uses a foot-stomp to lure monsters instead.
Good to know
This is an early release, developed for R.E.P.O. 0.4.4.3. Earlier builds passed solo and private single-host checks. The recent stair, monster-combat and escape changes have been compiled but not tested in a live game yet. Special player-only monster attacks, a full two-player voice session and every mod combination have not been fully verified.
Credits
Mod concept: Robin / AutismHQTeam. R.E.P.O. and its original assets belong to semiwork. Thanks to the BepInEx and REPOLib maintainers.
An unofficial community mod. Game assets are reused from your installed game, not bundled in the download.
CHANGELOG
Changelog
0.11.3
- Runner can pursue Echo with its native combat movement, animation and hitboxes instead of only investigating an old sound position. It loses the target after Echo breaks sight and yields to real-player sightings.
- Separate combat opportunities from investigation cooldowns, and use longer initiation ranges for Slow Walker, Tumbler and Bowtie instead of a universal melee-distance limit.
- Echo prioritizes fleeing nearby monsters over a new headbutt or cart theft. It sprints to a reachable escape point when no hiding place is available.
- Hiding checks head and torso cover, ignores the monster's own body, and accounts for other nearby monsters. Close threats no longer invalidate every escape path merely because the path starts near them.
- Includes the stair/fallen-door changes from 0.11.2. Compiled and packaged only; no new gameplay tests. Special player-only enemy attacks are still not universally supported.
0.11.2
- Added physical stepping over low obstacles such as fallen doors and stair risers, with headroom and route checks.
- Added ground following for slopes and small downward steps.
- Recovering from a tumble accounts for a fallen door beneath Echo instead of standing underneath it.
- Stop trying to open a cached door when it has fallen sideways.
- Built and packaged without a gameplay test for this update. Everyone in the lobby should use the same version.
0.11.1
- Echo can use remembered voice snippets to lure monsters toward you, then retreat quietly into cover.
- If it has no usable voice snippet, it uses a foot-stomp instead.
- Includes the recent improvements to surprise headbutts, crouching, expressions, body visibility, escape routes and monster reactions.
- Quickly reappears after death when a safe spot is available, with a shared limit of two orb drops per level.
- Shorter, updated mod-page instructions. F3 remains available for the host.
- Update everyone in the lobby to the same version.
0.11.0
- More opportunistic surprise headbutts: scan all nearby eligible players, prefer an already clear run-up, score alternative routes by travel length, and replan when the victim moves. Brief early sprint lead; the actual Q stays committed and dodgeable.
- Synchronize the body-centre/collider transition into Q and use the stock tumble's swept collision mode, avoiding floor-overlap recoil at launch.
- A short clear ambush opportunity can precede retreat from the copied original, avoiding a solo loop that always fled before attacking. Looking back, insufficient space, knockdown and cooldown still prevent opportunistic launches.
- Reachable occluded cover selection and crouched hiding from nearby visible monsters. Voice replay is quiet while taking cover, including the replicated client state.
- Deliberate spatial stock foot-stomp beside another player to lure receptive monsters to the real sound origin, followed by escape toward cover. Bounded range, escape checks and cooldowns; no fabricated player target, AI voice or microphone requirement. Active real-player chases are not hijacked.
- Extended 16-value network payload and master-only bait SFX cue require matching 0.11.0 on every client. F3, normal level-2+ spawn rules, immediate rebirth and the two-orb-per-level budget remain.
0.10.0
- Independent body visibility and cosmetic pose conditions, including hide/switch/offset behavior and flat-body overrides. A copied player's pose should no longer intermittently remove Echo's torso.
- Own facial expressions and native player crouch animation with a lower physical capsule, synchronized to peers.
- Exit-first retreat routing: score the actual reachable endpoint's room and allow a path past the copied player instead of rejecting the only exit.
- Immediate safe relocation on death/recycling, another eligible disguise when possible, and a shared two-orb-per-level limit. No added cooldown; normal spawn animation and safe-placement checks remain.
- Additional native Beamer, Bowtie, Tumbler and Floater interactions; Slow Walker uses its actual combat swing, not the harmless-to-players obstacle swing. Tall-monster reach uses horizontal body distance; native occlusion rays aim at Echo's capsule rather than beneath its feet.
- Matching 0.10.0 on every client is required for the extended network payload. F3 remains host-only and included; natural level-2+ eligibility is unchanged. Test plugins remain outside the package.
0.9.5
- Copied-original recognition now requires a shared actual room volume and line of sight. Seeing the original through a doorway from another room no longer triggers retreat just because they are within twelve metres. Missing room data does not fall back to distance.
- Added Robe's native position-directed attack after investigation. It uses the existing windup, animation, sound and timed hitbox, keeps its aim on the chosen Echo point, and returns to idle after the swing rather than following a stale player target. This fixes the Robe investigation-only loop seen in the player's log; not every monster's special player-only grab/attack is supported.
- F3 remains included for host-only manual spawning; natural level 2+ eligibility and the independent F2 catalogue remain unchanged.
- Focused build/policy/metadata/package checks only for this update; no new live gameplay run.
0.9.4
- At the author's request, ship F3 as an explicit host-only shortcut to spawn one Echo near the local player, including on level 1. It checks matching client versions, a living player, gameplay/input readiness and nearby reachable clear floor, with an on-screen outcome message and one-second repeat limit.
- Natural spawning is unchanged: eligible from displayed level 2 by default, never guaranteed. The independent F2 catalogue fix from 0.9.3 remains. F3 does not toggle voice, and no coin/debug helper is bundled.
- Build, catalogue/pool checks and compiled hotkey/guard checks only; no new game run.
0.9.3
- Keep Echo in REPOLib's manual-spawn catalogue, including the F2 console, even on level 1 or with natural spawns disabled. Catalogue lookups do not modify the natural enemy pools or their level/weight rules.
- Manual spawning still requires a generated gameplay level, the host and matching Echo versions on every client. No built-in debug key was reintroduced.
- Build, focused catalogue/pool regression and metadata checks only; no new game run for this update.
0.9.2
- Original-player recognition now works solo, after a short two-second grace, without requiring the original to look back. Retreat/avoidance happens before casual/cart logic and cannot be permanently latched off by one encounter.
- More independent room exploration and personal space, shorter company with a cooldown. Escape scoring uses the full path, closest approach to the pursuer, first step, cover and clearance.
- Head tells use the full compatible registered accessory catalogue and a per-spawn host-shared random seed. Exactly one supported head slot changes; player body/tools are preserved. All clients must update for the new network payload.
- Cart theft accepts any loaded large cart, prefers valuable hauls, starts after a bounded watched wait and chains shorter physical routes. Exposed Echoes can flee with the cart; real player grabs/Q still interrupt.
- Broader native positional monster investigations (including close stationary clones), without the previous blanket veto when a real player is nearby. Hunter retains stock aiming/shooting; Runner/Slow Walker get stock position-directed melee. Actual hitboxes still decide damage, not automatic proximity HP loss.
- Build/pure checks and metadata validation only for this update; no new live game run. Special monster grabs/targeting and real multiplayer acceptance still need testing.
0.9.1
- Removed the F8 voice toggle and its on/off messages. Voice replay works automatically with no opt-in prompt or activation key.
- Old personal
AllowOwnVoiceReplay/DisableOwnVoiceReplaytoggle settings are ignored. Whole-featureEnableVoiceReplay=falseremains for troubleshooting; normal microphone mute/PTT and session cleanup remain unchanged. - No enemy AI/spawn/balance changes. All clients need the matching version. Gamba's local F7 testcoin helper is a separate Dev-only assembly and is not included in either public package.
0.9.0
- Varied, deterministic one-slot disguise differences across compatible hats, eyewear and face accessories; own stock flashlight visual/light.
- Independent room exploration and inspections with brief companionship instead of constant following. Multiplayer original-player recognition has exposure and re-encounter gates, not a permanent solo flee loop.
- Earlier personal-space yielding leaves braking room for the smooth movement motor; verified in the 16 September gameplay pass.
- Missed/countered headbutts retain retreat intent. Physical recovery no longer exhausts the escape timer; blocked routes are replanned. Short run-up preparation and sprint windows remain visible.
- Genuine HP loss produces Echo's own red material flash and spatial stock player-hurt SFX, with no duplicate feedback from unchanged health or healing.
- Revised physical cart route/progress handling so a thief can move the cart away; player grabs and knockdowns still interrupt.
- Voice memory increased from three recent phrases/two minutes to sixteen phrases/eight minutes, with a sampled older bank, bounded RAM, diversity and repeat suppression.
- Speech cues follow actual human speech gaps, preferring a reply to another participant; less frequent same-speaker/solo replies. No AI conversation, recording files or Echo-to-Echo feedback loop.
- Receptive nearby enemies investigate Echo and active monster hitboxes can damage it. No fake PlayerAvatar, lobby membership or broad replacement of monster targeting; player-specific special attacks remain a limitation.
- Local update package only. All clients require the matching version. Gamba remains independent. Isolated solo and private single-host tests were performed on 16 September; real second-client voice remains unverified.
0.8.0
- Voice replay is on by default, with no opt-in prompt or activation key required. Uses short, temporary voice-chat snippets; no AI voice cloning or clip uploads.
- Solo voice starts automatically in a generated level using the selected game microphone. Mute/push-to-talk still apply, and capture stops outside levels.
- F8 now disables/enables your own voice replay. New
Echo.Voice/DisableOwnVoiceReplaydefaults to false and replaces the obsolete 0.7AllowOwnVoiceReplayopt-in.EnableVoiceReplay=falsestill disables the feature entirely. - Removed built-in F6/F7/F9/F10/F11 debug hotkeys, including the configurable spawn key. Echo uses natural enemy selection instead.
- No natural Echo in level 1 by default; eligible from displayed level 2, with relative spawn weight increased from 35 to 70. This is weighted selection, not a guaranteed spawn or a 70% per-level chance.
- Every participant must use the same Echo version. Gamba is unchanged and remains independent.
0.7.0
First prepared public package, based on the existing local 0.7.0 build.
- Independent player-disguised enemy with random-player appearance/name selection and one accessory difference.
- Player-style movement, surprise Q-like headbutts, counter-Q knockdown, damage, healing and tumble carrying.
- Measured-drop ambush planning and physical help-then-steal cart behavior.
- Optional, per-speaker opt-in, memory-only voice replay with explicit solo mic testing.
- Includes installation instructions, voice/privacy notes, test keys and known multiplayer-testing limits.
No runtime changes were made for this packaging pass.