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LetMeSoloDev-LetMeSoloThem-0.5.0 icon

LetMeSoloThem

Solo-rebalance for R.E.P.O.: spawn grace, Spare Chassis self-revive, Solo Sword + Tranq starter kit, Strength grants, enemy-awareness dampening, configurable damage scaling.

Date uploaded a month ago
Version 0.5.0
Download link LetMeSoloDev-LetMeSoloThem-0.5.0.zip
Downloads 4058
Dependency string LetMeSoloDev-LetMeSoloThem-0.5.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

Let me Solo Them

A solo-rebalance mod for R.E.P.O. (Semiwork, 2025). Named after the Elden Ring "Let Me Solo Her" meme — gives the lone player a fighting chance.

Every gameplay value is exposed as a config entry. Tune to taste.

Features

  • Spawn Grace — Forces a configurable grace timer (default 105s) at the start of every solo level before enemies start spawning.
  • Spare Chassis self-revive — Free extra-lives system. Configurable starting lives, per-level grants, respawn location, and HP-on-revive. Includes a zero-HP backup that catches self-destruct edge cases the vanilla death pipeline misses.
  • Solo Sword + Tranq starter kit — Spawns an unlimited-durability sword and a tranq gun in front of you at level start. Both are configurable (damage %, stun duration, fire rate, spawn location).
  • Solo Damage Multiplier — Scales player-incoming damage by lobby size. Defaults: solo 0.5×, duo 0.75×, trio 0.9×, quad 1.0× (vanilla).
  • Solo Strength grant — Grants Strength upgrade levels at the start of a run (and optionally each level after), so a lone player can haul heavier loot. Configurable amounts and MP behavior.
  • Solo Enemy Awareness — Scales enemy detection (vision range and sightings needed to aggro) down by lobby size, so a solo player isn't spotted as easily. Defaults: solo 0.5×, duo 0.75×, trio 0.9×, quad 1.0× (vanilla).
  • On-screen HUD — Shows the grace countdown and chassis state.

Installation

  1. Install BepInEx 5.4 for R.E.P.O.
  2. Drop LetMeSoloThem.dll into BepInEx/plugins/.
  3. Launch the game once to generate BepInEx/config/com.pogwas.letmesolothem.cfg, then edit it to taste — or use REPOConfig for an in-game UI.

Configuration sections

Section What it controls
Spawn Grace Solo grace-timer length and override-vs-floor mode
HUD Toggle and font size of the on-screen HUD
Self-Revive Spare Chassis system: lives, HP%, respawn location, MP behavior, zero-HP backup
Solo Sword Sword grant, damage %, spawn location
Solo Tranq Tranq gun grant, stun duration, fire rate
Solo Damage Player-count-keyed damage multipliers (solo/duo/trio/quad)
Solo Strength Strength upgrade levels granted at run start and per round
Solo Enemy Awareness Player-count-keyed enemy detection dampening

Bug reports

Please open an Issue and include:

  • R.E.P.O. game version
  • Mod version
  • Your BepInEx/LogOutput.log (or the relevant ~50 lines around the bug)
  • Other plugins installed
  • Steps to reproduce

Changelog

0.5.0

Two new solo-rebalance features.

  • Solo Strength grant — Automatically grants Strength upgrade levels at the start of a run (default +3), with an optional per-level drip. Lets a solo player carry heavier valuables without buying the upgrade. Off in multiplayer by default; all amounts are configurable.
  • Solo Enemy Awareness — Scales enemy detection down by lobby size — vision-cone range is shortened and more consecutive sightings are needed before an enemy aggros. Defaults: solo 0.5×, duo 0.75×, trio 0.9×, quad 1.0× (vanilla). Point-blank close-range detection is left intact.

0.3.1

Compatibility fixes for the R.E.P.O. Cosmetics Update (game v0.4.x), which changed how the vanilla death pipeline interacts with the HUD, audio mixer, and inventory. In v0.3.0 the Spare Chassis revive would short-circuit the death pipeline before its tail-end cleanup ran, leaving three things broken after self-revive:

  • Audio cutout — most 3D positional audio (footsteps, ambience, enemies, items, cart) went silent post-revive. The death pipeline transitions the audio mixer snapshot to Spectate, and GameDirector.gameStateMain is empty — nothing restores the snapshot on the Death→Main transition. Vanilla restores it via PlayerVoiceChat.ToggleMixer(false), but voiceChat is null in singleplayer, so the restoration path can't fire. v0.3.1 calls AudioManager.SetSoundSnapshot(On) directly.
  • Inventory drop on death — the Cosmetics Update added a new solo branch to PlayerAvatar.PlayerDeathDone that calls Inventory.ForceUnequip() unconditionally, dropping every hotbar item at the player's position. v0.3.1 adds a Harmony Prefix on Inventory.ForceUnequip that skips the drop when a chassis revive is incoming.
  • HUD vanishesGameDirector.gameStateDeath SetActive(false)s the HUD parent GameObject (health bar, hotbar icons, haul total, crosshair, and the floating $ tags above grabbed valuables). The matching HUD.Show() only fires after the full death-freeze countdown, which our revive interrupts. v0.3.1 calls HUD.Show() in the custom revive flow.

0.3.0

Initial Thunderstore release. Spawn grace, Spare Chassis self-revive, Solo Sword + Tranq starter kit, Solo Damage Multiplier, on-screen HUD.

License

MIT — see LICENSE.