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RevivalSync
[HIGHLY EXPERIMENTAL - expect game-breaking bugs, not for normal play] Singleplayer-feel multiplayer for R.E.P.O. Made by Revival.
By Revival
| Last updated | 37 minutes ago |
| Total downloads | 32 |
| Total rating | 1 |
| Categories | Mods Tools Misc Client-side Server-side AI Generated Quality Of Life |
| Dependency string | Revival-RevivalSync-1.0.3 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
RevivalSync
Made by Revival
⚠️ HIGHLY EXPERIMENTAL — NOT FOR NORMAL PLAY
This mod is in an active testing phase and is prone to many game-breaking bugs: desynced objects, broken carts and doors, loot behaving differently for each player, and anything else physics-related going wrong. Do not use it for runs you care about. Install it only if you're helping test, and expect things to break.
One mod that makes R.E.P.O. multiplayer feel like singleplayer — the successor to (and merger of) NetworkingRevived and NetworkTweaksRevived, rebuilt on the architecture of the original NetworkingReworked with its host-state capture technique.
What it does (client-side only — works with unmodded hosts)
- Instant grabs: valuables, props and carts respond the moment you grab them, no host round trip. Carts follow you at full speed with the game's real steering feel.
- Synced world: everything you're not holding is continuously blended toward the host's authoritative state, so desync cannot accumulate. Wedged/stuck objects snap free.
- Smooth everything else: enemies, doors, and other host-driven objects move with snapshot interpolation instead of choppy stepping.
- No random timeout kicks: Photon's client-side disconnect timer is neutralized via Photon's own settings (zero patches).
- Faster networking: packets processed every rendered frame.
Doors and cabinets are deliberately host-driven (like the original NetworkingReworked): their joints and springs are managed by host-only game code and cannot be simulated locally without breaking them. They're smoothed, but open on the host's authority.
Both players can (and should) install it — it automatically does nothing while you're the host and activates when you're the client.
Config
BepInEx/config/com.Revival.revivalsync.cfg — simulation strengths, cart options,
SmoothSync tuning, timeout toggle. VerboseLogging (ON by default during the testing
phase) records everything the sync system does — registrations, grabs, snaps, handbacks,
host packet flow, stale-data warnings — so bug reports come with the full story attached.
Include your BepInEx/LogOutput.log when reporting problems.
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
RevivalSync.dllintoBepInEx/plugins. - Remove NetworkingRevived, NetworkTweaksRevived, NetworkingReworked and REPONetworkTweaks if you still have them — RevivalSync replaces all of them and will warn if they're present.