Introduction
Understanding how enemies work in R.E.P.O can be the difference between surviving a level and getting wiped. Whether you're just starting out or grinding higher-level missions, knowing how the game handles enemy spawning, vision detection, and noise response gives you a huge advantage. This guide breaks everything down into manageable chunks—from how enemies appear and disappear, to how they spot and hear you—so you can stay one step ahead and avoid unnecessary deaths.
Spawning Rules: When and How Enemies Appear
The R.E.P.O enemy system organizes threats into three tiers. Each level determines how many and what kind of enemies you'll face:
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Levels 1–2: One Tier 1 and one Tier 3 enemy
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Levels 3–5: One enemy from each tier
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Levels 6–8: Two enemies per tier
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Level 9–10: Adds one extra Tier 2 enemy
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Level 11+: Adds one extra Tier 3 enemy
Sometimes you’ll encounter a swarm of the same enemy. That’s due to a 3.2% chance that a Tier 3 enemy spawns as a group variant—think ducks, gnomes, or a pack of animals.
Spawn Locations and Idle Behavior
Enemies always spawn on the furthest level point from the repo van. These are predefined tiles used by enemy AI for movement and positioning, much like navigation nodes in other games.
Once spawned, they idle for a bit. The higher the level, the less they wait. There's also a 20% chance they skip the idle time altogether. If you move within 20 units of an enemy, they’ll instantly stop idling and become active.
Bug Note: Rarely, enemies spawn close to the repo van due to placement issues. This is a known issue where the game struggles to find valid spawn points.
How and When Enemies Despawn
Each enemy has a two-phase despawn timer:
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Phase 1: Starts on spawn, lasts 3–4 minutes. It can't be paused.
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Phase 2: Kicks in after Phase 1, lasts 20–40 seconds. If any player steps within 20 units, the countdown freezes. It resumes once the area is clear.
After despawning, a respawn timer starts. The longer you're on a level, the shorter this timer becomes:
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Early game (under 10 mins): Respawn takes 4–5 minutes
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Late game (50+ mins): Enemy can respawn almost instantly
If you kill an enemy, its respawn time triples. So a 5-minute timer becomes 15 minutes early in a match, but only 3 seconds late in the match.
How Noise Affects Enemy Respawns in R.E.P.O
Noise isn't just a threat—it’s a gameplay mechanic you can manipulate. Whenever something makes a sound in R.E.P.O, it reduces enemy respawn timers by 5 seconds per second of noise.
Here’s how it works:
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If a TV or radio is on for 10 seconds, every enemy’s respawn time drops by 50 seconds.
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This applies to most noisy items: radios, grandfather clocks, pianos, harps, dolls, handguns, and shotguns.
While noise usually puts you at risk, you can use it strategically to farm orbs by speeding up enemy spawns—just make sure you're ready when they reappear.
Where Do Enemies Respawn?
Enemies don’t pop up randomly. They respawn 18 to 34 units away from a random player, not in fixed locations. That means you always need to stay alert—spawns can happen behind you if you're not careful.
Vision and Field of View Explained
Every enemy in R.E.P.O uses a vision cone system. You must be visible within that cone for a certain amount of time before you’re detected.
Let’s break it down:
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Standing: Enemy sees 100% of the area; needs 1 second of visual contact.
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Crouching: Vision cone narrows; needs 2.5 seconds of contact.
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Crawling: Cone shrinks more; needs 5 full seconds to trigger aggro.
This mechanic makes crawling the most stealthy way to move. Most furniture allows crawling underneath, but you can also force a crawl by lifting an item over your head.
Tip: Items are treated as extensions of you. If you're hidden but holding something visible, the enemy can still detect and attack you.
Proximity Awareness: When Enemies See You Instantly
Enemies don’t always need to look at you to detect you. They have a proximity awareness zone:
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Standing: 3.5 units
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Crouching or crawling: 2 units
If you’re inside that range, you're instantly spotted—even if you're not in their line of sight.
Sound Detection and Audio Bubbles
In R.E.P.O, enemies rely heavily on hearing. All enemies except Peeper and Shadow Child can detect sound. When you make noise, the game creates an audible bubble that tells enemies where to go.
Here’s a quick overview of noise sources and bubble sizes:
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Small Bubbles: Walking, sprinting, tranq gun
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Medium Bubbles: Jumping, falling, hitting objects
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Large Bubbles: Grenades, breaking valuables, using extraction points
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Giant Bubbles: Harp, piano, animal box, shotgun
The bubble’s size controls how far away enemies can hear the sound. For example:
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Shotgun blasts can alert enemies 2 to 3 tiles away
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Voice chat also creates bubbles, so speak carefully
If you want complete silence, crouch—crouching footsteps are completely silent
Special Case: The Huntsman’s Enhanced Hearing
The Huntsman enemy is unique—he can hear 5 times further than other enemies. If an action creates a 5-unit noise, he can detect it from 25 units away. When he’s around, stealth becomes much harder, and noise discipline is essential.
What Happens After Final Extraction?
When you finish the final extraction point, enemy behavior changes dramatically:
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The game sends a 100-unit audible ping to the repo van—four times in the first 10 seconds.
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After that, it pings random players at intervals: 3s, 5s, 7s, 9s...up to 30s.
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Each ping targets a level point inside the tile where a player is standing.
This doesn’t mean enemies track your exact location, but they head to level points close to you. The longer you stay after extraction, the less frequent these pings become.
Note: Extraction rooms have no level points, so enemies will only enter if they see or hear you. Staying silent here keeps you completely hidden.
Final Thoughts on R.E.P.O Enemy Mechanics
Mastering how enemies behave in R.E.P.O takes more than quick reflexes. It’s about understanding how they spawn, how they see, how they hear, and how they react to your actions. By using crouching and crawling effectively, staying mindful of your noise output, and learning how respawn timers work, you can control encounters instead of being caught off guard.
Here are the most important takeaways:
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Enemy tiers determine threat level and quantity based on your stage.
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Noise affects enemy spawns and movement—use it wisely or avoid it.
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Movement style drastically impacts how visible you are.
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Respawns are player-proximity-based, so always stay alert.
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After final extraction, the game shifts into high alert mode—get out quickly.
R.E.P.O Enemy Behavior: Frequently Asked Questions
Q1: How are enemies categorized in R.E.P.O?
Enemies are divided into three tiers—Tier 1, Tier 2, and Tier 3. Each level in the game spawns different combinations of these tiers depending on the difficulty.
Q2: What determines how many enemies spawn in a level?
The game uses your level to decide the number and types of enemies. Lower levels spawn fewer enemies. From level 3 upward, you’ll start seeing combinations from all tiers, with additional enemies added at higher levels.
Q3: Why do some levels have lots of the same enemy?
When a Tier 3 enemy spawns, there is a small 3.2% chance it gets replaced with a group of enemies like ducks, gnomes, or animals.
Q4: How do enemy despawn timers work?
Enemies despawn in two phases. First, a 3–4 minute countdown begins once they spawn. After that, a shorter 20–40 second countdown starts. If players enter a 20-unit bubble around them, the timer pauses.
Q5: How does killing an enemy affect their respawn?
Killing an enemy triples their respawn timer. Early in a level, this could delay respawns by 12–15 minutes. However, later in a level, this could be reduced to just a few seconds.
Q6: Can I trigger faster enemy respawns with noise?
Yes. Every noisy item subtracts 5 seconds from all respawn timers per second of noise. Strategic noise-making can help if you’re farming enemies or orbs.
Q7: How do enemies detect players?
Enemies use a vision cone system and proximity awareness. Standing makes you easier to detect, while crouching and crawling extend the time it takes for enemies to aggro onto you.
Q8: Which enemy has enhanced hearing?
The Huntsman can hear five times further than other enemies, making him very dangerous if you're not careful with noise.
Q9: What changes after the final extraction point?
The game begins pinging level points near the repo van and then near random players, increasing the chance of enemy movement toward you. This continues until you leave the level.
Q10: Can enemies enter extraction rooms?
Only if they see or hear you. Extraction rooms have no level points, so you are safe from automatic pathfinding unless you make noise or become visible.
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