Gaming NewsHorror GamesNew Releases 6 Ayefkay May 25, 2025
Semiwork, the mad scientists behind R.E.P.O., just dropped a fresh devlog that’s got the community buzzing harder than a pocket cart rocket in a soda can.
If you haven’t been keeping up, the R.E.P.O. Open Beta is still in full swing, and yes – you’re encouraged to play, break stuff, and yell lovingly at the devs with your brain-rotted thoughts.
This latest update doesn’t drop a ton of new features, but it does offer clarity on where things are headed – and reminds you that yeah, the game is still in progress.
So, let’s break it down.
So here’s the deal: some players (you know who you are) have been commenting that the Museum of Human Art feels a little…empty.
Like it’s the ghost of content future.
But semiwork has addressed this head-on. The Museum is 100% a work-in-progress, and what you’re seeing right now is just the skeleton.
The final version?
Expect graffiti, paintings, weird art installations, and all the lore-soaked flavor a roguelike looter like this deserves. Think more WTF is that? and less this hallway is kinda sad.
So yes, it’s bare. No, it’s not finished. And yes, it will be cool. Patience, my young robo padawan.
Originally, R.E.P.O.’s difficulty scaling adjusted every 10 levels, but in the new update, that’s been cut in half. Now, every 5 levels will shift the game’s moon phase – and with it, the overall challenge curve.
This means enemies might start hitting harder, having higher resistance to items, or mutating the gameplay into something that makes you reconsider all your life decisions just a little more frequently.
It’s a smart adjustment that helps keep gameplay dynamic and sweaty in the best way. No more 9 levels of false security followed by a brutal awakening.
Now?
You’ll feel the heat sooner – and honestly, we’re here for it.
Okay, so shoutout to community legend @sinik, who managed to create the most chaotic rolling deathtrap this game has seen yet. The clip (which semiwork highlighted in their devlog, btw) shows a Cart Cannon INSIDE a Pocket Cart INSIDE a Regular Cart – stacked like cursed mechanical nesting dolls of doom.
The result?
A self-propelled cart-tank of pure destruction.
It moves without being pushed, it fires like a howitzer, and it screams “I played Zelda: Tears of the Kingdom so much that I am now one with the Matrix.”
It’s the kind of build that reminds us why we love games like this. You give players tools, and they’ll find a way to weaponize them in the most unnecessary yet brilliant way imaginable.
If we don’t get an in-game achievement called Cartpocalypse in the future, we riot.
At the end of the day, this devlog wasn’t about shiny new weapons or massive overhauls.
It was a vibe check.
A reminder that R.E.P.O. is still cooking, that feedback is being heard, and that weird, beautiful chaos is still welcome. If you’ve still got questions, you can watch the full devlog below:
The Museum is getting fleshed out. The difficulty curve is getting tuned. The builds are getting freakier by the day. And the semiwork crew? They’re clearly paying attention.
So if you haven’t jumped into the R.E.P.O. Open Beta yet – get on it. Throw your cart at the wall. Bask in the calming joy of the moon. Get weird in the Museum.
The devs are watching (and probably laughing, let’s be honest).
Want your next absurd build or game-breaking discovery to make it into a devlog? You can:
Join the official Discord
Leave feedback on the R.E.P.O. Steam forums
Shout into the void and hope the moon phase is right
Alright, maybe not the last one. But still – don’t sleep on this game. It’s still in beta, but R.E.P.O. is shaping up to be a chaotic little gem that I absolutely love.
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About the author call_made
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