Gaming GuidesNew Releases 11 35 1 Ayefkay May 10, 2025
If you’ve been grinding your way through the chaotic co-op mayhem of R.E.P.O., you’ve probably felt the burn—literally—of the Overcharge mechanic.
Introduced during the public beta, Overcharge was supposed to stop players from cheesing the game by yeeting monsters around like a semi-pro dodgeball team.
Instead, it kind of turned early-level gameplay into a ticking time bomb. But good news: semiwork heard the outcry, took a step back, and now they’re changing things up in a big way.
Cliff notes – it’s a beautifully grimy, chaotic little co-op horror banger where you and your robotic buddies risk life, limb, and limited flashlight batteries to extract valuables while avoiding everything that wants you dead.
You can read our full beta breakdown here for more info on the latest changes and how to join the open beta or check out our full R.E.P.O. review for funsies.
So, let’s talk Overcharge. Originally, the mechanic punished you for holding a monster too long by causing your robot to explode like a soda can in a microwave.
In theory, it made sense.
The devs didn’t want players farming monsters for infinite stun-locks or dragging them around like emotional support abominations.
But in practice? It kinda made newer players suffer.
You’d finally manage to snag a monster, then—bam—your bot short-circuits and you’re watching your gear get tossed across the map.
Early game turned into a trial by fire (and sparks).
To their credit, the dev team at semiwork didn’t just ignore the salt.
In fact, they straight-up embraced it. In their recent update video titled “Let’s do something about OVERCHARGE!”, they announced a major overhaul to the system.
And not just a nerf—but a full-on redesign.
With this funderful new approach, overcharge doesn’t even exist in the early stages anymore.
Instead, it kicks in after level 10, giving players a solid buffer to learn the ropes, toss some monsters, and not have to worry about, ya know, spontaneous combustion.
But they didn’t stop at just moving Overcharge up the ladder—they also added tiered difficulty changes every 10 levels. Think of it like a skill check that hits you with new modifiers the deeper you go.
Here’s the rough layout:
Level 1–9: Chill zone. No Overcharge. Get comfortable, scream with your friends, enjoy the monster yeets.
Level 10+: Overcharge turns on. The game starts stacking extra quirks to keep things spicy.
Every 10 levels? Overcharge tolerances diminish for apparently some lore-backed weirdness that I can’t wait to hear.
This creates a natural difficulty curve where the game rewards experience, not just raw reaction time.
It’s a change that makes life easier for casual players, while still cranking up the challenge for the veterans.
And hey, if you’re hitting level 50+ and not sweating, you probably need to go touch some grass my friend.
Yeah, semiwork actually went full galaxy brain and tied these difficulty shifts into the R.E.P.O. lore. They hinted that these level-based challenges aren’t just mechanical—they’re narrative, too.
The idea is that the world itself responds to your progression.
It’s not just a modifier—it’s a mutating environment.
Which, honestly? Kinda slaps.
Oh, and here’s a fun little nugget: according to the update video, semiwork devs have been secretly hopping into public matches undercover to observe how people play.
And secretly judge you, of course.
They’re not just reading patch notes and watching YouTube vids—they’re literally in the trenches with us, getting jumped by the same janky gnomes.
This kind of boots-on-the-ground testing gives major indie cred, and you can feel it in how fast they’ve responded to feedback.
The Overcharge changes came after what can only be described as a small storm of community rage. Across Reddit and Discord, players were vocal—and not always polite—about how the mechanic disrupted gameplay.
Some highlights included:
“IMO i really dislike it as a mechanic. What the devs fail to realize is that, first and foremost, there is a lot of rng to get to runs with 13 strength, and if you are able to consistently get runs with 13 strength, you have basically already beaten the game in its current state.” – jjthejetplane27, Reddit
“Whoever makes the mod to remove overcharge; I am instantly downloading it” – RiseAbovePride, Reddit
”I very much don’t like the changes either, especially since they’re a huge middle finger to solo players” – CapitanoNox, Reddit
Since the announcement of the change?
The vibe has started to shift. Some players are appreciating the fact that semiwork didn’t just tweak the numbers—they rebuilt the system with the player experience in mind.
This is a great change, it makes the mechanic much more manageable in the early game.
We’ll say it: this is the kind of course correction that gives R.E.P.O. serious staying power. Instead of doubling down or getting all oogly with it, semiwork pivoted and delivered a smarter system that scales with player experience and doesn’t throw newbies into the meat grinder.
For an indie studio in open beta, that’s huge.
Whether you’re a semi-bot throwing freak or just trying to get through a mission without being turned into robot soup, the Overcharge rework is a win for everyone.
I wish more game developers were this responsive and open to feedback.
R.E.P.O. is still in public beta and you can get in on the action right now. Check out the game on Steam and hit up our beta guide on ReportAFK for everything you need to get started.
Because nothing says “fun with friends” like dodging ducks of death and panicking in united fear of hitting that garbage pile.
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About the author
Hey there, I’m Ayefkay, the guy behind reportafk.com and a gamer since I could hold a controller. When I’m not busy in a game or binge-watching some anime, I’m here - calling out the gaming industry and giving you the real deal on everything going on. If you’re tired of the same old recycled takes, you’ve found your new home. Stay tuned.
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Nicki
May 10, 2025
It’s really not that bad. Me and my 2 friends have been playing and it hasn’t been CRAZY.