R.E.P.O. Monster Update Guide – All New Monsters, Upgrades

The latest R.E.P.O. Monster Update Guide is one of the most impactful additions to the game so far. It expands enemy variety, introduces new map-specific valuables, adds two game-changing upgrades, and brings new environmental tiles that shake up how you approach each run.

If you are returning after a break or stepping into the update blind, this guide will walk you through everything you need to know to survive and make money efficiently.

1. Monster Compendium

A full breakdown of every new enemy, how it behaves, and how to counter it.

The Loom

Difficulty: 3
Health: 500
Damage: 100 (shockwave)
Pickup Strength Required: 13

The Loom is a slow, towering creature that stalks players with surprising persistence. Once it spots you, it approaches methodically, crouching through doorways, then claps its hands to unleash a shockwave that deals heavy damage to anyone nearby. Its speed is its biggest weakness, but do not mistake slow for harmless. It stays locked onto the player even if you hide carelessly.

How to Survive:
Break line of sight early. Stay behind walls or change rooms quickly. If it commits to the clap animation near you, sprint away before the shockwave finishes.

Gambit

Difficulty: 2
Health: 150
Pickup Strength Required: 9
Mechanic: Gamble Wheel

Gambit forces a risk-reward decision the moment it grabs you. When it sees a player, it rushes in, scoops them up, and spins a five-outcome wheel:

Outcome | Effect
Green | +25 HP
Red | -50 HP
Yellow | +$1000
Black | HP becomes 1
White | Full Heal

Gambits sometimes spawn in pairs to replace a difficulty 3 enemy. They are generally easy to avoid, but many players willingly jump into their arms for a high-risk cash attempt.

How to Survive:
Hide to avoid the gamble if low HP. If your team is healthy and can revive, using Gambits for income can pay off.

Bella

Difficulty: 1
Health: 200
Damage: 5 per hit (rapid hits)
Pickup Strength Required: 9

Bella rides a tricycle and is calm as long as no one gets in her way. Blocking her path or touching her triggers a three-stage anger system driven by her bell rings. On the third offense, she snaps and aggressively attacks.

How to Survive:
Give her space. Avoid clogging hallways. If she stops moving, let her navigate around before you pass. She is one of the easiest enemies to avoid if you respect her pathing.

Ooly

Difficulty: 2
Health: 200
Damage: 4 per hit (rapid hits)
Pickup Strength Required: 9

Ooly hovers above rooms, sweeping with a visible spotlight. Stepping into the light triggers a fast dive attack dealing around 40 damage in a single flurry. They usually spawn in trios and don’t roam between rooms unless they have engaged a target.

How to Survive:
Watch for the spotlight and stay under furniture or objects to break its line. Once it strikes, it disappears, so baiting the swoop is a valid tactic if done safely.

Heart Hugger

Difficulty: 3
Health: 300
Damage: 30 per hit
Pickup Strength Required: 9

Disguised as a plant, the Heart Hugger sprays a pink mist toward players. If hit, the mist pulls you toward two seemingly harmless heart creatures that transform into carnivorous traps and strike twice for heavy damage. Failed attempts cause the Hugger to relocate and try again. Two can spawn instead of a difficulty 3 enemy.

How to Survive:
Avoid the mist at all costs. If a teammate is caught, another player can grab and pull them away mid-flight. Keep distance and use corners for safety.

Cleanup Crew

Difficulty: 3
Health: 350
Damage:
• 60 melee
• 100 head explosion
Pickup Strength Required: 13

A dangerous line-of-sight predator. When it sees a player, the Cleanup Crew launches its detachable head, which bounces toward the target and eventually explodes, leaving radioactive mist. If the player grabs the head, the detonation timer shortens. The body grows spikes at close range and deals high melee damage.

How to Survive:
Never let it see you first. Use room corners and shelves to break sight. If the head is launched, either outrun it or hide. Do not touch the head.

Birthday Boy

Difficulty: 1
Health: 150
Damage: 10 per hit
Pickup Strength Required: 4

This odd enemy decorates the map with balloons and remains harmless unless provoked. Popping a balloon sends Birthday Boy into a tantrum, causing relentless slapping until it loses sight of you. Multiple boys can spawn with different colors and often group-spawn in early levels.

How to Survive:
Avoid balloons completely. Communicate with teammates so accidental pops don’t create chaos.

Tick

Difficulty: 1
Health: 10 (but grows to 100+)
Damage: Drains 10 HP per second if grabbed
Pickup Strength Required: 0

Looks harmless until picked up. The moment you grab it, the Tick latches on and drains health until killed or until it reaches 100 HP. Once killed, it releases a healing mist that restores lost health.

How to Survive:
Never pick it up unless prepared. The fastest kill method is tumbling into it while it is latched on. Fire also works effectively.

Elsa

Difficulty: 1
Health: 600
Damage: 15 per hit

Elsa is a friendly dog that can only be petted, not held. If mistreated or attacked by enemies or teammates, she transforms into a muscular, enraged version that will overpower the team.

How to Survive:
Always pet Elsa when seen. Protect her from stray attacks. Treat her like the duck’s opposite; positive attention keeps her friendly.

Head Grabber

Difficulty: 1–3 depending on stage
Health: 150
Damage: 15 dropkick, 5 slaps
Pickup Strength Required: 4

A fast, line-of-sight hunter that becomes stronger when it steals a fallen player’s head. Once empowered, its speed and aggression increase drastically. They often spawn in trios.

How to Survive:
Break sight early. Small thrown valuables can stagger it. If it steals a head, prioritise eliminating it before it chains multiple kills.

2. New Upgrades

Death Head Battery

Allows you to charge your severed head while dead. Once charged to 50 percent, you can move using your head. Higher upgrade levels increase movement duration. This creates new revive strategies and scouting potential.

Tumble Climb

Expands tumble movement functionality, allowing climbing and greater mobility while rolling. While not a must-have, it opens creative escape routes and stealth options when avoiding enemies.

3. New Valuables Worth Noting

Valuables now spawn based on the map you are on. You will no longer see unrelated items appearing on different maps, making income more predictable and thematic.

Two standouts:

• Spider Potion
Breaks into a swarm animation that covers your screen with spiders briefly. Purely visual, but distracting and unpleasant for spider-averse players.

• Levitation Potion
Creates a temporary zero-gravity zone that allows floating movement. Useful for repositioning or escaping, but limited to single-use.

4. New Tiles and Environmental Additions

New map tiles and world interactions now appear in levels, adding more variety to navigation and exploration. These aren’t just visual changes; some can influence enemy behavior, loot routes, and cooperative play. It is worth exploring maps slowly for the first few runs to understand where environmental advantages lie.

This update transforms R.E.P.O. into a more unpredictable and tactical experience. The new enemies force varied responses rather than a single safe playstyle, and the map-specific loot system encourages replayability. While some of the monsters are easy to avoid, others like Cleanup Crew, Heart Hugger, and Loom can end runs quickly if underestimated.