
REPO’s Moon Phases Make Every Five Levels Count
REPO’s first big content update is shaping up to be more brutal than anyone expected. While most players assumed it’d just mean more gear and maybe a tougher monster here and there, the new "Moon Phases" system flips the entire difficulty curve on its head. And yeah, if you're barely making it past Level 3 like the rest of us, it’s about to get wild.
The Moon Phases system, detailed in a new video from developer semiwork, is a progressive difficulty model that makes enemies tougher every five levels. It used to be every ten, but that’s been cut in half. That means if you're climbing the tower or diving into REPO with friends, expect a serious power shift far earlier than before.
Here’s the key idea: every fifth level triggers a new Moon Phase. That doesn’t just mean enemies hit harder—it means their behaviour, stun resistance, and overall threat increase. According to semiwork, “things will get spicier and spicier as you get spicier and spicier with upgrades and other things that make you stronger and more fit to find valuables and dodge monsters.”
Direct Quote Highlight:
"Below level five, the enemies will be quite easy to stun with small objects. But then at level five, there will be a moon phase, causing the enemies to become stronger."
What makes this mechanic more interesting is the name itself: Moon Phases. While it might sound like a random horror-flavoured branding decision, the idea taps into something deeper. Moon phases have long been used in games, astrology, and horror fiction to signify power cycles. In pop culture, a full moon often means werewolves, chaos, or transformation—REPO seems to be drawing from that vibe.

In astrology, moon phases are tied to emotional cycles, inner energy, and transformation. A waxing moon? Growth and risk-taking. A waning moon? Retreat and caution. Full moon? Maximum energy, often chaos. It’s not subtle, and in REPO’s case, that symbolism is literal: every new moon phase is a shift in how the monsters behave, and how you need to react. You’re not just progressing—you’re surviving through an emotional, atmospheric power arc.
Moon phases have also shown up in other games—Zelda: Majora’s Mask, Bloodborne, and Don’t Starve all played with lunar events to shift gameplay mechanics. In REPO, the system adds a horror-tinted layer of pacing to co-op runs. You feel stronger, yes, but enemies are learning too. And they don’t like you looting their planet.
The update also changes how REPO works for different player types. If you’re a hardcore runner blitzing past the first few floors, Moon Phases are your new pace-breakers. If you’re just hopping in with friends, those same spikes keep tension high without overwhelming you out of the gate. Semiwork called this a way to balance for both ends of the player base—those who want a longer arc and those who are still learning to survive.
Matchmaking and cosmetic expressions are also coming in this update, so you’ll no longer have to scream in real life when your buddy smashes a vase next to a sleeping beast. But the Moon Phase mechanic is the centerpiece, and it makes one thing clear: REPO doesn’t want you to feel safe anymore.
The more levels you clear, the more you’ll start to notice enemy patterns changing. You won’t be able to rely on early-game tactics—small items won’t stun enemies forever, and some foes may resist entire strategies you used just minutes ago. That shifting dynamic is a far cry from how most roguelikes or extraction horror games handle scaling, where enemies just get more HP.

Semiwork is also tweaking the Overcharge system based on community feedback, which means stronger gear won't immediately trivialize early phases. You’ll have to earn your advantage by surviving longer and learning the new rhythms of the game.
Here’s a quick look at how Moon Phases stack up against other lunar mechanics in games and pop media:
Title | Year | Moon Mechanic |
The Legend of Zelda: Majora’s Mask | 2000 | Countdown to world-ending moon crash |
Bloodborne | 2015 | Moon phase alters enemy behavior and endings |
Don’t Starve | 2013 | Full moon spawns dangerous creatures |
Terraria | 2011 | Moon phases affect enemy spawns and loot |
Dead by Daylight (events) | 2016 | Blood Moon-themed events with altered rules |
REPO | 2025 | Difficulty spikes every 5 levels via “phases” |
So yeah, the Moon Phases are more than just a gameplay toggle. They’re a full structure for how REPO escalates, how it punishes confidence, and how it wants players to stay alert even when things feel easy.
And if you’re worried this is the end of the road for casual players, don't be. REPO's devs are aware that not everyone will make it to the third or fourth Moon Phase. The challenge curve is there to stretch both ends of the skill spectrum. If anything, it might keep new players engaged longer, knowing there’s more waiting just beyond the next door.
Moon Phases make REPO harder every five levels, change how enemies react, and turn the game into a lunar-powered survival test. Whether you’re a loot goblin or a monster-dodging soloist, it’s going to get weird.
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