logo
#

Latest news with #REPO

REPO devs blown away by world record level 10 speedrun ponder adding "official speedrun seeds" – "I know that Lethal Company did"
REPO devs blown away by world record level 10 speedrun ponder adding "official speedrun seeds" – "I know that Lethal Company did"

Yahoo

time4 days ago

  • Entertainment
  • Yahoo

REPO devs blown away by world record level 10 speedrun ponder adding "official speedrun seeds" – "I know that Lethal Company did"

When you buy through links on our articles, Future and its syndication partners may earn a commission. Few genres of gaming videos offer more sheer enjoyment than watching devs react to speedruns of their games, and REPO's offering some very good material in that space right now. The devs at semiwork are so impressed by what the speedrun community is doing that they're even considering adding official speedrun seeds. In a recent video hosted by REPO marketing head Pontus Sundström and, in the tradition of the game's slapstick YouTube presence, a semibot with the "mind of one of the developers," the pair watch a (now-former) world record level 10 speedrun from LLMarkerz. There are some fun techniques here, including self-destructs to get through the shop faster, but much of the run seems to be about reacting to the content of the procedurally generated levels. "Watching this really makes me want to add official speedrun seeds so that everyone gets the same playing field," the semibot dev suggests. "Yeah, we should do that. I know that Lethal Company did," Sundström says teasingly as he evokes the rival co-op horror game. That brings out a stern "Hey! Hey!" from the semibot. A speedrun seed would essentially set a single non-randomized set of levels for runners to challenge, allowing them to practice the same tricks against the same set of obstacles every time. It'd dramatically change the skillset needed to do a successful run, but it would almost certainly help runners massively shave down their times. The idea of the speedrun seed keeps coming up over the course of the video, with the devs throwing out thoughts like keeping a consistent shop in every run. But, even as Sundström says "I'm really hyped for a speedrun seed now," he adds that "this is a 'would be cool' list, to be clear. We're just talking now." But hey, getting devs talking about potential new features is how things eventually get added to an early access game, so who knows what the future holds. "That was amazing," semibot dev says at the conclusion of the video. "Really impressive. Makes me want to add speedrun seeds. Makes me want to think about speedrunners more. Makes me happy to see." If you're looking for more games to play with friends, check out our guide to the best co-op games of all time.

Argentina launches $2 billion repurchase agreement to boost reserves
Argentina launches $2 billion repurchase agreement to boost reserves

Reuters

time09-06-2025

  • Business
  • Reuters

Argentina launches $2 billion repurchase agreement to boost reserves

BUENOS AIRES, June 9 (Reuters) - Argentina's central bank will launch a repurchase agreement of up to $2 billion, known as a REPO, to boost its foreign reserves, it said on Monday. The deal - announced alongside other measures to increase the central bank's reserves - comes ahead of an expected review with the International Monetary Fund (IMF) of the country's recently signed $20 billion loan agreement. Argentina needs to boost its reserves ahead of the review, and has said it will not purchase dollars locally to do so. On Monday, the bank reported $38.60 billion in reserves, short of the $40 billion needed. The REPO deal is set for Wednesday, the central bank said in a statement.

"One day we were crossing our fingers for rent money and the next we had millions of players": REPO devs get candid, say the game "literally made semiwork as a studio survive" and insist future updates won't take so long
"One day we were crossing our fingers for rent money and the next we had millions of players": REPO devs get candid, say the game "literally made semiwork as a studio survive" and insist future updates won't take so long

Yahoo

time08-06-2025

  • Entertainment
  • Yahoo

"One day we were crossing our fingers for rent money and the next we had millions of players": REPO devs get candid, say the game "literally made semiwork as a studio survive" and insist future updates won't take so long

When you buy through links on our articles, Future and its syndication partners may earn a commission. While we're all fawning over Clair Obscur: Expedition 33, let's not forget 2025's other surprise hit, REPO. The viral horror indie game absolutely blew up after it was released back in February, with almost 150,000 reviews on Steam (96% of them being positive, I might add). The popularity took the game's developer Semiwork by surprise, with the lead dev saying, "We slept once and have been awake ever since" as it works away at the game's first big update (that's currently in beta). However, the update has taken quite a while in beta, causing fans to wonder when it will be released. And – despite not really owing us anything – Semiwork has released a video titled "we're sorry – again." Semiwork dev Pontus Sundstrom opened the video by saying "we are aware that you guys are longing for the first update – we are as well. We're still on the home stretch, and there's still stuff to be done. But we want to apologize for all the waiting" before being heckled by the little REPO robots. But despite the video being dedicated to apologizing, Semiwork took the time to thank the player base. "As you all know, REPO took us by surprise," Sundstrom says, adding, "literally made Semiwork as a studio survive." He recounted that "One day we were crossing our fingers for rent money and the next we had millions of players storming our servers to play our game." Sundstrom mentions that the explosive success was both a blessing and a curse as it required a lot of bug squashing, paperwork, and hacker-proofing the game. He explains this is partially why the first update has taken so long, as this work has "pulled our tiny team away from all the fun stuff, which is to create actual content for the game." However, he assures that future updates won't take quite as long as this one has, with the dev promising a mountain of new surprises. REPO devs say "we've heard your feedback" and you can chill a bit: the Museum is "not finished," and the difficulty's going up with "Moon Phases" because "the game needs to keep up with you."

REPO and Schedule 1 receive the highest honor an indie game can possibly get outside 2 seconds in a Nintendo sizzle reel: Geoff Keighley telling the world they're outselling some genuine AAA juggernauts
REPO and Schedule 1 receive the highest honor an indie game can possibly get outside 2 seconds in a Nintendo sizzle reel: Geoff Keighley telling the world they're outselling some genuine AAA juggernauts

Yahoo

time08-06-2025

  • Entertainment
  • Yahoo

REPO and Schedule 1 receive the highest honor an indie game can possibly get outside 2 seconds in a Nintendo sizzle reel: Geoff Keighley telling the world they're outselling some genuine AAA juggernauts

When you buy through links on our articles, Future and its syndication partners may earn a commission. This years' Summer Game Fest has come to an end, and among some of the bigger reveals, like Resident Evil 9, or an absolute bait-and-switch around Hollow Knight: Silksong, was a focus on games made by smaller teams, or first-time devs showing off their debuts. and while two of those didn't really feature at the show itself, they were breakout hits that got a massive nod right at the top of the broadcast. In a list of the most-played Steam games of the year, two particular titles stood out, if nothing else than for the fact that their art was somewhat more simple than the AAA offerings they sat alongside. Those two games were REPO, which Geoff Keighley says has amassed 13 million players, and Schedule 1, the drug dealing simulator that has a touch of the old-school GTA and a touch of the tycoon game to its retro-ish art designs. For these two games, made with deliberately simple art by small indie teams, to be standing alongside some of the genuine heavyweights that have released this year, is genuinely very impressive. That's something their devs have acknowledged themselves. REPO's devs say they went "from crossing [their] fingers for rent to having millions of players." Schedule 1's had a tougher time, one slightly marred by legal difficulties that its team seemed to want very little part in, but it's still been a runaway success. Granted, a name-drop from Geoff Keighley isn't a huge achievement in and of itself, but to get his attention by beating some of the world's biggest publishers and studios into the top ten most-played games of the year is very impressive. Keep all the way up to date with our Summer Game Fest schedule.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store