R.E.P.O. – All NEW Moon Phases

Wait… the moon does what now?

Christian Gallos
4 Min Read

R.E.P.O.‘s Moonphase Update is more than a pretty skybox, it actively reshapes how your runs play out. These aren’t background gimmicks. They mess with your healing, your pit damage, and even how your Grabber functions. Surviving late-game solo? Way harder now. In this guide, I’ll break down each moon phase, what it actually does, and how to adapt your strategy around it.

All NEW Moon Phases Explained

Moon phases now activate at specific level thresholds (5, 10, 15, 50), and each one layers in new mechanics that change how you approach combat, healing, and pit-strats.

These aren’t just cosmetic gimmicks, moon phases directly affect your survival odds, especially if you’re running solo. The deeper you go, the meaner the moon gets.

Here’s a full breakdown of each phase:

Crescent Moon – Starts at Level 5

  • Truck healer now only restores 35 HP.
  • Monsters are harder to knock down with thrown valuables.

At level 5, things subtly shift. It’s the first nudge toward chaos, your heals aren’t enough to tank through mistakes anymore, and you can’t always rely on valuables to stagger enemies.

Crescent Moon Phase in REPO.

Half Moon – Starts at Level 10

  • Grabber gets overcharged when hit by monsters.
  • Monsters take heavy pitfall damage, but can survive it.
  • Truck healer now only gives 25 HP.

Pit kills get unreliable from here. You’ll start to see some monsters walk it off like it’s nothing, especially Trudges. If you’ve been cheesing fights by tossing mobs into pits… rethink that strategy now.

Half Moon Phase in REPO.

Full Moon – Starts at Level 15

  • Grabber overcharge boosted by +25%.
  • Monsters take less pitfall damage overall.

Falls get even less effective, and Grabber gets dangerously juiced up. Some enemies explode after ping-ponging across the room from a failed pit kill, but it’s no longer a consistent strat. Time to bring out actual damage.

Full Moon Phase in REPO.

Super Moon – Level 50+

  • Monster orbs explode on death.
  • Grabber gains +50% overcharge from enemies.
  • Pit damage is greatly reduced.

This is endgame mayhem. Pits are practically just aesthetic now. Your Grabber is overloading constantly. And oh yeah, everything hits harder, faster, and louder. It’s beautiful. It’s terrifying. It’s Super Moon.

Wrap-Up: R.E.P.O. Just Got Deeper

The Moonphase system adds actual depth to R.E.P.O., especially for players who’ve been running the same strat since launch. You’ll have to rethink how you use pits, when you heal, and how you manage overcharge, especially on higher levels. I’m honestly super into this moon mechanic. It’s such a clever way to evolve difficulty without just throwing bigger numbers at you. What gets me excited is how far they could push this system. If the devs are listening, there’s serious potential here. And I’ll be watching the sky.

Up next, if you didn’t know, R.E.P.O. is packed with hidden mechanics and weird little interactions that aren’t always obvious. If you’re into that kind of stuff, I put together a guide with some of the best tips and tricks in R.E.P.O. I’ve discovered while playing. You might just find something that saves your next run (or at least makes it more fun).

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Christian has been deep in the gaming world for over a decade, transitioned from being a League of Legends: Wild Rift Esports player to creating video game content full-time. He's dabbled in all kinds of genres and platforms, building not just skills but a long list of games played along the way. These days, Christian is all about sharing that passion, making content that feels real, relatable, connected and most importantly, helpful to the gaming community!
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