The Repopulation is a Massively Multiplayer Online Role Playing Game in a science fiction setting built heavily upon social aspects, sandbox driven gameplay and in depth crafting systems. CURRENTLY IN ALPHA BUILDS.
All Reviews:
Mixed (850) - 56% of the 850 user reviews for this game are positive.
Release Date:
Dec 19, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access gives players a chance to participate in the development of the game when we are still in a state where active changes are being made regularly. It provides the players with a chance to give their feedback and for us to take that feedback into account as we continue to refine features. Early Access also includes lifetime Membership post-launch and is similar to a one time box price.

That having been said, we want to make it perfectly clear that this is an Alpha test. You will undoubtedly encounter bugs and annoyances that may affect your gameplay experience. You may crash a lot and may be stuck with technical issues for a while. Some features of the game are still being implemented or refined, some graphics, animations, sounds, and much of the interface are placeholders and slated for revision prior to launch. Some parts of the world are still a work a progress.While our support team and community actively assists players in resolving these type of issues, If you are easily frustrated by these types of things, then Early Access is probably not for you and we would recommend waiting until the game launches or hits Open Beta.”

Approximately how long will this game be in Early Access?

“It’s difficult to give firm dates when developing an MMORPG because many of the delays are reactionary. Players, through the community, will be a part of the decision on when the game moves into Beta and when it launches.”

How is the full version planned to differ from the Early Access version?

“We think it is best to talk about additions, features, and overall scope we would like to achieve, but not to make specific promises about future events (e.g. when the game will be finished, exactly what the finished state of the game would be, or that planned future additions will definitely happen).

We have a break down of existing features vs upcoming features available in the main section below. Many features are currently implemented, but a few key features are still remaining including the Hardcore Ruleset and some Sieging and Nation functionality.”

What is the current state of the Early Access version?

“The game is currently in a new Early Alpha with a new development team, Idea Fabrik Studios (IFS). Patching has been put on hold until the core of the old code has been overhauled, optimized and fixed.

There will be a complete server wipe, including player data, at release and another one is planned for when we need to check the economy, most likely midway during Beta. Other wipes between now and then are not planned, but that is subject to change if necessary.

A lot of the main functionalities are already in, the servers are up full time and GMs are already at hand helping the player base. You are able to access housing, combat, pvp, entertainment and many other variations of play.

While the world is almost all available for exploration, there are some locations which have little to no content currently. The hardcore ruleset is not yet available, and sieges are currently disabled. There are also many areas of gameplay which are not yet optimized. You will encounter bugs, crashes, and many models do not yet have LOD (Level of Detail) which negatively affects performance. Some graphics or sounds are also placeholders. For example, you will notice that your ability icons are currently split between placeholders and the final versions. This will continue to improve throughout the course of testing.

A lot of the main functionality is already in, the servers are up full time and GM’s are already at hand helping the player base. You are able to access housing, combat, pvp, entertainment and many other variations of play.”

Will the game be priced differently during and after Early Access?

“The business model has not been finalized yet, but there will be no "pay-to-win" (P2W) cash shop; there is more about this at the bottom of the page.

There will be at least three different one time membership options at launch: Silver, Gold, and Platinum. We are currently only offering Silver memberships in Early Access; in the future we will also be opening up Gold and Platinum memberships again. They are currently unavailable as we want to get a lot of our primary fixes in and improve the stability of the game beforehand.

You will also be able to upgrade from Silver to the other membership options at any time once the membership upgrades are opened up again.

Some of the extra perks that are included as part of the Early Access packages will not be available for purchase after release.”

How are you planning on involving the Community in your development process?

“Currently we communicate with the community primarily through both, the game site forums and the Steam forums as well as Discord. We have GMs already on staff assisting new players even at this stage of development and we plan to further expand our community in the future. At this point in development we are taking feedback, but primarily working on fixing up a lot of the issues within the game to improve performance and stability. When we are past these stages you will see a lot more of the feedback coming in to play, along with more in-depth system analysis.”
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Recent updates View all (35)

October 31

October Update: Cleanup and Developers Video

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Comment on the official Repopulation forums

We’d like to start off by wishing everyone a ghoulish Día de Muertos, All Hallows Eve, Samhain and Halloween! As October winds down it brings with it our monthly update. So let's jump right in.

Test Patch Update
The last two tests we did gave us some very valuable information. With the additional cleanup, we’ve progressed 30% further than our previous push attempt.

This has given us valuable data to base the direction of Novembers testing. On saying that, documentation and cleanup will continue. We hope to have some more specific information for you in coming news updates!!

PCC (Plymouth Control Center)
At the beginning of the month, we gave everyone a glimpse of the coming revamps for the area Plymouth Control Center. We’d like to touch on this region once more as we bring the month to a close.

Work within the region is winding down leaving us to focus on terrain and flora placement. PCC will now tower above the remnants of a dried river bed. Marshy terrain making up the landscape below.

During clean up many props were discovered in various locations around the zone. Some of which have now been removed from the area. Balance is an ongoing concern when planning for the world revamp. That being such we are interested to hear what you think is too little or too much when it comes to:
  • Hacking Terminals
  • Crafting Stations
  • Banking Terminals
  • Skill Imprinting Stations
  • Etc.

Since we haven't reached the patching stage we thought we'd mix things up a bit. Rather than a featurette we've prepared a video from a developers perspective. We thought you may find it interesting to see for yourselves a glimpse of the work that goes into creating an area. So please enjoy, and let us know if you'd like to see more content like this in the future.

GUI Clean up
We have had a number of issues being able to push content into a patch, this is believed to be because there is a lot of leftover old work which needs to be cleaned up, which has lead us into doing just that.

Currently, we are working in a large amount of spreadsheet data, and data parsing in order to work out everything that is deletable, this will be done over time and in phases in order to decrease the amount of data The Repopulation is trying to push when doing a patch. We have started off with working on the GUI, and over time will move to other systems.

Essentially we have been documenting what classes are used where and in what scripts/XML files, and also which Controls are used where and in which scripts/XML files. Controls are the GUI parts you see as the interface, these are defined in XML and then used by XML or Script. Any button you press, or any window you move is a control, or made up of multiple controls.

We use parsers to document all uses of classes and controls, then go through and check dynamic creations too, this work is a mixture of having scripts to run and manual checking. This information then runs through some checks to see which scripts and controls are not used anywhere. With that list we then check over and delete what isn't used. We do this for controls, which then frees up class data, and then we run through the process again for classes, which in turn will free up more. This will eventually get rid of a lot of bloat.

What the results were:
  • 1205 XML Files
  • 2128 Client Scripts
  • 2751 GUI Controls
  • 3605 Client Classes

We have yet to run the actual deletion phases, but the first phase looks to be a deletion of roughly 5% of the DOM object bloat and 15% Control Bloat, as we do more phases, that amount will increase.

Over the next few months, we will be doing all of the cleanups we can, checking everything that is used, and eventually re-creating problematic GUI elements to be more efficient, and freeing up even more. After the GUI we will move on to other systems, and clean up what we can there as well.

Test pushes will be attempted at regular intervals. Once we've accomplished a successful push we'll begin compiling a patch for public release. Upon patching publicly we'll continue our development plan and further cleanup.

  • What these test pushes tell us:
  • Where the cleanup has an affect
  • How much further the prior clean up got us
  • Where the next timeouts occur
  • What areas we need to clean up

In the future we will also be remaking a lot of the GUI for the new systems and other system adjustments made.

Welcome Michael
Saving the best for last: We are very excited to introduce our new team member, composer Michael La Manna.

Michael has over 14 years of experience in the music industry from producing and remixing some of today's top artists to composing for film, television and game production. Michael began his career in the late nineties as the founder of the electronic group Sonic State. He released remixes for artists such as Limp Bizkit, Orgy and Godhead, and was propelled into the underground rave scene, performing live at multiple venues. With the continued success of SonicState, he established the independent record label and produced tracks that were to be played on radio stations and in clubs around the world. Today his work as a solo artist can be heard in multiple video games, commercials, television and film.
Have a listen to some of his work at

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October 2

September Update: PCC Optimizations

PCC and Optimizations Update
Today's update is to spotlight some of the team's recent work. The following information is to provide a developers side glimpse into what we've been up to most recently. We hope you enjoy and look forward to your feedback.

The location of Plymouth Control has a long history of edits since it was originally created. Our revamp brings the area to revision number four. Those who've been here for some time may have known it as either Plymouth Canyon, Plymouth Control Station, or most recently Plymouth Control Center. While the name hasn’t changed the visuals and functionality have over the years. This revision’s focus was to clean up the area, increase performance and do the prep work so we can finally finish it with the lore in mind.

You may be curious as to what the purpose of this pre-revamp work is right now instead of later during the world revamp. So we will jump right in.

Data Overload!
It came to our attention that the area Plymouth Control Center had several issues that could possibly hinder our upcoming patch test. This data is being replicated across multiple areas that are linked to PCC and can cause slowing frame rates, low fps in the area and larger than normal hitching. This hitching and eventual frame rate drop is caused by the amount of data that is being loaded and unloaded, as well as the order of it doing so.

Those issues were as follows:
  • Large number of individual assets
  • Large number of individual textures used in the Texture Banks
  • Large number of Sub-materials used in the Material Banks
  • Above caused an overly large amount of draws client side
  • Above caused an overly large amount of cache creating and cache removal time
  • Above caused some players to time out or crash to desktop
  • Above caused a type of memory leak over time, filling cpu and memory cache
  • Cache issues could cause some players to crash to do partially removed or added caching

Cleanup on Aisle Four
By addressing these issues we were able to further reduce the enormous amount of data that could potentially cause things to time out during our patch test. We are working at cleaning up the server and the game itself. The content for this area will not suffer from the reduced data. Instead we’ve reduced data while actually adding more visuals, and leaving additional space for future content to be placed during the world revamp.

Some of the ways this is done can be seen visually with the art assets themselves. By reducing the number of actual objects we can improve performance for the area and for the client. So in this case, instead of building an area using individual wall and floor tiles, we can build this in 3ds Max and export it in chunks or pieces and with a simple placement of one asset, we can then drop the rest in to fit into place and reduce the number of textures, assets and total draw counts. This is what we did with PCC, while adding a bit more to the world. By doing this, it allows us the room to add more clutter around the area (and world) that will help make it feel more alive and lived in.

As an old mentor of mine once said, "A poly saved is a poly earned." This was told to me over 20 years ago, and still applies to this day. It means we have more room to be able to add a bit more from art itself to features and functionality.

To give you a better idea of how much our changes have affected the area we’ve listed the before and after totals below.

Befor: 48,251 Total HB Node counts for all asset types
  • HB Nodes:13,551
  • Heightmap Nodes: 12
  • Art assets total: 5,121 local
  • SpeedTree: 979 (includes surrounding areas)
  • Dynamic Detail: 10
  • Particles and emitters: 918
  • Textures total:1,627 local/10,121cached (all surrounding areas)
  • Waypoints: 926
  • Triggers: 24
  • Region Nodes:17
  • Asset Errors: 429

After: 6,709 total HB Node counts for all asset types
  • HB Nodes Total: 6,709
  • Heightmap Nodes: 9
  • Art Assets total: 133 local
  • SpeedTree: 100 estimated (139 surrounding areas) - add count once done
  • Dynamic Detail: 5
  • Particles and emitters: 121
  • Textures total: 29 local/798 cached (all surrounding areas)
  • Waypoints: 926
  • Triggers: 24
  • Region Nodes: 17
  • Asset Errors: 7 (Redefinition errors remaining from old art)

We plan to do a test the type 2, Normal Push, next week. Pending our findings from this test we may or may not need to proceed with additional pre-world revamp work on two additional areas. You can find below an informative summary of the different patch types. As always we encourage your feedback be it positive or otherwise.

Push Types
As we had explained in past updates, we have three types of pushes built into HeroEngine. We figured we would go into a bit more detail about these three types since some still had questions about the differences. If you still have questions, please feel free to ask them and we will do our best to answer them.

Last year we worked on making the version of HE that The Repopulation is on to work with our current Full Push system. There had been a lot of changes and updates to the HeroEngine systems over the last several years that The Repopulation was not included in since the Code Freeze in 2014 and Repopulation shutting down in 2015. Now we are currently working on the second type, Normal Push.

Here are the three types and what makes each one different.
  • Full push: This pushes ALL content and overwrites any old content. Can also add in full DB push as well .. this is generally done if a LOT of stuff was changed or you need to push a lot of major changes and do a full wipe.
    - This tends to need the servers to be spun down to push to the server and out to all collocations.
    - Server downtime can be between 2 hours to 12 hours depending on size/scale and any issues or conflicts found.
    - Good for large scale Content Updates; expansions, rework, etc
  • Normal Push: This type is for larger but not massive updates. It runs a diff between old and new content, what needs to change, and where. It also runs debuggers to make sure there are no major conflicts between server, client and listener (dude server) however this tends to exclude any scripting gameplay conflicts)
    - This generally takes a server restart.
    - If there are no conflicts found restart tends to be between 15 and 45 minutes depending on the scale of the changes and updates.
    - Good for quarterly or large scale updates
  • Live Push: This is to push smaller updates that might include art changes, some script changes, minor system changes, etc.
    - This is generally done even when servers are up and running, and client will get the update when they log in next.
    - No downtime generally other than perhaps a quick 5 minute respin.
    - Good for monthly to bi-weekly updates that are smaller in nature.

Testing... and More Testing
With most of the work done in Plymouth Control Center and surrounding areas, the HeroEngine engineers will be doing another round of tests later this week once they get the go-ahead from the Repop dev team. The surrounding areas are done, including Ghetti Gorge. So what is left for the developers to do?
  • Smooth out the sculpting of the terrain for PCC and surrounding areas
  • Repaint to give a better blend between areas
  • Place trees and other flora
  • Test updates to the nodes (harvesting, triggers, etc)
  • Place working Doors

Though we still do not have an estimated time of when this will be going live, the Repop team is working hard on several aspects of the game and have not stopped. What started out to be a combat update is also turning into a cleanup phase with some new content to push and test for the Island then World revamp. We will continue to update you and once we have been able to do a successful test push without time out issues, you will all be the first to know!

We enjoy openly conversing with our community about ongoing development. Our internal testers from the community have been a tremendous help and we want to thank them for all the valuable input and finding issues like textures and helping with ideas on how playable the areas are. We are excited for when we can bring this update live to everyone.

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About This Game

The Repopulation was re-launched in February 2017 in the same state that it was taken down, in December 2015. The new development team is fixing and patching all elements in order to improve gameplay and reduce the amount of crashing. This has also resulted in a delay of patches, so game updates may be slow-going at first as we are doing a very large overhaul of back end systems.

The Repopulation is a science fiction sandbox MMORPG which is currently in Early Access and early alpha testing. You should only consider purchasing the Early Access for this title if you are okay with bugs, crashes, possible interruptions of service, and in some cases fluctuating features, as well as to support the development of the game and help up us build it.

The Repopulation is about player's choices in the way they play: being able to do Player vs Player or avoid it altogether, the ability to do Crafting and concentrate on it, or build your own home, having the freedom to advance your characters in a number of ways and not just through combat.

Key Features Currently Available In Early Access

  • Sandbox-driven gameplay which never forces you down a specific path.
  • Skills-based advancement with over 75 skills including combat-oriented, diplomatic, rogue, entertainment, trade skill, pet, survival, and other advanced skills.
  • Advanced trade skill systems which allow for a high degree of customization in crafted goods.
  • Players can switch between RPG Mode or Action Mode combat at any time. Action Mode controls like a shooter, but is built on top of RPG mechanics.
  • Create homes and build cities complete with vendors, props and defensive units.
  • Dynamically-generated content which will change based on how players react to the world.
  • Unique three-faction PvP system, where the third faction is allowed to set its alliances on a nation by nation basis. PvP is entirely optional with much of the world being protected from it and players being able to progress entirely without ever getting involved in PvP.
  • Advanced generated mission system provides a never-ending stream of missions which are customized for your character. They are purely optional.
  • Social-oriented features which provide bonus rewards when grouping or working together with other players.
  • Vehicle system allows you to upgrade and custom tailor your vehicles, even adding abilities such as Shielding, Mines, Turbo Boost, or Combat abilities.
  • Three different pet systems: Genetic Engineering, Taming, and Robotics.
  • Engagement system which is similar to a mutating form of Public Quests.
  • Persistent Seamless World.

Key Upcoming Features

  • DirectX 11 Support.
  • Hardcore server ruleset.
  • Re-integration of the Siege system.
  • Underground levels for player-created cities.
  • Audio improvements as we move some systems from placeholder to final.
  • Ease of use features to make the game easier to grasp for new players.
  • Host Player Created Tournaments in your cities.
  • Raid Interface.
  • Microtransaction support for cosmetic and fun items.
  • City Perks system.
  • Graphical improvements, performance optimizations, additional FX, and general polish.
  • Balance, feature refinement, bug fixes and content.
  • Engine upgrades to take advantage of the most recent versions of Hero Engine.

    Server Availability

    Being an MMORPG the only way to play the game is online. We currently provide both US and EU servers and they are available as long as there is no scheduled maintenance or unforeseen issues that do arise during development and testing. We strive to keep the servers up and running as much as possible, but, as with any MMO, patching is needed and will require the servers to be down during the process. There might be other times when the servers are undergoing maintenance and will require downtime; we will try to effectively communicate this as much as possible.

    There are no current plans for player ran servers or single player options.

    3rd Party Account

    This game requires a 3rd party account to play. A key will be given to you by Steam to activate the account so you can see the list of available servers to play. Please be sure after you purchase the game to create your account and register the key.

    A Stand-Alone client will also be available for purchase via the game’s website in the near future.


    All package options are subject to change
    Currently we have a single package option available:

    • Silver Package - Includes Name Reservation*, 1 Repop Token**, Early Access and Access to City Council and Nation Leadership options.

    Eventually we will be opening up 2 more package options:

    • Gold Package - Includes Silver membership, a total of 2 Repop Tokens**, 1-day Head Start and Ability to become a city mayor and run a player city.
    • Platinum Package - Includes Silver and Gold membership, a total of 3 Repop Tokens**, a total of 2 days of Head Start and Ability to create a new nation.

    *Name Reservation is the ability to reserve 1 in-game character name tied to your account, across all servers.

    **Repop Tokens will be exchangeable for in-game items as a thank you for supporting us. Instead of giving specific ones at each level we will offer you tokens and you will have a choice of different options, with some costing more than 1 token. These items will be cosmetic in nature only and will not give you any additional functionality or power over other players. Examples of what you can expect are: equip-able shell items such as armor, weapons, and clothing, a special edition vehicle, and trinkets and even special buildings for your housing and nation.

    You may upgrade your package options when other packages are available.

    At some point before release the Silver, Gold and Platinum memberships will be enabled in-game and offer the following: Additional Character Slots, Inventory Slots, Bank Slots, Shared Bank Slots, Mission Slots, and Auction Slots. The exact quantity of these slots are still being determined based on usage and feedback.

    In the future we will be enabling microtransactions in-game for cosmetic and fun items.

System Requirements

    • OS: Windows Vista 64 bit
    • Processor: Dual Core CPU
    • Memory: 3 GB RAM
    • Graphics: ATI 5750 / Nvidia GT450 with 1GB VRAM
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
    • Additional Notes: 64 bit OS is required along with Windows Vista or higher
    • OS: Windows 10 64 bit
    • Processor: Intel Core i5-2500k
    • Memory: 4 GB RAM
    • Graphics: ATI 7850 / Nvidia GTX660
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: 64 bit OS is required along with Windows Vista or higher

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