StickyGun

v1.0.0·Updated 2026-08-21

Enemies can no longer knock your gun out of your grab. Guns only - everything else drops exactly as in vanilla. Client-side, install it or don't.

Screenshots 4 screenshots

About this mod Author’s original text

StickyGun

Keep your gun in your hands when it matters.

A small, client-side R.E.P.O. mod that stops enemies knocking your gun out of your

grab mid-fight. Guns only. Nothing else in the game changes.

The problem

The deeper you go in R.E.P.O., the harder enemies hit. Past a certain force, a hit

doesn't just hurt you — it knocks whatever you're holding straight out of your grab.

On moon-phase levels, where enemy attacks are scaled up hard, this happens

constantly.

So you round a corner into a Headman and a Reaper, raise your shotgun, take one

hit, and your gun is bouncing across the floor. You're now unarmed, in a fight you

were equipped for, scrambling after a gun that may well have gone down a pit.

It isn't difficulty. It's a coin flip that ignores everything you brought to the

fight.

What StickyGun does

While you're holding a gun, enemy hits can't knock it out of your grab.

That's it. Get slapped, tackled, blown across the room or pinned by three enemies

at once — the gun stays where you put it. You still take the damage, you still get

knocked around, you just don't get disarmed.

You drop the gun when you decide to: let go, stow it in an inventory slot, or die.

What StickyGun does not do

This is not a combat buff. It does not touch:

  • damage, fire rate, reload speed, or ammo
  • accuracy, spread, or aim
  • gun range, projectiles, or anything about how shooting works
  • enemy health, damage, or behaviour
  • any item that isn't a gun

Valuables, orbs, drones, carts, grenades and health packs all still get knocked out

of your hands exactly as they do in vanilla. Cart-mounted cannons are deliberately

excluded — the game labels them "guns" internally, but you can't hold and fire

one, so they behave as normal.

When you'll actually notice it

On early levels, enemy hits usually aren't strong enough to disarm you in the first

place, so StickyGun quietly does nothing. It earns its keep on moon-phase levels,

where attacks are scaled up and losing your gun is otherwise routine.

Development testing was done on level 18, full moon, where

enemies hit at double the force needed to disarm you.

Multiplayer

Client-side. Install it or don't — either works.

StickyGun only changes what happens on your own machine, to your own gun. If you

have it, your gun stays in your hands. If someone in your lobby doesn't have it,

they simply play vanilla. Host or client, modded lobby or not, nobody needs to

match anyone else's setup.

Tested against

Verified on a full-moon level, one gun in hand, against:

| Enemy | Result |

|---|---|

| Reaper, while it's running onto you swinging blades | Gun kept |

| Headman, when it focuses and hits | Gun kept |

| Trudge, when it pulls you and hits | Gun kept |

| Robe, when hits | Gun kept |

| Bowtie, when it blows air | Gun kept |

| Loom, when slaps | Gun kept |

| Headgrabber, when hits | Gun kept |

| Mentalist, when it lifts you | Gun kept |

| Heart Hugger, when it pulls you and hits | Gun kept |

| Peeper | Unaffected — it grabs you in the eye, not your gun |

| Headman + Reaper + Robe together | Gun kept |

| and others, all while in fight | Gun kept |

| Upscream | Not covered — see below |

Also confirmed: falling and fall damage, tumbling on purpose, being carried around

by enemies, extraction, level changes, and the shop all behave normally.

Known limitation: Upscream

Upscream is the one enemy StickyGun can't help with. It disarms you through a

completely different piece of the game's code — one that is indistinguishable from

you letting go of the grab deliberately. Blocking it would break normal releasing,

which is a far worse trade.

If Upscream takes your gun, that's expected behaviour, not a bug.

Guns from other mods

StickyGun identifies guns by the game's own gun component, which is the same thing

R.E.P.O. itself uses. Any modded gun built on it should be protected automatically,

with no configuration needed.

This hasn't been tested against a specific gun mod yet, simply because none were

installed durin

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
StickyGun-1.0.0.zip
File size
124.6 KiB