R.E.P.O. Quota Explained: How Much Do You Need Each Level?

Quota is the number the entire game revolves around. Miss it once and the run is gone. Here is exactly how R.E.P.O. calculates the quota, how it scales level by level, how extraction points divide it, and what to do with everything you collect above the line.

Quick Answer

R.E.P.O. sets each level's quota from the loot it spawned: total money on the level × 0.7 × that level's difficulty curve value. The curve starts around 0.4 on level 1, climbs to roughly 0.7 by level 10, reaches 1.0 by level 20, and stays capped there. That total is then split evenly across the level's extraction points — one on level 1, up to four later on. Extract above the line and the excess returns as surplus; fall short and you are sent to Disposal and the run is deleted.

How the R.E.P.O. Quota Is Calculated

Quota is not a fixed dollar amount pulled from a table — it is generated from the level you were dealt. When the map builds, the game adds up the value of every valuable it placed and works backward from that number.

Total Quota = Total Money on the Level × 0.7 × Difficulty Curve Value

Two consequences fall out of this. First, you never have to strip a map completely: the 0.7 baseline means roughly 30% of the level's value is slack even before the difficulty curve discounts it further. Second, a level that generated a lot of expensive loot will also ask for more — a rich map is not a free ride, it just moves both numbers up together.

How Quota Scaling Works Level by Level

The difficulty curve value is the multiplier that makes early levels forgiving and later ones brutal. It rises as your run goes deeper and then stops.

LevelsCurve ValueWhat It Means in Play
Levels 1–100.4 → ~0.7The gentle ramp. Level 1 only asks for roughly 40% of the 70% baseline, which is why the first extraction feels almost free. You can afford to leave low-value clutter behind.
Levels 10–20~0.7 → 1.0The squeeze. The curve climbs toward its ceiling while extraction points multiply, so the same map now demands most of what it spawned. This is where unprepared teams die.
Level 20+1.0 (capped)The curve stops growing. Quota still rises because later maps hold more total money, but the multiplier itself is maxed — difficulty now comes from monsters, not maths.

Note that difficulty scaling in R.E.P.O. is tied to your level number, not your lobby size. Two players and six players on level 1 get the same small quota and the same pair of monsters — extra hands are a straight advantage, provided everyone splits up and loots.

How Extraction Points Divide the Quota

A common misreading is that each extraction point carries its own full quota. It does not — the level has one target, and the extractors share it.

1

The level total is calculated first

When the map generates, the game sums the value of every valuable it spawned, then applies the 0.7 baseline and the difficulty curve to produce one total quota for the whole level.

2

That total is split across extraction points

The total quota is divided evenly between the level's extraction points. Three extractors means each one asks for a third of the total — not a third of a fresh, separate quota.

3

You work one extractor at a time

Only one extraction point can be active and completed at a time. Activate it, feed it valuables until the crying face flips to a green checkmark, and it closes for good.

4

The level ends when every extractor is closed

You cannot leave for the Service Station until all extraction points on the level have been satisfied. Count them early so you know how much map you still have to strip.

Surplus, Tax Returns and the Money Bag

Overshooting the quota

Feed an extractor more than its share and the excess is handed straight back to you as a "tax return" — a Surplus Valuable, the money bag. On a multi-extractor level you carry that bag to the next extraction point and it counts toward that one, so nothing is wasted. Surplus you finish the level holding becomes your Service Station budget for upgrades, weapons and gear.

Falling short of the quota

There is no grace period and no partial credit. Fail to reach the number and the Taxman sends the crew to Disposal — the run ends and that save file is deleted. This is why experienced squads treat the last 10% of a quota as a hard stop and keep extracting until the checkmark appears, rather than gambling on one more room.

Reading the extractor: the crying face icon above the platform means the quota for that point has not been met yet. Once enough value has accumulated it flips to a green checkmark and the extraction point closes permanently.

How to Hit the Quota Every Level

Because the quota is generated from the map's own loot, a failed level is almost always a search or handling problem rather than bad luck. These are the habits that keep runs alive:

1

Sweep with the radar in every room

Green blips mark valuables you have not extracted yet. Most "the quota was impossible" complaints turn out to be rooms that were walked past. Maps generally spawn well over the quota in total value, so the money is almost always still out there.

2

Count the extractors before you commit

Knowing there are three extractors rather than one changes your route completely. Scout the layout early so you are not sprinting a fragile vase across half the map at the end of the run.

3

Damaged loot is discounted loot

Valuables lose value when they take impacts. Dropping and dragging a heavy item down a stairwell can shave a serious chunk off its price — and that shortfall counts against your quota.

4

Buy stamina upgrades early

Stamina is the upgrade that converts directly into quota. More stamina means more rooms cleared and more heavy items hauled per level, which is exactly what a rising difficulty curve demands.

5

Overshoot deliberately on early levels

Anything above quota comes back as surplus you can spend at the Service Station. Early levels have the softest curve, so they are the cheapest place to bank the upgrades that carry you through level 10–20.

6

Do not hoard everything for the last extractor

Each extractor wants its own share. Stockpiling a mountain of loot next to the final extraction point while the first two sit unfinished just means longer, more dangerous hauls later.

Frequently Asked Questions

How is the R.E.P.O. quota calculated?

The commonly cited formula is: total quota = total money on the level × 0.7 × the difficulty curve value for that level. In other words the game looks at everything it spawned, takes 70% of it as a baseline, then scales that down (early) or leaves it near full (late) based on how deep your run is. Because the input is the level's own loot pool, quota is never a flat number — a rich map asks for more than a sparse one.

Does R.E.P.O. quota scale with the number of players?

No. Quota is derived from the level's loot and its difficulty curve value, not from lobby size. A duo and a six-player squad on the same level face the same target and the same monster count. That makes bigger lobbies genuinely easier on paper — more hands to carry heavy items — as long as everyone is actually looting instead of following one another around.

What happens if you miss the quota in R.E.P.O.?

Missing quota ends the run. You are sent to Disposal, the run is over, and the save file for that run is deleted. There is no partial credit and no retry from the same level, which is why the difference between "we barely made it" and "we lost everything" is often a single valuable left in an unswept room.

What is surplus and does extra value carry over?

Anything you extract above the requirement becomes surplus. On a level with more than one extraction point, the excess is handed back as a "tax return" — a Surplus Valuable, better known as the money bag — that you physically carry to the next extractor. Surplus you keep at the end of the level is the currency you spend at the Service Station on upgrades, weapons and gear.

How many extraction points are there per level?

Level 1 gives you a single extraction point. From level 2 onward the count grows as you progress, topping out at four extractors on later levels. Only one can be active at a time, and every extractor on the map must be closed before the level ends. More extractors does not mean more total quota — it means the same total is chopped into more deliveries.

Who is the Taxman and what does he do?

The Taxman is the figure your crew answers to — he sets the quota you are collecting against each level. Meeting the number keeps you employed and sends you on to the Service Station; failing it is what sends you to Disposal. Mechanically he is the framing for the quota system rather than a monster you fight, so the only way to "deal with" him is to hit the number.

Is the quota ever mathematically impossible?

It should not be. Because quota is derived from the map's own loot pool at 70% of total value, there is always meaningfully more value on the level than the target requires. If a level feels impossible, the usual culprits are unexplored rooms, valuables damaged down in price, or items dropped somewhere unreachable — not a broken quota.

Can I change the quota with mods?

Yes. Thunderstore hosts mods that adjust quota and level scaling directly, letting you soften the curve for casual lobbies or crank it up for veteran squads. Everyone in the lobby needs the same gameplay-affecting mods installed, so agree on a setup before the host opens the game.