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R.E.P.O. Quota Calculator

Turn the extraction haul goal on your R.E.P.O. HUD into the two numbers the game hides: how much total value the level generated, and how much of it you can break, drop or leave behind and still close every extraction point.

Which number are you starting from?

Which level of the run you are on

$

Whole dollars — R.E.P.O. rounds every valuable to the nearest hundred

Total value on this map

$179,743

$22,000 ×8.17

You can afford to lose

$91,743

51.04% of the map

Quota for the whole level

$88,000

4 points × $22,000

Goal per extraction point

$22,000

the same at all 4 of them

Share of the map the Taxman wants

You have to extract 48.96% of this map — $88,000 of $179,743. The other $91,743 can break, fall in a pit, or stay exactly where it is.

A $22,000 goal on level 10 means the map generated about $179,743, spread across 4 extraction points.

All 4 extraction points ask for $22,000. Value above a point's goal comes back as a money bag you carry to the ones still standing, so overshooting the first one is not wasted.

Is what I'm carrying enough?

$

Every level: what the Taxman takes, and what you can waste

Level Points Must extract Map holds You can waste
1 1 28% ×3.57 72%
2 2 42.01% ×4.76 57.99%
3 2 42.18% ×4.74 57.82%
4 3 42.51% ×7.06 57.49%
5 3 43.08% ×6.96 56.92%
6 4 43.98% ×9.10 56.02%
7 4 45.4% ×8.81 54.6%
8 4 47.3% ×8.46 52.7%
9 4 48.62% ×8.23 51.38%
10 4 48.96% ×8.17 51.04%
11 4 51.1% ×7.83 48.9%
12 4 53.2% ×7.52 46.8%
13 4 55.3% ×7.23 44.7%
14 4 57.4% ×6.97 42.6%
15 5 59.5% ×8.40 40.5%
16 5 61.6% ×8.12 38.4%
17 5 63.7% ×7.85 36.3%
18 5 65.8% ×7.60 34.2%
19 5 67.9% ×7.36 32.1%
20+ 5 70% ×7.14 30%
Curve values are the R.E.P.O. community's reading of the game's own code, and their source labels them approximate. The Must extract and You can waste columns are derived here, not published anywhere: they are what the curve means once you are standing in the level.

How this is worked out

Level 10: quota = total value × 0.7 × 0.69941, split evenly across 4 extraction points.

Backwards, which is the direction you need: $22,000 ×8.17 = $179,743 on the map.

$179,743 − $88,000 = $91,743 of value the level can lose.

The multipliers here are derived from the curve rather than copied. That matters at level 12, where the published table prints 7.51889 and the arithmetic gives 7.51899 — a two-digit transposition its own second table contradicts.

Running a different extraction quota? The Deep Rock Galactic hazard bonus calculator does the same job for Hoxxes.

R.E.P.O. quota calculator. The level's total value and how much of it you can lose.

This R.E.P.O. quota calculator turns the haul goal on one extraction point into the level's total value, the number the game never shows you. It also prints the figure no wiki publishes: how much of that value your crew can break, drop into a pit or abandon and still open every extraction point.

What is the quota in R.E.P.O.?

The quota in R.E.P.O. is the dollar value an extraction point demands before it will open, and the game sets it at 70% of everything the level generated, scaled down by a difficulty curve tied to the level number. The Taxman, the overseer who sets that threshold, never asks for more than 70% of a map at any depth.
On the HUD you get one number: the haul goal for the extraction point in front of you. Every extraction point on a level charges the identical goal, so a level with four of them wants four times what the HUD prints. The total the level generated stays off-screen for the whole run.
Because the goal is a fixed share of that total, the arithmetic runs backwards. Multiply the goal by the level's extraction points, then divide by 0.7 and by the level's curve value. A $22,000 goal on level 10 resolves to a map worth about $179,743, charged as $22,000 at each of four points — a map holding roughly eight times one charge.
Subtracting the quota from the total gives the figure this page exists for. Level 10 asks for $88,000 out of $179,743, which leaves $91,743 — 51.04% of the map — free to break against a doorframe, roll into a pit or sit untouched in a bedroom while the run still closes.
The R.E.P.O. community answered this question with mods rather than web pages. Tansinator's Map Value Tracker has been downloaded 1,809,423 times to put the map's live value on the HUD; RepoQuota, the mod that changes the quota instead of revealing it, sits at 2,905 downloads. Those two counts, 623 to 1, describe a community that wants to see the number rather than change it. A tracker shows what is still standing on the map right now, and its README's own settings stop there: it prints no quota share and no waste room, so the question of how much of that value you can still afford to lose stays unanswered.

How to use the R.E.P.O. quota calculator

The calculator opens on level 10 with a $22,000 goal, which is the middle of a normal run. Everything recalculates as you type.
1. Pick your starting number with the toggle. "I know the goal" is the default and expects the figure on the extraction point. "I know the map total" runs the same arithmetic in reverse, for when a tracker mod or a previous calculation already gave you the total.
2. Set the Level field (1 to 999). The extraction-point count and the curve value both follow it, so this is the single input that changes the shape of the answer.
3. Type the money. In goal mode the field reads "Extraction haul goal"; in map mode the same field reads "Total value on the map". Switching the toggle converts what you already typed rather than relabelling it, so 22,000 becomes 179,743 and back again without losing your place.
4. Read the four cards. "Total value on this map" is the recovered total. "You can afford to lose" is the waste room, with a copy button so you can paste it straight into voice chat or Discord. "Quota for the whole level" is every point added up, and "Goal per extraction point" restates the charge each one takes.
5. Check the gauge, labeled "Share of the map the Taxman wants". Its two ticks are the floor and the ceiling of the whole game: 28.00% on level 1, and 70.00% from level 20 onwards.
6. Optionally fill in "Value you are carrying" with whatever is in the cart. The "Is what I'm carrying enough?" block then shows your haul against this point's goal, how many of the level's points it clears, and the share of the map you already hold.
7. Scroll to the reference table for every level from 1 to 19 plus a 20+ plateau row. Your level's row is highlighted, and the "Must extract" and "You can waste" columns are derived on this page rather than published anywhere.

How R.E.P.O. builds the quota: the 70% rule, the curve and the extraction ladder

The community wiki states the forward version in one line: total quota equals total money × 0.7 × difficulty curve value, and the result is divided evenly among the level's extraction points. The player never sees total money, and the quota itself only ever appears already divided, on the point in front of them. Recovering the total from that one figure is the job.
The 0.7 coefficient is a hard ceiling. At the curve's maximum the Taxman claims 70% of what the level generated, and the coefficient gives him no route past it, so at least 30% of any map stays out of his reach.
The curve does the scaling, and it plateaus. Level 1 sits at 0.4, level 10 at 0.69941, and level 20 at 1.0. Levels 11 through 19 step up by exactly 0.03 each, a straight ramp into the plateau. Multiply by 0.7 and you get the share you hand over: 28.00% on level 1, 48.96% on level 10, and exactly 70.00% from level 20 on, forever.
Extraction points arrive on a ladder, not one per level. Level 1 has a single point. Levels 2 and 3 have two, levels 4 and 5 have three, levels 6 through 14 have four, and level 15 onwards has five. Because every point on a level charges the same goal, the count multiplies your workload directly.
A deeper level can print a smaller goal. The ladder is why. On level 12 the map holds ×7.52 of one point's goal; on level 15 it holds ×8.40, because five points now split the level's quota instead of four, and the extra point outweighs the curve's rise from 0.75998 to 0.84998. Two maps of identical value would therefore show a goal about a tenth lower on level 15 than on level 12, even though level 15's quota is the larger of the two. A player posting on Steam under the name jäkel described the endgame version of the same effect: "i reached level 50 and it really doesn't scale anymore. it must've been frozen since around level 20", adding that "sometimes the next level even gives a lower quota than the previous one." The curve stopping at 1.0 is the answer to the first half, and the extraction ladder to the second.
Overshooting a point costs you nothing. Load an extraction point past its goal and the chute hands the excess back as a Surplus Valuable — the money bag the wiki also calls a tax return — which you carry to whichever points are still standing. The value moves rather than vanishing, so there is no reason to hold items back from the first extraction.
The curve values carry a caveat their own source states: they are sampled from the game's code by the community and labeled approximate. Every map total on this page inherits that precision. Expect to land within a percent or two of the real figure rather than on it exactly.

What you must extract and what you can waste, level by level

LevelExtraction pointsMust extractYou can wasteMap holds (× one goal)
1128.00%72.00%×3.57
2242.01%57.99%×4.76
3242.18%57.82%×4.74
4342.51%57.49%×7.06
5343.08%56.92%×6.96
6443.98%56.02%×9.10
7445.40%54.60%×8.81
8447.30%52.70%×8.46
9448.62%51.38%×8.23
10448.96%51.04%×8.17
12453.20%46.80%×7.52
15559.50%40.50%×8.40
20+570.00%30.00%×7.14

The formula, and the inverted version this page uses

Vmap=G×P0.7×CV_{\text{map}} = \frac{G \times P}{0.7 \times C}
  • VmapV_{\text{map}} = Total value the level generated — the number the game keeps off-screen
  • GG = Haul goal printed on one extraction point; every point of the level charges the same one
  • PP = Extraction points on the level: 1, 2, 3, 4 or 5, set by the level number
  • CC = The level's difficulty curve value: 0.4 at level 1, 0.69941 at level 10, 1.0 from level 20 on
  • 0.70.7 = The share of a map the Taxman asks for at full curve weight, and never exceeds
Work the served example through it. Level 10 has four extraction points and a curve value of 0.69941, so the divisor is 0.7 × 0.69941 = 0.489587 and the multiplier is 4 ÷ 0.489587 = 8.17015. A goal of $22,000 therefore means a map of 22,000 × 8.17015 = $179,743. The level's quota is 4 × $22,000 = $88,000, and the slack is the subtraction: 179,743 − 88,000 = $91,743.
The multiplier column is worth a note on provenance. The wiki's own table prints 7.51889 for level 12, while the arithmetic from the curve value it publishes on the same page, 0.75998, gives 7.51899 — a two-digit transposition that the wiki's second table contradicts with its own 1.88 ratio for that level. Nineteen of the twenty published cells reproduce to five decimal places; that one does not. This calculator derives every multiplier from the curve rather than copying the column, so the typo never reaches your answer. The tool's "How this is worked out" panel walks the same four steps with your numbers in place.
The reverse direction is the same equation solved for the goal: multiply the map total by 0.7 and by the curve value, then divide by the extraction points. That is what "I know the map total" mode does, and it round-trips exactly — 22,000 goes out to 179,743 and comes back as 22,000.

Worked examples on real R.E.P.O. numbers

Level 10, a $22,000 goal — the typical mid-run map

Four extraction points, curve 0.69941, multiplier ×8.17015. The map generated $179,743. The Taxman wants $88,000 of it, which is 48.96%, and the remaining $91,743 (51.04%) can be destroyed or left where it stands. Roughly half the map is expendable and the run still closes.
This example carries its own corroboration. The wiki publishes a separate per-level value budget on a different page by a different route, and level 10's figure is $180k. Running the calculator backwards from $180,000 returns a goal of $22,031, which puts the served example 0.14% away from a number it was never fitted to.

Level 6, a $12,797 goal — the map from the official screenshot

R.E.P.O.'s Steam page carries a screenshot showing an extraction point at $0 of $12,797 on a level with four points, which places it in the 6-to-14 band. Taking level 6, the map holds $116,397, the level's quota is $51,188, and the slack is $65,209 — 56.02% of everything that spawned.
The wiki's published value budget for level 6 is $113k, so the recovered total lands one valuable above it. That is what a generator that keeps adding items until the budget is exceeded produces, which is a better sanity check than a perfect match would have been.

Level 1, a $5,000 goal — the most forgiving level in the game

One extraction point, curve 0.4, so the Taxman takes 0.7 × 0.4 = 28.00% and nothing more. A $5,000 goal means a map worth $17,857, of which $12,857 — 72.00% — is disposable. Level 1 is the only level where you can wreck more than two thirds of the loot and still walk out, which is why the tutorial run feels like the game has no economy at all.

Level 20, a $30,000 goal — the plateau, where the margin bottoms out

Five extraction points, curve 1.0, multiplier ×7.14286. The map holds $214,286 and the quota is 5 × $30,000 = $150,000, leaving $64,286 of slack — exactly 30.00%. Level 1 handed you 72.00% of the same freedom, so the monsters are only half of what gets harder on the way down; the accounting tightens alongside them and then freezes here. From level 20 on, breaking a third of the map ends the run, and no deeper level ever makes that stricter.

Map mode: level 6 with a $100,000 total already known

If a tracker mod told you the map holds $100,000 and you are on level 6, switch to "I know the map total". Each of the four extraction points will ask for $10,994, the level's quota is $43,976, and $56,024 is spare. The slack share matches the goal-mode figure for level 6 exactly — 56.02% — because the share depends on the level alone, never on how rich the map happens to be.

Is what I'm carrying enough? Level 10 with $50,000 in the cart

Type 50,000 into "Value you are carrying" on the default level-10 state. You are $28,000 over this point's $22,000 goal, which clears 2 of the level's 4 points, and you are holding 27.82% of the map. The surplus is not stranded at the first point: it comes back as a money bag for the second. Two points still need feeding, and the slack figure — $91,743 — is the breakage margin you still have while you do it.

Five ways players misread the quota

  • Reading the HUD goal as the level's total. The number on the extraction point is one charge, and levels 6 to 14 charge it four times. A $22,000 goal on level 10 is an $88,000 quota against a map worth $179,743 — treat the goal as the whole job and you will underestimate the level by a factor of four.
  • Trusting the "2-4 times more than you need" rule at every depth. One Steam player wrote, in a thread about running out of items, that the "map literally spawns 2-4 times more than you need", and the rule does hold early: measured against the level's whole quota, a level-1 map carries 3.57 times what you owe. By level 6 that is down to 2.27 times, and from level 20 on it is 1.43 times. Another player in the same thread reported the shortfall hitting them "a couple times on level 4". Both descriptions are accurate at different levels, and neither side had the per-level numbers.
  • Assuming a smaller goal means an easier level. The extraction ladder adds a point at levels 2, 4, 6 and 15, and every point takes the same charge. Crossing into level 15 spreads the quota across five points instead of four, so the figure on the HUD can drop while the level's total demand rises.
  • Holding loot back so the first extraction is not overloaded. Anything above a point's goal returns as a Surplus Valuable, the money bag, and travels to the points still open. Overshooting the first extraction wastes nothing; leaving a piano in a hallway because the cart looks full can.
  • Expecting the quota to keep climbing forever. The curve reaches 1.0 at level 20 and stays there, so the Taxman's share is pinned at exactly 70.00% and the slack at exactly 30.00% no matter how deep the run goes. Level 40 throws more at you than level 20; the quota's share of the map is the same on both.

Extraction strategy from the numbers

  • Check the waste room while the house is still intact. On level 6 you can lose 56.02% of the map and still finish; on level 20 that drops to 30.00%. The same broken chandelier is a shrug early and a lost run late.
  • Copy the "You can afford to lose" figure into voice chat. The card has a copy button for exactly that. A crew that knows it has $91,743 of margin argues less about who dropped what, and a crew on the plateau knows to stop throwing things.
  • Level 6 is the richest map in the game relative to one charge. Its multiplier peaks at ×9.10 — the moment the fourth extraction point arrives while the curve is still low. Four points is more walking than level 5's three, but the map behind them holds more value against each goal than at any other depth.
  • Treat level 20 as the difficulty wall for the economy, not the monsters. Each level up to it leaves more room than the one after; from 20 onwards the accounting is frozen at its harshest setting and the only variable left is how carefully your team moves.
  • Use map mode when a tracker already gave you the total. The calculator will split it into per-point goals, so you learn what each extraction point will ask for before you find one — useful on levels 15 and up, where five points are waiting.
  • Fill in what the cart holds when a run gets tight. "Extraction points it clears" turns a pile of loot into a plan: two of four cleared means two more goals to fund, and the slack figure tells you how much breakage that plan can still absorb.
  • Do not read the map total as a promise. The curve values are approximate and the level generator overshoots its own budget by a random amount, so the total is an estimate with a percent or two of play in it. Use it for decisions about margin, not for counting individual valuables.

R.E.P.O. quota and map value — frequently asked questions

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

The level's quota is the total value that spawned, multiplied by 0.7 and by a difficulty curve value tied to the level number. That result is then split evenly among the level's extraction points, so every point shows the same haul goal.

How much is the map worth in R.E.P.O.?

Multiply the haul goal on one extraction point by the level's multiplier. On level 10 that multiplier is ×8.17015, so a $22,000 goal means the level generated about $179,743. The game never displays this figure, which is why the calculator recovers it from the goal instead.

How much can you break in R.E.P.O. and still meet the quota?

The answer changes with the level. Level 1 lets you lose 72.00% of the map, level 6 lets you lose 56.02%, level 10 lets you lose 51.04%, and from level 20 on the answer is fixed at 30.00%. The margin narrows as the difficulty curve climbs and then stops narrowing at the plateau.

How many extraction points does each level have?

Level 1 has one. Levels 2 and 3 have two, levels 4 and 5 have three, levels 6 through 14 have four, and level 15 onwards has five. Every point on a level asks for the same amount.

Why is my quota lower on a higher level?

Because the extraction ladder adds a point at levels 2, 4, 6 and 15, and the level's quota is divided evenly among its points. Level 15 splits its demand five ways where level 14 split it four ways, so the per-point figure on your HUD can fall even though the level as a whole is asking for more.

Does the R.E.P.O. quota stop scaling after level 20?

Yes. The difficulty curve reaches 1.0 at level 20 and never moves again, so the Taxman's share is locked at exactly 70.00% of the map and your slack at exactly 30.00%. Deeper levels generate bigger maps and worse monsters, but the percentage split is identical at level 20 and level 500.

Is value above an extraction point's goal wasted?

No. The chute converts the excess into a Surplus Valuable — the money bag, which the wiki also calls a tax return — and you carry it to an extraction point that is still open. On a four-point level, overfilling the first point front-loads the other three.

Is the quota in R.E.P.O. random?

GameRant's extraction guide tells players they "get a random quota" at the start of each round. They do not. The quota is a fixed 70% of the level's generated value at full curve weight, and less than that at every level below 20. The variable part is the value the level generates, which is why published lists of per-level dollar amounts describe somebody's specific run rather than a constant. Feeding the calculator your own goal is the only way to get numbers that match your session.

Do I need a mod to see the total map value?

No. A tracker mod puts the live total on your HUD, and this page recovers what the level generated from the goal already on your screen, with nothing installed. A tracker's number falls as things break; this one is the map as it spawned. The calculator also prints two things the tracker does not: what share of the map the quota represents, and how much value you can still afford to lose.

Is this R.E.P.O. quota calculator free?

Yes. It runs in your browser, needs no account and no download, and recalculates on every keystroke. Type the goal from the extraction point in front of you and read the map total, the quota and the waste room.

How accurate are these map values?

The formula and the extraction ladder come from the R.E.P.O. community wiki and were checked on 2026-08-12 against version v0.4.4. The curve values are the community's reading of the game's code and are labeled approximate by their source, so treat totals as estimates within a percent or two. As a cross-check, the level-10 default of $179,743 sits 0.14% from the $180k value budget the wiki publishes for that level on a separate page. The multipliers here are derived from the curve rather than copied, which is what keeps the wiki's mistyped level-12 cell (7.51889 where the arithmetic gives 7.51899) out of the results.

What should I do with the result mid-run?

Read the waste room first and share it with the crew, because it decides how carefully you have to move. If the figure is comfortable — anything above 50% of the map, which covers every level up to 10 — the fast route through the house is worth the breakage. If you are at the plateau's 30.00%, the correct call is to carry fragile items one at a time. Then enter what the cart holds to see how many extraction points it already clears, and whether the loot still standing can cover the rest.

R.E.P.O. quota glossary

Haul goal

The dollar figure printed on an extraction point, and the only piece of the quota equation the game shows you. Every extraction point on a level displays the same one.

Total map value

Everything the level generated before anything broke. Never displayed in game; recovered by multiplying one point's haul goal by the level's multiplier.

Quota multiplier

Extraction points divided by (0.7 × the level's curve value), which converts one haul goal into the map's total. It peaks at ×9.10 on level 6 and settles at ×7.14 from level 20 on.

Difficulty curve value

The per-level scaling factor applied to the 70% coefficient. It runs 0.4 at level 1, 0.69941 at level 10 and 1.0 at level 20, then stays at 1.0. Levels 11 to 19 rise by exactly 0.03 each.

Extraction point

The chute that takes your loot and has to be fed the haul goal before it opens. Level 1 has one; level 15 and beyond have five, all charging the same amount.

Slack (waste room)

The map's total value minus the level's quota, shown on the calculator as "You can afford to lose". It is 72.00% of the map on level 1 and exactly 30.00% from level 20 onwards.

Surplus Valuable (money bag)

What an extraction point hands back when you feed it more than its goal. It travels to the level's remaining extraction points, so overshooting costs nothing.

Plateau

Level 20 and everything past it, where the curve is pinned at 1.0. The Taxman's share is exactly 70.00% and the slack exactly 30.00%, at any depth.

Taxman

The overseer who sets the quota each extraction point demands. The calculator's gauge is labeled after him: "Share of the map the Taxman wants".


Sources & References

  1. Repo Wiki, "$ per Level Table" — the formula this page inverts (Total Quota = Total Money × 0.7 × Difficulty Curve Value, split evenly across the extraction points) and the 20-row curve, which the page itself labels approximate. Read via the wiki's MediaWiki API; the multipliers here are derived from the curve rather than copied from its second column, which is a two-digit transposition at level 12.
  2. Repo Wiki, "Valuables" → Total Level Value — the same arithmetic cited to the game's own code (method StartRound() in RoundDirector.cs, v0.3.2), stating that all extraction points in a level share one goal and that knowing it determines the level's total value because the sum involves no randomness. Also the source of the per-level valuable caps and the generation loop.
  3. Repo Wiki, "Extraction Point" — the extraction ladder in prose (1 point on level 1, 2 on levels 2–3, 3 on 4–5, 4 on 6–14, 5 from 15 on), the emoji feedback as a haul approaches its goal, and the tax break awarded for going over it.
  4. Repo Wiki, "Extract Levels" — the extraction count per level as a table, which agrees with the prose page and with the arithmetic of the multiplier column. Its "Taxes Needed" column is a sparse set of single observations and is not used here.
  5. Repo Wiki, "Moon Phases" — checked to rule the system out of the quota: every documented effect is truck-healer health, monster knockdown resistance, grabber overcharge, pit damage or exploding orbs. The phases begin at levels 5, 10, 15 and 20, so they track the level without changing what the Taxman asks for.
  6. semiwork, R.E.P.O. v0.4.4 patch notes (25 May 2026) — the current release as of this page's last check, and the confirmation that nothing since the curve's last adjustment has touched the quota, the extraction count or valuable generation. The whole news feed for app 3241660 was read back to launch.
  7. Map Value Tracker (Thunderstore mod, source on GitHub) — read for the game's real field names: it patches RoundDirector and reads extractionHaulGoal, anchoring its own label to the HUD node named "Tax Haul", and it sums ValuableObject.dollarValueCurrent because no single field holds the map's total. Its 1.8 million downloads are the measure of how much players want the number this page derives without a mod.
  8. R.E.P.O. on Steam — the store page whose screenshots show the HUD this calculator reads: "$0 / $12,797" over "3 / 4" extraction points. Four points puts that map on level 6–14, and the formula turns its goal into about $116,000 of map value against a published level-6 cap of $113,000.

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