





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
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This update is mainly focused on adding support for bHaptics devices (TactSuit, Tactosy and TactVisor) for increased immersion while playing in VR. Additionally we've added an additional mode to the Arena called 'Swarm' which lets you use a range of unbreakable weapons fight forever against never-ending human and zombie enemies. It's a great way to practise, exercise or just relieve the stress of the day. VR Version 1.1.0
Hey everyone! The Paint The Town Red VR Giveaway has ended and we picked the three lucky winners who received their free key! Thank you everyone for participating, and don't worry! There will be more occasions in the future where you can take part in other community activities and get your victory! https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Version 1.0.8 is a minor update to fix lit text rendering in Workshop levels in VR. Additionally the update from yesterday, version 1.0.7 fixed an issue where non-VR saves from the Steam Cloud could be read by PTTR VR and potentially cause a loss of Beneath progress. VR Version 1.0.8
This is a minor update to fix a crash that has been affecting some users after Beneath save files become corrupted, particularly if they were in the Steam cloud. Additionally an extra option for the 'Turn Mode' setting allows you to disable turning with the right stick entirely. This is mainly to help those with controllers that have stick drift. We will soon be adding dead zone options to give additional ways to deal with faulty controllers. VR Version 1.0.6
This is our first hotfix to attempt to improve the head shake/judder that players have been experiencing in the launch build. If you had this shaking issue, please let us know if it is improved in this new update by commenting on this post or on the Steam forum. Be sure to check that it says 1.0.4 on the South East Games logo screen to be sure you're on the new build before testing. Whether this improves things or not, we will be continuing to investigate the issue over the coming days and will continute updating the build with any potential improvements as necessary. VR Version 1.0.4
Hey everyone! Paint The Town Red VR just released, but the surprises are far from over! Starting today, the base version of Paint The Town Red will be part of the Steam Spring Sale, and you can get it at a whopping 50% off! This is the perfect occasion to try the full PTTR experience and invite your friends to join you in the total mayhem awaiting you, thanks to more than 1,000 workshop maps created by the community members themselves! Get your copy here: https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Paint the Town Red VR is here! Available now on Steam as DLC for PTTR, PTTR VR gives you a whole new way to experience the carnage of the Scenarios, Arena and Beneath. If youre reading this then you probably dont need to be sold on what PTTR is, so lets dive into the VR specifics. Note: We're aware that many players using Quests are having head jitter issues with in the game. We are looking into it and will aim to resolve all issues as soon as possible, but right now our recommendation is to set the Meta Quest Link app as the OpenXR active runtime and to try different Refresh Rates for your headset. [previewyoutube=O8aUuuWb59w;full][/previewyoutube]
Hey everyone! Dont know how to spend your Christmas Holidays? We got you! Starting today until January 4th, you can get Paint The Town Red at an incredible 50% off thanks to the Steam Winter Sale! This is the perfect opportunity for your copy to experience total voxel destruction and discounted access to the upcoming PTTR VR! Get Paint The Town Red here: https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Today at the UploadVR Winter Showcase the release date for Paint the Town Red VR was finally revealed: March 14, 2024!
Check out our new Release Date reveal trailer here:
[previewyoutube=kUw2TiFU0_s;full][/previewyoutube]
Bringing a game as big as PTTR to VR has been an even bigger task than we imagined, but the fun potential of PTTR in VR has always been through the roof so we've been working like mad to get it done and make sure this is the best VR game ever made.
As you can see in the trailer, this won't just be a new way to see the game, but it's an entirely different way to play and experience it. Once you've tried it, it's hard to go back.
We'll have more to show closer to release.
Paint the Town Red VR will be released as DLC for Paint the Town Red on Steam so make sure to Wishlist the DLC today so you're ready when we're ready:
https://store.steampowered.com/app/2474710/Paint_the_Town_Red_VR/
Hey everyone! That time of the year is finally here: let's all welcome the long-awaited Steam Autumn Sale! What's the best gift you could get for yourself or a friend if not total mayhem with endless community-made maps at a cheap price? We got you: Paint The Town Red is 50% off until November 28th! This is the perfect chance to dive into full chaos, bring destruction, and make every object you can think of your weapon! Get your copy here: https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Hey Everyone! Its a wrap for our Halloween MMC! Congratulations to:
Hey everyone! Its that time of the year! Following our tradition, from today until November 6th, our popular Halloween Map-Making Contest will go live! We cant wait to see your maps filled with horrors and spooky entities ready to be mauled!
Hey everyone! Our most mysterious Map Making Contest is concluded, and we have a new set of winners that prevailed with their Noir-themed creations! Congratulations to:
Hey everyone!
Our long-awaited Map Making Contest is finally back!
This time, our submission topic will be Noir!
Get ready to dive into the shadows, uncover mysteries and wander dark alleys by bringing the Noir essence to your own maps!
You have time until September 6th to post your map on our Discord Server!
And thats not all! We made some changes regarding our Submission System.
Full details can be found in our Discord Community.
Best of luck!
Hey everyone! Summer has arrived, and we finally have what we wanted [strike] holidays[/strike] Steam Summer Sales! From today until July 13th, Paint the Town Red will be 50% off! If you or your friends want to destroy stuff and bring mayhem with whatever object can be used as a weapon, this is the perfect match for you! Get Paint The Town Red here: https://store.steampowered.com/app/337320/Paint_the_Town_Red/
In early 2024 youll finally be able to step inside the chaos as Paint the Town Red VR is coming as a DLC!
https://store.steampowered.com/app/2474710/Paint_the_Town_Red_VR/
[previewyoutube=bA57iLF5v44;full][/previewyoutube]
We're taking our time to bring the game's unprecedented voxel mayhem into VR. You're not just playing the game, you're inside the game - stepping into the Scenarios, Arena and delving Beneath like never before.
Taking full advantage of both VR and the voxel techs capabilities, Paint the Town Red VR lets you land punches and swing weapons with precise one-to-one control. With unparalleled combat feedback, jabs, stabs and gunshots feel better than ever. For the first time, dual-wielding weapons will allow dynamic attack combos that will redefine your combat strategies.
Were aiming to bring the full Paint the Town Red experience to VR on Steam. Some Scenario modifiers that dont suit VR might be changed or removed, and its still too early to say whether multiplayer and Workshop levels will be available in VR, but were working on it!
Were also working on a huge array of accessibility features and customization features to make sure you have maximum comfort when playing regardless of your setup.
The DLC will be available for $9.99USD and we encourage you to wishlist Paint the Town Red VR on Steam now to keep up to date with any news and information we have over the coming months as well as the release date later in the year.
Join us on our Discord at https://discord.gg/pttr and the Steam forum to discuss what features and experiences you're eager to see in the VR!
Hey everyone!
The latest Weapons Update provided you with a lot of means to destroy your enemies, but what if your friends want to try to bring chaos in Paint the Town Red too?
Well, we're thrilled to share that Paint The Town Red will be on Sale from today until April 26th at 50% off!
We got more: if you decide to purchase the "Ultimate Voxel Destruction" bundle included in our special Steam Daily Deal, you can get an additional 20% off on top of the first discount!
This is the perfect chance to let your friends try Paint The Town Red and bring mayhem together in the thousands of levels at your disposal!
Join our Discord Community and follow us on our social media to be the first one to know about the latest Paint The Town Red news.
Don't miss out!
https://store.steampowered.com/bundle/30975/Ultimate_Voxel_Destruction/
Version 1.3.4 is now available and adds 32 new weapons to the Level Editor along with some other minor improvements.
Hey everyone! Looking for a way to get your buddies to hop in a game with you and rumble everything in your way? Well, we might be able to help you, thanks to the Steam Spring Sale! From March 16th to March 23rd, Paint the Town Read will be 40% off its original price! What are you waiting for? Go call the boys and start smashing some heads together
This is a minor update mainly to revert the default reflections in Workshop levels to have no reflections outside of rooms among other fixes. There is now a toggle available in the Settings in the Level Editor called "Outdoor Reflection Probe" which will determine whether there are reflections outside of rooms in your level or not.
This will make sure any existing levels will look as they always did, but any level that needs these reflections will need to update the level with this option set to on.
There are also some fixes related to issues with the new weapons and lights.
Rise up wizards and knights! As you have seen earlier, version 1.3.0 just dropped, and to celebrate, we are launching a new Map Making Contest! The theme for this contest is...
Version 1.3.0 is now available and features new fantasy medieval weapons, props and character textures for use in the Level Editor for Workshop levels. Included with the props is also a large variety of trees and small plants and grasses.
It's that time of year again! The Steam Winter Sale is here, and we are excited to announce that our game will be available at a discounted price. This is a great opportunity to grab the game if you haven't already or to pick up a copy for a friend as a gift. The sale starts NOW and runs until January 5th, 2023, so mark your calendars and don't miss out on this amazing deal. https://store.steampowered.com/app/337320/Paint_the_Town_Red/
We've made a small update to the game to change how the menus work for Workshop maps in the game to significantly improve load times and performance when subscribed to hundreds or thousands of maps. When first viewing the Workshop maps in the menu after this update there might be some additional hitching due to any cached thumbnail images being converted to a different format, but following that it should be much smoother. If you're subscribed to over 1000 levels/packs on the Workshop you might have experienced several days where they were unplayable in the game last week. This was due to some changes made by Steam which we were able to bring to their attention and they quickly fixed the problem and it shouldn't be an issue again going forward. This update is exclusively related to the performance of Workshop menus, but we'll have more updates and improvements coming next year. Version 1.2.3
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Hey everyone!
Paint the Town Red is 40% off for the duration of the Steam Autumn Sale.
Get in and start Brawling!
https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Make sure to also stop by the Discord server to converse with your fellow fighters
https://discord.gg/kh2RtbZzTV
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Here are the MMC results!
Congratulations to ApcMax#1262 for winning the Halloween mapmaker contest!
The level "BONEYARD: DOOM" got the most votes in the contest.
https://steamcommunity.com/sharedfiles/filedetails/?id=2884246520
Also congratulations to Denis04#6012 for 2nd place with the level "The boy's fears"
https://steamcommunity.com/sharedfiles/filedetails/?id=2875131045
and "Hallows' Hill Bruisement Park" on 3rd place! made by Spurdolan Kingi#5958.
https://steamcommunity.com/sharedfiles/filedetails/?id=2876166436
You will be contacted regarding your prizes shortly.
Special thanks to everyone who submitted levels to the contest.
Your inspiration and ideas are what makes these contests so great.
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The moment is here! It's that time of the year!
According to tradition it's time for this year's Halloween mapmaker contest, starting today! It's also our 10th contest overall!
It should come as no surprise that this contest's theme is...
Version 1.2.2 is now available and adds a new Scenario modifier 'Friends Forever' which stops any friends you've made from turning against you at the end of a level. The update also includes new Level Editor additions such as player and enemy damage zones and the ability to create jump points so enemies can jump between areas on your levels. We've also redone every enemy hand hold for all the weapons in the game so weapons should now be more accurately held by enemies. A full changelist of all the additions and fixes is below.
Version 1.2.1
[previewyoutube=5evsEpTFwcw;full][/previewyoutube] Version 1.2.0 is now available and brings a bunch of new shooter focused Modifiers to the Scenarios, a variety of new Level Editor options to support characters using guns and other ranged weapons, and some Multiplayer improvements including allowing some Modifiers in coop Scenarios and allowing the host to change the level at any time.
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Hello everyone,
It is time for another Map Making Contest! This is the second official contest and the ninth overall. We have had some fantastic entries in previous contests, and we cannot wait to see this contest's results!
The theme of this contest is Tribute!
That means you have to submit a level based on popular media.
Your level can be a scene from a show, favorite game, a popular movie, etc.
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Greetings!
'The GIF That Keeps Giving' event is now over with over 110 entries! First of all, we want to thank everyone for participating and leaving your feedback for future events. We are super happy with the results, and we can't wait to start the next remastered edition of this contest!
There were OVER 110 ENTRIES! It was a tough competition, here are the winning submissions:
[h4]1st place - Chillshark2003#8905[/h4]
O H N O
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[h4]2nd place - Moneymaker535#4646[/h4]
The wrath of god is real people
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[h4]3rd place - The Administrator#2558[/h4]
Man really T-posed, said
and temporarily teleported to the fifth dimension.
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We will contact the winners and send out the prizes this week!
Don't forget to join our Discord to be notified about future contests!
Thank you for participating!
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https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Hello, everyone! Welcome to the first edition of THE GIF THAT KEEPS GIVING event! We will be hosting this contest monthly and will allow you to win fabulous prizes by exploiting your brawling, chopping, and kicking skills to create an epic GIF using the in-game creator! This months theme will be: [hr][/hr] BROKEN [hr][/hr] WHEN? This will be a monthly event, the first edition will take place from Apr 21, 2022, to Apr 29, 2022 WHERE? Submissions and ratings will occur on our Discord server. PRIZES Top 3 community votes [olist]
Something about a good night's sleep between April 1st and 2nd has made us realise that that whole flowers instead of blood thing was pretty weird so lets just pretend that didn't happen. But if you'd prefer not to join us in forgetting, we've left the 'Green' modifier available in the game so you can paint the town green whenever the mood strikes. Version 1.1.3
April 2nd Edit:
Yeah so... blood is back, nothing to see here. I've left the original post below but here now on April 2nd it seems like some pretty crazy ramblings so lets all just pretend it didn't happen.
In all seriousness the build has been update to be back to normal, but the 'Green' modifier is still available as an option.
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Hey Brawlers.
The team has been discussing for quite some time what we feel is the best single change we can make that is what players new and old really want. So we've finally come to the decision to officially remove all of the blood in Paint the Town Red!
This is a change so obvious that it's amazing it eluded us for several years. We expect you, the Paint the Town [strike]Red[/strike] Green community will universally find it, for lack of a better word: foolish that we didn't do this sooner!
Let's paint the town with flowers instead!
Changes to the fluids of the other Gardners:
Greetings Brawlers,
Over the last month the First Official Map Maker Contest for Paint the Town Red has been underway.
The theme for this contest was Space!
Over the the contest's time 14 creators submitted maps on the Discord server. There was lots of awesome candidates but the community has spoken for their favorites!
First Place
In first place we have A Really Cool Space Map by PDG_Geezer!
Your task is to break out of prison after being caught drinking on duty. Shoot and brawl beautifully designed Space Station.
This level features custom voice overs and sound effects as well!
https://steamcommunity.com/sharedfiles/filedetails/?id=2758873606
Second Place
Secondly, we have Misson: Sigma by ApcMax and apcGleb.
A masterfully made and gorgeous space station map.
The story of this map is that aliens attacked Earth in the past and you must take revenge on them by stealing their artifact.
https://steamcommunity.com/sharedfiles/filedetails/?id=2759191609
Third Place
And coming in Third place we have StarHunter by Akobie!
A crazy space map full of Neon lights and aliens.
Explore both space stations and fight while space walking outside!
https://steamcommunity.com/sharedfiles/filedetails/?id=2749636131
Thank you to everyone who participated in map creation and voting! We really loved to look through and play all of these maps they are a blast.
You can view all 14 submissions in this workshop collection:
https://steamcommunity.com/sharedfiles/filedetails/?id=2772983748
Stay tuned for more contests soon, hosted on our Discord server found here:
https://discord.gg/RhSRyahDFd
Thank you Brawlers, and winners you will be contacted shortly!
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Brawlers, do you think you are tough enough?
Join the brawl in Paint the Town Red now with a 40% off sale during the Steam Lunar New Year sale!
Make sure to also stop by the Discord server to converse with your fellow fighters
https://discord.gg/kh2RtbZzTV
https://store.steampowered.com/app/337320/Paint_the_Town_Red/
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Hello Brawlers,
The time has come to begin the first-ever Official Map Making Contest for Paint the Town Red!
This is the first time we have ever hosted an official map making contest, but this is not the first map contest on the Discord. The server has run 7 previous map making contests that were completely community driven.
The theme of this contest is Outer Space! This means that the level you submit must be themed around outer space in some way.
This contest is being hosted over on the Discord server, you can join using this link:
https://discord.gg/RhSRyahDFd
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Optional Assets
Server admins cean Man and Supa Player have created these assets that you can optionally use to help with the space theming, you are not required to use these but are welcome to:
https://steamcommunity.com/sharedfiles/filedetails/?id=2715077849
https://steamcommunity.com/sharedfiles/filedetails/?id=2715094894
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Contest Rules:
[olist]
This update adds the option on Teleporters in the Level Editor to have sounds play on entry and/or exit. We've also been working to ensure the game runs great on the Steam Deck (which it now does) which includes some general gamepad improvements in the main menu and fixes for some bugs that could occur on Linux with some CPUs. Version 1.1.2 is a quick follow-up update to the 1.1.1 update which also fixes a bug that caused players to sometimes not teleport to the wrong spot when using a teleporter. Version 1.1.2
This update adds the option on Teleporters in the Level Editor to have sounds play on entry and/or exit. We've also been working to ensure the game runs great on the Steam Deck (which it now does) which includes some general gamepad improvements in the main menu and fixes for some bugs that could occur on Linux with some CPUs. Version 1.1.1
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It's time to step through the portal and emerge into version 1.1.0 where we've added Teleporters to the Level Editor for use in Workshop levels. With our teleporters we didn't just make them teleport players or enemies, we've allowed them to teleport bullets and weapons as well!
You can find the teleporter prop in under the "Other" category represented with the following icon:
Teleporters work much like Primitive props in how they can be scaled and have materials applied, and they can be grouped to a Primitive so they can move on waypoints. They are also logic props and can be enabled or disabled with different buttons or triggers.
Below are some basic examples of what Teleporters can do and further below are descriptions of the options available.
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This is a minor update to fix an issues with The End boss fight and some other related issues with enemy movement. A larger update with new features will be coming soon. Version 1.0.9
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Get in the fight, Brawlers!
From now until January 5th, Paint the Town Red will be 40% off here on Steam.
Get the game now and start painting the town!
https://store.steampowered.com/app/337320/Paint_the_Town_Red/
Come stop by the Discord server as well to team up with other fighters!
https://discord.gg/dzc4var
This is a minor update to fix some issues with the ammo count and Endless Arena countdown text after changes made in the last hotfix update. A larger update with new features will be coming soon. Version 1.0.8
This is a minor update to fix some text rendering issues in some parts of the game in some languages. A larger update with new features will be coming soon.
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Brawlers,
On Friday 18:00 ET, the developers of Paint the Town Red will be on Discord for a live Q&A!
Joining will be Matthew who does programming, Jeff who creates the music and SFX, and Shane the artist.
Feel free to start leaving your questions in the #question-submission channel on the Discord server.
You can ask about anything you would like, such as current development plans, upcoming updates, events, or any other questions you may have.
Discord Invite Link:
https://discord.gg/pwUnNs2tFN
Hope to see you there!
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Hey Brawlers,
Many of you may be familiar with the community-run Discord server Paint the Town Red Network. We are pleased to announce that this Discord is now being made official!
What does this mean? This means that you will now be seeing the developers and the new Community Manager there much more frequently! There will also be new officially sponsored events on the horizon.
Join the Official Discord server using this link:
https://discord.gg/dzc4var
We would also like to thank the previous owner, , for building the server to where it is now, but also for stepping down so that it can be made official. He is still on the Admin Team though thankfully!
This thank you also extends to the admin team who run the server daily, and built the community to where it is today
So thank you Adventuregamer, Dahcuesta, Fallout, GamingFlaming, Kersher, Supa Player, and !
We hope to see you around Discord soon!
This is a minor update to address some issues with some of the changes made in the previous update. We have a much larger update in the works which will add a huge amount of new functionality to the Level Editor and we'll be showing off some previews of that soon.
Over the next several days Paint the Town Red will be 30% off so it's a great time to jump in if you've been waiting.
For this update we've setup all the new scenario music to work in the Level Editor either set directly from the level's settings or played from music logic props. We've also fixed some issues with the Arena and multiplayer including the missing puddles texture on the Arena floor during rain and being forced to quit to the menu after winning an Arena challenge in multiplayer.
We're working on a lot of new Level Editor and multiplayer improvements which we'll be rolling out in small updates like this as well as in larger updates going forward.
The response to the launch of the game over the past week has been amazing and beyond our expectations. Going forward we're going to add more to the game to highlight some of the unbelievable Workshop content that's being created so all the new players can experience the creativity and genius of our community.
[previewyoutube=_fxcdvH4O0g;full][/previewyoutube]Paint the Town Red - Launch trailer
This is just a minor update to fix a couple of bugs while we work on some bigger additions and fixes for the 1.0 update next week.
This update contains a few important fixes for menu loading performance and Beneath. A bug that could cause the player to have a very large health bar has been fixed, and a bug with the navmesh generation in Crystal Caverns levels that could cause levels without enemies in many rooms has also been fixed. The full changelist for this update is below.
For this update we've been able to focus almost entirely on multiplayer bugs. Most of the multiplayer bugs were related to the unique circumstances in Beneath such as the boss fights and the special progression sequences. There are still some remaining multiplayer bugs that we will be fixing in upcoming updates, but the majority of bugs that would cause issues when trying to play through Beneath with friends should now be fixed. See the full changelist below for details.
Version 0.14.8 adds the new music for the main menu as well as the Biker Bar and Disco scenarios. In Beneath, The Construct also has it's distorted music based on the new scenario music.
We've also made a number of fixes including some ragdoll physics improvements to make forces be more consistent when time is slowed down so enemies don't just drop to the ground instead of being knocked away and also reduced the delay in forces being applied by 1-2 frames at regular speed.
There's a couple of Level Editor fixes to again allow navmesh visualisation, but now with the generation happening asynchronously so it can be left on without slowing things down if desired. Also enemies that are placed high up or far from the origin should no longer have bugs related to attack collision or knockdown from Shockwave, etc.
Our next update which should be available soon is focused on multiplayer fixes. We have a list of around 25 multiplayer bugs to be fixed in the next update. Most of those fixes will be related to Beneath progression bugs and missing audio from actions from other players. We'll post about that update once it's available.
The full changelist for this update is below.
It's been a long time coming, but we're finally ready to announce that on July 29th, Paint the Town Red will leave Early Access and transition to full release. [previewyoutube=Fi7NM_kVpsI;full][/previewyoutube] This doesn't mean the end of updates and new features, in fact it will likely mean we'll have more updates than before. This is because we're also releasing Paint the Town Red on the Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X|S on July 29th also, and the workload in both developing those versions of the game and self publishing them has been enormous over the past year. Now that they will be completed and published, we'll again be able to spend our time focused on new updates for the game. The key differences with the Steam version compared to the console versions is that the console versions are single player only and don't have Level Editor or Workshop/UGC support. These were outside the scope for console for performance, regulatory and technical reasons. On Steam with 1.0 we will now have a more stable ground on which to build upon and expand the game, particularly the Steam-only aspects like the Level Editor and multiplayer.
Version 0.14.7 is now available and adds the ability to unlock Steam Achievements. There are 30 achievements to earn across Scenarios, Arena and Beneath. Some of the achievements are focused on milestones and making progress in Beneath, some are related to completing Scenarios in Challenge mode and some are for players able to beat Arena Challenges or Scenarios in fast times. Many of the achievements will be automatically unlocked if you have already previously met their requirements, but there are some that you will need to fulfil the requirements of even if you might have done so in the past. We have a lot more planned for upcoming updates including many fixes and Level Editor additions, but over the past few weeks we've been extremely busy and focused on preparing the game for full release. We'll have more to say about that very, very soon, but in the mean time we wanted to finally get the Achievements added to the game without any more delay. The changelist for this update and the minor one since the last post are below.
In 0.14.5 we have started adding new features to the Level Editor and this update that includes the ability to create Class Selectors like in the Beneath Facility so players can be one of the Beneath classes in Workshop levels. We've also added 2 new logic props to allow for more flexibility in level logic, the 'Victory' prop and the 'Enemy Tracker' prop.
Class Selectors
Class Selectors work just like they do in the Beneath Facility, allowing a player to walk into them and press a button to change their class. These can be placed anywhere in a level and there are no restrictions on when and how many times a player can change class.
This allows concepts such as giving the player the choice of their class at the start of a level by offering multiple Class Selectors, or creating sections of your level that require the player change to a different class to progress. Maybe a section requires the Spectre's dash ability, or maybe a range attack is required to take out an enemy connected to an Enemy Tracker Logic Prop (detailed below) so the Warlock is required.
Victory Logic Prop
This is a simple logic prop that can be connected to by other logic zones or props and will trigger a victory condition causing the level to be complete or causing Level Exits to become available. This will make creating levels with victory conditions outside of the default kills related ones to be much simpler.
Enemy Tracker Logic Prop
This prop can connect to one or more enemies and can be set to wait until one or all of the connected enemies are dead before triggering. This now gives the ability to do things like forcing the player to clear out a room of enemies before continuing, or to have special boss characters that need to be killed to win the level. You can also start an Enemy Tracker as inactive and active it from another logic prop which opens up more possibilities.
We'll continue to add more similar features to the Level Editor in upcoming updates, as well as other improvements that expand the possibility space and simplify complex level creation.
Graphics Issues Workarounds
Since 0.14.0 was built on a much newer version of the Unity engine than the previous build, some users, particular those with older integrated graphics, may be seeing new graphical issues. While we hope to fix these issues over time, for now there are 2 options available to workaround any new graphical issues.
Version 0.14.0 is a massive update based upon our work over the past months on getting the single player parts of the game to a complete and releasable state for other platforms. Below is our changelist which covers a large amount of what is in this update, but because of the quantity of changes and length of time since the last update, there are a lot of changes and fixes that weren't recorded in the moment and are not listed. Regardless, we've tried to build a fairly comprehensive list of the most notable changes. Some highlights in this update include
Update 0.13.0 is now available and features a large number of improvements and fixes. The key features of this update is the ability to quit single player Beneath mid-run and resume from the level you were at, as well as various improvements and polish to the Arena.
In this 0.12.20 update we've added a new modifier currently only for Scenarios called 'Zero G' which removes gravity during scenario levels so physics objects including killed enemies will float around the level. As usual you can combine this with the other modifiers.
You can see some gameplay with this modifier in the video below.
[previewyoutube=L2TED4BqF58;full][/previewyoutube]
Most of our work continues to be on working through major bugs and performance issues, particularly memory issues and we've made significant progress on that. If you've previously had crashes while playing Beneath, particularly if you have a low amount of system RAM, you might have better luck now.
With work on simply getting the game working at a good framerate and within memory constraints on consoles finally complete, you'll start to see more of a focus on polish and finalisation of features in Paint the Town Red in the coming updates.
The Top Down modifier is now available in all Workshop levels. Now there's a whole new way to experience the thousands of levels our fantastic community has created so far, and creators can now build levels with the intention of them being played this way.
Check out the video below to see some of our great community created levels in the Top Down mode.
[previewyoutube=gPw0tKKad8o;full][/previewyoutube]
As with the Scenarios, the modifiers can be combined so Workshop levels can now be played with both Top Down and SUPERHOT modifiers active. We'll continue adding more modifiers to the Scenarios and Workshop levels for a long time to come.
Most of the other changes in this update are part of our ongoing work to get the game to a 1.0 state and prepare the game for lower memory computers and other platforms. In the changelist there's be some catch-all points for bug fixes and optimisation that covers a wide variety of changes and improvements we've been making. There is also a lot of ongoing work going into sounds and music and some of these changes are in this update and many more will be coming in updates soon.
Version 0.12.14 is out now and has a fix for a multiplayer loading bug that was introduced in version 0.12.12. We apologise for the several days multiplayer hasn't been playable. For the full information on the larger 0.12.13 update that just came out which includes the SUPERHOT modifier for Workshop levels, check out the update post here: https://steamcommunity.com/games/337320/announcements/detail/2931240984131812153
In this update we've started adding Modifiers for use in the Workshop levels. There aren't many to choose from yet, but the Superhot modifier is now usable in all levels on the Workshop. Check out the video below to see some great community levels transformed.
[previewyoutube=ODe00qj0Svo;full][/previewyoutube]
It's been really awesome experiencing all the amazing community created levels in a whole new way and I look forward to seeing some built with the modifiers in mind. The next big modifier for the Workshop levels will be the Top Down modifier and we'll be adding more modifiers to Scenarios and Workshop that give alternate gameplay and visual experiences.
Besides working on modifiers for Workshop levels, our main development focus has been on optimisation for lower end PC hardware and other platforms. In this update framerates should be up slightly across the board and more significantly in the Pirate Cove and Saloon scenarios.
There's plenty more optimisations to come over the next several updates, especially in Beneath. Besides global optimisation work that will benefit all, there are some reductions to non-gameplay features or the quality of those features that we need to make for some other lower power platforms and where possible we'll also include options to use these on PC to benefit min spec players.
Version 0.12.12 is on the main branch now and the changelist is below as well as the changelists for the versions since the last update post. You can always see the changelists for updates as they're released on the Steam forum in the sticked topic here.
This past week we've had versions 0.12.0 through 0.12.5 on the earlytests branch on Steam and received some some great feedback on the Steam forum, Discord and other bug reports which allowed us to keep getting updates out with vital fixes and get closer to a build ready for the main branch. We've just moved 0.12.5 to the main branch on Steam and you can see the full changelist below and check out our previous Steam post for more information on this build.
Since the last earlytests build we've been working very hard to identify and resolve various memory issues as well as perform full rewrites of many of the game's systems. We've now completed these changes and have made 0.12.0 available in the 'earlytests' beta branch. Once we're satisfied there are no new bugs we'll make this the new main build for all users. To activate the 'earlytests' branch, right click the game in your Steam library, go into the Properties and under the BETAS tab you can select 'earlytests' from the dropdown. This update is in a better initial state than the previous earlytests build 0.11.15 was, so if you're interested in exeriencing these changes now you are encouraged to try the build and let us know of any new issues. Otherwise this build will be available on the main branch soon. Please post any new bugs you encounter in this build in this Steam forum topic. This update involves massive internal rework of multiple systems which should result in differences to performance and memory usage, but otherwise the gameplay, if everything has gone well, shouldn't be different to what you experienced before outside of some improvements. While undertaking massive rework this late in production might seem unusual, it was necessary to support people using lower end hardware, particularly those with less ram and vram. In our work to support releases on lower end consoles, we identified a number of memory issues that have allowed us to drastically improve the PC version. We've also found as older Unity engine features are deprecated and newer features introduced, it becomes harder and harder to support a game that began development over 5 years ago. We're now using the latest stable engine release and have made significant changes to use the latest features that will allow us to continue supporting Paint the Town Red for years to come. I'll discuss some of the technical changes in this build and provide some details on our future release plans below.
We've made 0.11.15 available in the 'earlytests' beta branch on Steam. We only recommend this beta version of the update for players that want to test out the latest Level Editor changes. Because this version is built on a much newer version of the Unity game engine there are potentially many new bugs and issues that need to be resolved. To activate the 'earlytests' branch, right click the game in your Steam library, go into the Properties and under the BETAS tab you can select 'earlytests' from the dropdown. Once we've verified that everything is working as it should in this update we will transition it to the default branch on Steam for all users. Due to it no longer being supported in the Unity engine, we will no longer be able to support the 32-bit Linux for builds going forward, but since there are 0 players using the 32 bit Linux build that should not be an issue. The full changelist for this update is below, but the key changes are some Level Editor improvements detailed below.
We've just released version 0.11.8 the focus of which has been preparing the game for translation of most of the text in the game to 26 non-English languages. The translations are currently auto-generated and often inaccurate. In order to improve the general quality and accuracy of the translations we've made available Google Spreadsheets for each language so improvements and corrections for translations can be submitted.
We'll monitor these spreadsheets for accuracy and periodically incorporate the improved translations into newer builds of the game. If you are particularly skilled at translating into a particular language, we'd be happy to give 1 or a small number of dedicated translators private access to a particular language spreadsheet. We have a topic on the Steam forum detailing how to access these spreadsheets and provide improvements to the translations and if you would like to take responsibility for translating the entirety of a language please let us know in that topic.
If you choose to change the language in the game that will be saved as your new default when starting the game going forward, but you can change back to English at any time. Once we have a first batch of translation improvements we will set the default language to match your computer/Steam language.
Follow this link for details on helping with localizing the game to your language:
We've updated Paint the Town Red to 0.11.0 which has the first version of the Beneath cooperative multiplayer. 2, 3 or 4 players can now play through the entirety of Beneath together.
As is typical with large updates like this, there's a high probability that there are bugs we don't know about. If you encounter any new issues, particularly with the Beneath multiplayer, please post them in the appropriate Bugs section on our Steam forum or the Paint the Town Red Discord (https://discord.gg/9vug3Tb).
We have a number of known issues to fix which we'll continue working on. There will be small updates over the coming days and weeks as these are completed.
If there are any new bugs that prevent you from doing things you could do before, please let us know about it and while you wait for a fix you can tell Steam to use the previous build of the game by selected the 'previousversion' option in the 'BETAS' tab in the game's properties in your Steam library.
One thing to note about the Beneath multiplayer is that you have 3 separate multiplayer specific save slots you can choose from when hosting a game. If you want to continue playing with friends over multiple sessions and continue making progress, the same player will need to host the game each time as the progress will only be saved on the host's computer. The 3 different save slots can be used to have separate progress with different friends. Singleplayer and multiplayer saves and progress are kept separate.
The build has been updated to include the single player portion of the rogue-lite mode: Beneath.
The changes between the last build and this one are too extensive to list. Besides the addition of Beneath there are changes to existing areas of the game including many new sound effects. Much of this is still a work in progress and will continue to evolve over the coming weeks.
Because there has been such a massive amount of changes in this update it is very likely there will be new bugs where there weren't before. Similarly there will no doubt be issues encountered in Beneath that haven't been picked up on prior small scale testing, but we'll try to resolve all identified significant issues over the coming days.
This version of Beneath contains all intended content in terms of gameplay and features, but there will be further additions and improvements to come throughout Early Access. These include additional sound effects and music and improvements to the UI as well as further graphical and mechanical improvements over time.
We'll be focused on fixing bugs and ensuring Beneath is stable and playable from beginning to end over the next couple of weeks and then will transition to preparing to roll out the next Scenario and Arena Challenges as well as fixing outstanding issues with the Level Editor.
Over the coming months as we get the last of the planned content into Paint the Town Red you'll see big improvements to performance and the overall polish applied to all areas of the game.
Thanks for you patience and support as we worked hard behind the scenes to get Beneath to this stage.
The earliest commits of Beneath work in our source control software spans all the way back to July 2016. It became our primary development focus about 2.5 years ago and due to that we've not had many significant updates to the early access experience of Paint the Town Red in that time. It has taken longer than we expected, but we are now (almost) done. On November 26th (27th here in Australia) we will release the first Beneath update.
Paint the Town Red is still in Early Access and this Beneath update will be no different, but it will be more complete than any other aspect of the game has been. We'll continue to polish and improve it over the remainder of the Early Access development period, but this update will contain the whole mode playable from start to finish. For now it will only be single player, but we will be adding 2-4 player co-op multiplayer for Beneath early next year. We'll also be continuing to add to and improve music, sound effects and more following this initial release.
We've had test builds of an early WIP slice of Beneath available for a few months and have now removed that. We were very happy with the response to those builds and the feedback was invaluable so thanks to everyone that helped us out by playing those builds.
We're currently working on an update that will be released in mid December that is focused on significantly improving the multiplayer performance and client experience, fixing major bugs and many other quality of life improvements. We'll detail some of the changes to expect below.
As we approach the completion of the Beneath mode it's getting harder to find things we want to show and talk about. Maintaining mystery so you can discover how to progress through the game while playing it is very important. Unfortunately since the time spent developing it has been very (very) long, it has meant we haven't been providing a lot of updates on progress and information about it. In this post we'll cover some of the elements of Beneath you'll encounter quite often, give some information on the back story and setting of Beneath and talk about our plans for release.
Apologies for taking a bit longer to get back to the Beneath Preview posts since the recent detour to add custom character texture support to the Level Editor, but since completing those updates we've been continuing to make a lot of progress towards completing Beneath. Testing both environmental content and combat scenarios had been a bit time consuming since with a Rogue-Lite game with randomly generated levels it can take some time to see certain environment configurations or combat scenarios that you might need to see. One of the first things we worked on after completing the last update was to setup specific testing environments for both Beneath environments and combat. This has greatly accelerated testing and improving the new environmental variety and the enemy AI and stats and different player class powers. While there are 6 distinct areas in Beneath, only 3 are on the primary path and our focus is on completing everything for those areas so that section of the game is completely playable. We expect this to be complete in around 2 weeks, but we will wait for all of Beneath to be complete before adding it to the build for the first time. With this section of the game complete though we'll be able to show gameplay and content much more easily in these preview posts.
While we continue to work on getting Beneath ready for release there are some features we'd like to get out sooner so we'll have a couple of updates over the coming couple of weeks. The first update is 0.8.30 which is built on a newer engine version and is focused on Level Editor improvements and will be available this coming week. Following that will be 0.8.35 and is focused on adding Workshop support for custom character textures. Some of the main features of 0.8.30 include:
In this post we'll briefly cover some of how levels in Beneath are created mainly from a high level overview of the technical aspects involved.
As you may be aware we've been working for quite a while almost entirely on the Beneath mode which has been little more than an ineffective menu button in the game for some time. Development has taken a long time as it's much larger than other parts of the game. Since we're now approaching the final stages of Beneath's development, we're going to start publishing these preview posts with some details on what you can expect in Beneath as well as development updates. There's a lot we don't want to spoil about later areas, character classes and enemies which is why we've been avoiding showing too much, but we'll show what we can over the coming weeks.
This update adds the concept of Waypoint props to the Level Editor which can be connected together to form paths. Characters can be set to follow these paths before they enter combat so you can add some more interesting dynamic elements to your levels. We're still working through the Beneath content, but it has taken longer than we expected to get to a point where we have enough ready to give a preview. The majority of Beneath should be finished this month so we'll have plenty to show in the coming weeks.
Version 0.8.11 is now available. This update is primarily focused on the back-end rewrite of the voxel system which fixes a number of long standing bugs and allows us to do much more than we could before. The main benefit of the new voxel system is in allowing for the more complex enemies in the upcoming Beneath mode, but all the existing human enemies have been updated to the new system. Due to the significant change there might be some new issues with enemies so please let us know if you spot any new bugs. Besides various improvements to things like how Berserk and Smite act thanks to the new system, this update also has a few prop additions to the Level Editor. Updates between now and the release of Beneath will be primarily focused on adding more to the Level Editor and adding support for custom character textures to the Steam Workshop.
Version 0.8.6 is now available and adds shields to the Prison scenario and the Level Editor. Also a new third Arena challenge has been added which is set at night during the rain and features the current shield types.
Paint the Town Red is also on sale for the next 5 days for 25% off.
With this update out we're now able to focus entirely on development of the Beneath mode and we'll be able to start revealing more about that soon. Keep an eye on the Steam forum for development updates with information about Beneath.
We're also regularly in the community run Paint the Town Red Network Discord server and will be regularly posting sneak peeks of upcoming features there. Join the server here: https://discord.gg/AvcnmJn
Version 0.8.2 is up now on Steam. The changelist for the build is below, but the main features of the build are the significantly reduced network bandwidth usage in the Coop Multiplayer and the addition of Arena traps and Logic Timers in the Level Editor.
Version 0.8.0 is available now and primarily contains new functionality in the Level Editor as well as some UI and enemy attack changes. As previously mentioned now that the game is approaching completion and there is much more content, we've increased the price which should come into effect shortly. Since most of the work we're doing is on the Beneath mode which is large and makes updates less frequent, once 0.8.1 is out next week we'll begin posting weekly progress updates on the Steam forum at a minimum so that you're kept apprised of how things are progressing.
Paint the Town Red has been updated to version 0.7 and features the level editor that has been available for testing for the last few weeks as well as the ability to play levels from the Steam Workshop in multiplayer and the first implementation of the final menu for the game. You can now also update your existing Workshop levels from the Level Editor and append change notes.
We've been testing the level editor and Steam Workshop support on a publicly available beta branch for the past week and have decided to move the latest build to the main branch so everyone can more easily participate in creating and playing user generated levels. From now until version 0.7 is completed and released the 'earlytests' beta and the default, non-beta build on Steam will be the same. This is not the final release of 0.7. That release will feature a new main menu and more sophisticated ways to view/download/rate/sort user created levels. In this version the current interface for choosing levels to play is temporary and basic and there may be other issues with the level editor and user levels. We have a level editor guide that we're continuing to update: http://steamcommunity.com/sharedfiles/filedetails/?id=822351096 Check out the forum discussion about the level editor here for information and if you have any questions: http://steamcommunity.com/app/337320/discussions/0/152392549353512691/ The level editor will continue to be improved and added to over time including more props, weapons, materials & characters, more logic operations and events, etc. You will also be able to update your existing levels soon. Version 0.7 will also add coop multiplayer support for all user created levels and we're aiming to have that be complete and available in early January. Expect a full changelog covering the changes from 0.6.5 to 0.7 then.
The 'earlytests' beta branch has been updated with the new Level Editor and the ability to play levels from the Steam Workshop. To opt-in to this beta, right-click Paint the Town Red in your Steam Library, choose Properties and choose 'earlytests' from the dropdown in the BETAS tab.
The Level Editor is a work in progress. Usability and functionality will improve and available content will increase over time, but there are already a lot of possibilities. We're working on an official guide that gives information on the controls and how things work and we'll be updating it with more information and video tutorials over the coming days.
Right now the interface for selecting and playing downloaded levels is very basic and temporary as the entire main menu will be replaced in the final release of version 0.7. There will be more information and options for the downloaded levels in the new menu. The ability to play any user created level in co-op multiplayer will also be coming in the final 0.7 release.
We're expecting 0.7 to be complete and available within the next 2 weeks.
Head into this forum thread for discussion about the Level Editor and post there if you have any questions or find any bugs.
Version 0.6 is now available and is focused on the cooperative multiplayer mode for the scenarios and Arena challenges. While there's still more work to be done for features, improvements and bug fixes for the coop, the main gameplay features are implemented and many players have been helping to test these during development which we appreciate. Right now depending on your ping some elements of the gameplay will feel less responsive than in single player if you aren't hosting, but this will continue to be improved.
Since we've added placeholder buttons to the menus and the particulars of the final form of Paint the Town Red is now quite clear to us, we thought it would be a good time to talk about the plans for the upcoming major updates. We don't want to talk too soon about dates or list out each remaining update up until version 1.0 this early, but we do have a plan for the next couple of major updates and know what comes after. Note that some aspects of these plans could always change.
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UPDATE:
A new build was produced with the previous version of the engine which has fixed the major bugs and now the latest build is in the main branch and the experimental branch has been disabled.
We're reached the end of our first week in Early Access and we're overwhelmed by the feedback and support we've received. It's great to see people are already enjoying what's available at this early stage and are eager to see where things will go from here.
We're very happy to announce that Paint the Town Red is now available. This is the first Early Access version, but it is quite far along in development with the Biker Bar and Disco levels already featuring plenty of ways to bash, stab and slice the voxel enemies. The launch discount of 15% off will last one week so this is the best time to get in and start fighting for your life. If you have any issues or suggestions, please post them in our Community forum.
We've just posted the first in what will be a regular series of blog posts detailing the various interesting technical and design challenges and features of Paint the Town Red. This one covers some of the history of the game and it's development thus far and gives some info on some of the new features of the game like the voxel based characters which I'll be going into much greater detail on in the next dev log soon. Paint the Town Red Dev Log 1
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