Name | Paint the Town Red | ||
Developer | South East Games | ||
Publisher | South East Games | ||
Tags | |||
Release | 2021-07-29 | ||
Steam | 10,07€ 9,29£ 11,99$ / 40 % | ||
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Controls | Keyboard Mouse Full Controller Support | ||
Players online |  228  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 409 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 579 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | PTTR Linux 64bit [1.17 G] PTTR Linux 32bit [1.17 G] |
Hey everyone! |
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 1.0.7
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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.
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This is our first hotfix to attempt to improve the head shake/judder that players have been experiencing in the launch build.
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Hey everyone! |
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. |
Hey everyone! |
Today at the UploadVR Winter Showcase the release date for Paint the Town Red VR was finally revealed: March 14, 2024! |
Hey everyone! |
Hey Everyone!
For being the winners of this spooky Map Making Contest! Thank you, everyone, for participating and sharing your incredible creations! Stay tuned to take part in future community activities! https://store.steampowered.com/app/337320/Paint_the_Town_Red/ |
Hey everyone!
[h2]Submission System[/h2]
[h2]Submission Rules[/h2]
[h2]Prizes[/h2]
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Hey everyone!
The winners will be reached out shortly on Discord. Thank you, everyone, for your awesome submissions: this theme wasnt an easy one, but you all managed to create incredibly funny experiences for everyone! https://store.steampowered.com/app/337320/Paint_the_Town_Red/ |
Hey everyone! |
Hey everyone! |
In early 2024 youll finally be able to step inside the chaos as Paint the Town Red VR is coming as a DLC! |
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Version 1.3.4 is now available and adds 32 new weapons to the Level Editor along with some other minor improvements.
[h2]Changelist[/h2] Version 1.3.4
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Hey everyone! |
[h2]Changelist[/h2]
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[h2]Changelist[/h2]
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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.
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Rise up wizards and knights! |
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.
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It's that time of year again! |
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.
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To submit your level to the contest, post a message with a link to your level in the #contest_submissions channel in the Discord server https://discord.gg/6GVPpnykWD [hr][/hr] [h2]Prizes:[/h2] The winners of the contest will receive the following prizes: First prize:
Second prize:
Third prize:
[hr][/hr] [h2]Winners of MMC #9:[/h2] Congratulations to ApcMax for winning the 'Tribute' mapmaker contest! You guys voted for "Dragon Mountain (Shadow Warrior 2)" to be the best submission in the contest. https://steamcommunity.com/sharedfiles/filedetails/?id=2827693756 Also congratulations to Chillshark2003 and Akobie for 2nd place with the level "DOOM: Shores of Hell" https://steamcommunity.com/sharedfiles/filedetails/?id=2829561557 and "Verden Vaux fort" on 3rd place! made by DanJamesn. https://steamcommunity.com/sharedfiles/filedetails/?id=2831948827 |
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.
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Version 1.2.1
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[previewyoutube=5evsEpTFwcw;full][/previewyoutube]
There are so many creative modifier combinations to find that can make things more fun or more challenging. [h3]Double Jump Modifier[/h3] The Double Jump modifier gives the player the ability to perform a second jump in the air. In Workshop levels that include fall damage, this will also allow the player to prevent fall damage with a last second jump. [h3]Shields Everywhere Modifier[/h3] The Shields Everywhere modifier puts a variety of shields throughout the Scenario levels and can be very helpful when combined with the Shooter modifiers. [h2]Level Editor Changes[/h2] New Weapons: MP5 and M1911 In addition to being available in the new Scenario modifiers, the MP5 and M1911 are now available to use in the Level Editor. Assigning Characters to a Weapon Using the Logic connection system you can now assign a weapon to a character in the Level Editor and have them either immediately have it when the level starts, or have it be something they go to pick up once combat starts. Ambient Lighting Preview You can now see what your level will look like with the ambient light value you've set while editing it. This makes setting up lighting for dark levels approximately 28000x easier. [h2]Multiplayer Modifiers and Level Select[/h2] Many of the Scenario modifiers available in single player are now also available to use in the Scenario in multiplayer. This includes all the new Shooter modifiers, the class modifiers and many more. The host of a multiplayer match can now restart or change the level and mode from the 'pause' menu or after dying in Beneath or the Arena. There have also been a lot of other additions, improvements and fixes in this update. Thanks to everyone that was able to test out the WIP versions of this update over the past week and provide valuable feedback. Special recognition to hollowedcommander on the official Discord server for being the MVP of bug reporting for this build. The full changelist is below. [h2]Changelist[/h2] Version 1.2.0
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[h2]Prizes: [/h2] The winners of the contest will receive the following prizes: First place:
Second place:
Third place:
Can't wait to see your EPIC creations! See you there! |
Greetings! |
Hello, everyone! The winners will be announced both on Discord and Steam. THE RULES
So there it is! Enjoy, have fun, and GIF it your all! |
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.
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April 2nd Edit:
[h2]Our patented blooming technology in action![/h2] Be sure to hop onto the Discord and share your beautiful Floristry with the rest of the community. We've rose to the occasion and planted a seed that will grow a new era for our game. So why not poppy-in to your favourite level, put the petal to the metal and fall head clover heels in love with this new in-carnation because it's sure to make your daisy. The enemies are still thorny, but don't soil yourself or wet your plants, you can beat them, just take stalk of your life and don't stop be-leafing! Get out there Gardners! South East Games [h2]Changelist[/h2] Version 1.1.3
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[h2]Prizes:[/h2] The winners of the contest will receive the following prizes: First place:
Second place:
Third place:
We cant wait to see all the crazy and creative ideas you all create. See you there! |
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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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.
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Note that the direction of the entry and exit teleporters can be quite important for achieving the results you're after. We've added arrows on the teleporter props to indicate the different axis directions. We're expecting there to be a lot of creative and ingenious uses of the teleporters in upcoming levels and are looking forward to seeing what the community can come up with. In this update we've also added the missing female textures from the Biker Bar, Disco and Pirate Cove as appearance options on the Level Editor and added some new transparent material options. [h2]Changelist[/h2] Version 1.1.0
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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.
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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.
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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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This is a minor update to address some issues with some of the changes made in the previous update.
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[h2]Large Level Performance Improvements[/h2]
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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.
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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.
Version 1.0.1
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[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.
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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.
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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.
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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.
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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.
These aren't necessarily going to be viable either due to technical limitations or Workshop limitations, but we have the time now to try. We'll have more to say on July 29th, but I just wanted to say that the opportunity Steam has provided with Early Access has been huge for Paint the Town Red. The game is orders of magnitude bigger than it was ever originally planned to be because of the enthusiasm and support of the community. |
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.
Version 0.14.6
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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.
Below are the changes in 0.14.5 and the other smaller updates since the last update post. [h2]Changelist[/h2] Version 0.14.5
Version 0.14.4
Version 0.14.3
Version 0.14.2
Version 0.14.1
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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.
With the completion of Paint the Town Red for other unannounced platforms, our focus leading up to 1.0 is now entirely on fixing Level Editor, Workshop and Multiplayer related bugs, and adding more features and functionality to the Level Editor. The quality and complexity of the work coming being released on the Workshop recently is absolutely staggering and we're going to make sure you're given the tools to take things to even greater extremes. Before too long we'll finally be able to announce a date for when Paint the Town Red will hit 1.0 and be leaving Early Access, but of course we'll continue adding to and improving the game for long after that. Expect frequent Level Editor focused updates over the coming weeks. [h2]Changelist[/h2] Version 0.14.0 General
Arena
Beneath
Sound and Music
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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.
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Version 0.12.14 is out now and has a fix for a multiplayer loading bug that was introduced in version 0.12.12.
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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.
Version 0.12.11
Version 0.12.10
Version 0.12.9
Version 0.12.8
Version 0.12.7
Version 0.12.6
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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.
Version 0.12.4
Version 0.12.3
Version 0.12.2
Version 0.12.1
Version 0.12.0
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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.
Version 0.11.15
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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.
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[h2]Update Info[/h2]
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[h2]Update Info[/h2]
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[h2]Update Info[/h2]
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[h2]Update Info[/h2]
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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.
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[h2]Update Info[/h2]
Version 0.11.6
Version 0.11.5
Version 0.11.4
Version 0.11.3
Version 0.11.2
Version 0.11.1
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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.
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[h2]Beneath Multiplayer Update Release Date[/h2] |
[h2]Update Info[/h2]
Version 0.10.7
Version 0.10.6
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[h2]Update Info[/h2]
In addition to what's shown here, there has been a very significant rework to character rendering and along with the new collision system for voxels and weapons, this has meant there are both a lot of subtle changes to the game as well as the potential for new bugs. We'll be fixing any new issues that have arisen in this update due to these changes and have spent the past week solely testing and addressing many of these issues. These changes are a necessary step to allowing for significant optimisations and you might already experience improved performance depending on your hardware. While there is still work to do on the new collision system, you should find that the response from enemies is generally more accurate and usually has 1 frame less delay than before. If you do have any new major issues with this version please let us know and in the mean time you can run the last version by choosing the 'previousversion' branch accessible from the game's properties in Steam under the "BETAS" tab which has been set to older 0.10.4 version. We've fixed a number of bugs and have made other changes which are in the full changelist below. [h2]Upcoming[/h2] As work continues on the Beneath multiplayer we'll be continuing with updates like this that add Beneath enemies to the Level Editor as they're ready for multiplayer as well as other Level Editor and general improvements. [h2]Changelist[/h2] Version 0.10.5
Version 0.10.4
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[h2]Update Info[/h2]
Version 0.10.2
Version 0.10.1
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[h2]Update Info[/h2]
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[h2]Update Info[/h2]
Version 0.9.15
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[h2]Update Info[/h2]
Version 0.9.13
Version 0.9.12
Version 0.9.11
Version 0.9.10
Version 0.9.9
Version 0.9.8
Version 0.9.7
Version 0.9.6
Version 0.9.5
Version 0.9.4
Version 0.9.3
Version 0.9.2
Version 0.9.1
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The build has been updated to include the single player portion of the rogue-lite mode: Beneath. |
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. |
Patch Info
Version 0.8.6.1
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Patch Info
Version 0.8.5.1
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Patch Info
If you encounter any significant new issues please let us know on the community Discord server and we'll try and get them fixed as soon as possible. |
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. |
Patch Info
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Permanent Upgrades
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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.
Version 0.8.356
Version 0.8.355
Version 0.8.354
Version 0.8.353
Version 0.8.352
Version 0.8.351
Community Discord Server If you're not aware there is a community Discord server for Paint the Town Red that is quite active and I try to regularly respond to questions posted in the appropriate channel there. If you're interested in more information on PTTR development and have any questions you can join it here: https://discord.gg/9vug3Tb |
Patch Info
Version 0.8.341
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Patch Info
Version 0.8.31
Version 0.8.30
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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 0.8.35 include:
The goal for how custom character textures can be used in created levels is that you can pick existing ones from the Workshop to be used within your level. The game will then attempt to automatically download associated Workshop items when your level is download/played. This will allow you to use textures created by other players in your levels. These builds will also allow us to ensure the many backend changes that have been made over the past few months work in the existing content as well as bring miscellaneous performance and compatibility improvements from the newer engine version out sooner than waiting for Beneath. We'll continue with Beneath Preview posts after 0.8.30 is released. |
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. |
Pre-Run Facility |
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. |
Patch Info
If you notice any new bugs after this update please let us know at contact@southeastgames.com. |
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.
Version 0.8.20
Version 0.8.19
Version 0.8.18
Version 0.8.17
Version 0.8.16
Version 0.8.15
Version 0.8.14
Version 0.8.13
Version 0.8.12
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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.
Version 0.8.10
Version 0.8.9
Version 0.8.8
Version 0.8.7
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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.
Version 0.8.5
Version 0.8.4
Version 0.8.3
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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.
We've started posting Development Updates on the forum to give more details on what we're working on and when updates will be coming. |
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.
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News
Version 0.7.1
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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.
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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. |
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. |
Patch Info & News
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Patch Info & News
Version 0.6.1
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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.
The upload speed required when hosting a game will be higher on levels with more enemies and weapons, and will also be higher with more players. If you are hosting and people in your game report issues such as enemies sliding around and not animating, you might need to only host with 2 players and/or stick with the Arena challenges which have a lower bandwidth requirement. We'll continue to optimize bandwidth requirements going forward so this will improve. If you encounter major issues with the multiplayer please let us know on the Steam forum. This version also fixes the Gfycat GIF uploading that hasn't been working for the past month since API changes on the Gfycat end. Next Major Update We've already started working on the level editor for version 0.7 and plan on providing access to this for testing as it develops soon in the 'earlytests' beta branch on Steam soon. |
Patch Info & News
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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. |
Today's Deal: Save 20% on Paint the Town Red!* |
Patch Info
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Patch Info
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Patch Info & News
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Patch Info & News
Version 0.4.2
Version 0.4.1
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Patch Info & News
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Version 0.4 - Pirate Cove, Localisation System
0.4 Release
Multiplayer Test Build 1
Multiplayer Test Build 2
0.5 Release
0.6 Release
Pirate Cove WIP Screenshots. Click for full size. |
News
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News
Version 0.3.9
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News
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Patch Info
Version 0.3.6
Version 0.3.5
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Patch Info
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Patch Info
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News
Version 0.3.1
Version 0.3.0
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UPDATE:
Version 0.3.0
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News
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Patch Info
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News
Version 0.2.1
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Patch Info
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News
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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.
Version 0.1.4
Version 0.1.3
Version 0.1.2
Version 0.1.1
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We're very happy to announce that Paint the Town Red is now available. |
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. |