Paint the Town Red Released! Version 1.0
Something we've talked about many times before is how important Early Access was to Paint the Town Red and how influential it was on the scope of the game. What started as a rudimentary game jam game made in 6 days in November 2014 has grown into something far bigger than we ever imagined. When we started in Early Access in October 2015 we launched with nothing but 2 Scenario levels: the Biker Bar and Disco. Our plan was to add a couple more Scenarios, a few Arena challenges and a (much smaller) rogue-like mode. Within a month we'd hit our hopes for lifetime sales of the game and it became clear we would be able to spend the time we needed to build the game we really wanted. Some things we never expected to do add was a Level Editor or multiplayer, and while the game wasn't originally built with those in mind, they've proven to be a major part of the Paint the Town Red story. At this moment the Steam Workshop has around 10,000 unique items and counting. We've been continually blown away by the size, complexity and design of Workshop levels over the years and we hope to support the creators with more tools and options for months and years to come. Once we knew we could make something bigger, we designed the rogue-like mode 'Beneath' to be far more expansive and more intricate than we first planned. We were able to create Beneath without ever cutting content and reducing the scope, which is so unusual in game development. That was just another of the many benefits of Early Access.
Also available now is the fantastic soundtrack from Jeff van Dyck which has 2 hours of music from Paint the Town Red that has been remastered and made available as high quality audio over 32 tracks. You'll find Jeff has taken the dynamic musical elements from Beneath and the Arena and masterfully woven these into new, brilliant pieces of music alongside all the amazing and multi-genre tracks from the Scenarios and other areas of the game.
You can buy the soundtrack on Steam now either alone or in a bundle with the game if you're buying Paint the Town Red for the first time. The soundtrack is also or will soon be available on many other major music platforms and you can find links to those here as they become available.
With this 1.0 update we've finally made available Steam Trading Cards which you can earn by playing the game, and we've added a number of new fun Scenario modifiers. Some of these modifiers are pretty explosive and might put your hardware to the test, but there's nothing more fun than making a mess. Boom Hands makes every hit you deliver the equivalent of a Berserk punch.
Splatter turns every kill into a shower of blood and chunks. Enemies will explode and bodyparts will fly out away from you with extreme force.
Soft Voxels is a little tamer, but weakens every enemy's voxels so even a jab can put a hole in someone.
There's also a new Everyone Hates Me modifier that makes everyone in a Scenario come after you and Punching Only which takes away your ability to kick and pick up weapons. In the Level Editor we've add a new projectile weapon: the Nailgun. We currently have over 30 new melee weapons we're in the process of adding to the Level Editor, so we'll be rolling those out soon in updates as they become ready.
We've also added around 50 new props from the Beneath Facility to the Level Editor including the kitchen sink.
We've also added over 20 brand new props to the Level Editor including a range of walls and fence props.
You can see the full changelist below.
We have a lot of updates planned over the coming weeks and months. There are still a lot of multiplayer improvements we'd like to make and more Level Editor content to be added. We'll also be bringing more of the Scenario Modifiers to the Workshop levels. Also, as mentioned above, we already have over 30 new weapons we're in the process of adding to the Level Editor and we'll be adding even more after that. We're also still working on the 3D text props for the Level Editor which we didn't get done for this update, but will have in an update very soon. In many ways for those that have been watching the game over the years, despite leaving Early Access, what comes next will probably look like business as usual. We have a scroll-wheel-breakingly long list of community suggestions along with a ton of new features we've been wanting to add for a long time so there'll be many more updates to come. 1.0 marks the point where we leave Early Access, but not when we stop working on the game.
Alongside leaving Early Access on Steam, we've also today released the game on the Xbox Series X|S, PlayStation 5, Nintendo Switch, Xbox One and PlayStation 4. While the console versions are single-player only and don't have the Level Editor, Workshop levels or Sandbox level; they're otherwise the same core experience with the Scenarios, Arena and Beneath intact and running great. By keeping development of those versions in-house, we've been able to make sure each version delivers the true PTTR experience. Since updating the Steam version is considerably simpler, going forward we'll continue updating on Steam more regularly with the option of updating the console versions if and when there are any new additions to the game that they can support.
Thanks to everyone that has bought or just followed and supported the game throughout these past years. We truly wouldn't have been able to create this game without the Early Access process and everything that comes with it. Special thanks to everyone with suggestions, feedback and help for other members of the community on the Steam forum, the fantastic community Discord server and everywhere else online, as well as the humbling emails and messages of support we've received over the years. We can highly recommend checking out the Discord server if you're interested in finding out more about the lore of the game or secrets, tips on creating levels, awesome map maker contests, finding other people to play with or just chatting with other players or getting help with the game. As you may or may not know, Paint the Town Red was made by 1 programmer and 1 artist. That said, there's still a lot more to a game than just those things and we want to give an extra special thanks to everyone involved. We've been unbelievably fortunate to have had Jeff van Dyck so involved and invested in the game over the past few years. The world class music and overhaul of the all the audio in the game has been very special. We can't wait to continue to work with Jeff on what we'll be making next. So much of the sound of Paint the Town Red is also the work of Matt McCamley, whose work on the sound effects and voices in the game played a huge part in bringing it to life. We also want to thank the many people that provided various grunts, groans and gurgles for our blocky characters, as well as the SUPERHOT team and the guys at 5 Lives Studios. Also all the members of our community that have been extremely helpful over these past years.
Version 1.0.0
[ 2021-07-29 12:11:56 CET ] [ Original post ]
[previewyoutube=_fxcdvH4O0g;full][/previewyoutube]Paint the Town Red - Launch trailer
The Early Access Journey
Something we've talked about many times before is how important Early Access was to Paint the Town Red and how influential it was on the scope of the game. What started as a rudimentary game jam game made in 6 days in November 2014 has grown into something far bigger than we ever imagined. When we started in Early Access in October 2015 we launched with nothing but 2 Scenario levels: the Biker Bar and Disco. Our plan was to add a couple more Scenarios, a few Arena challenges and a (much smaller) rogue-like mode. Within a month we'd hit our hopes for lifetime sales of the game and it became clear we would be able to spend the time we needed to build the game we really wanted. Some things we never expected to do add was a Level Editor or multiplayer, and while the game wasn't originally built with those in mind, they've proven to be a major part of the Paint the Town Red story. At this moment the Steam Workshop has around 10,000 unique items and counting. We've been continually blown away by the size, complexity and design of Workshop levels over the years and we hope to support the creators with more tools and options for months and years to come. Once we knew we could make something bigger, we designed the rogue-like mode 'Beneath' to be far more expansive and more intricate than we first planned. We were able to create Beneath without ever cutting content and reducing the scope, which is so unusual in game development. That was just another of the many benefits of Early Access.
Paint the Town Red Original Soundtrack
Also available now is the fantastic soundtrack from Jeff van Dyck which has 2 hours of music from Paint the Town Red that has been remastered and made available as high quality audio over 32 tracks. You'll find Jeff has taken the dynamic musical elements from Beneath and the Arena and masterfully woven these into new, brilliant pieces of music alongside all the amazing and multi-genre tracks from the Scenarios and other areas of the game.
You can buy the soundtrack on Steam now either alone or in a bundle with the game if you're buying Paint the Town Red for the first time. The soundtrack is also or will soon be available on many other major music platforms and you can find links to those here as they become available.
New This Update
With this 1.0 update we've finally made available Steam Trading Cards which you can earn by playing the game, and we've added a number of new fun Scenario modifiers. Some of these modifiers are pretty explosive and might put your hardware to the test, but there's nothing more fun than making a mess. Boom Hands makes every hit you deliver the equivalent of a Berserk punch.
Splatter turns every kill into a shower of blood and chunks. Enemies will explode and bodyparts will fly out away from you with extreme force.
Soft Voxels is a little tamer, but weakens every enemy's voxels so even a jab can put a hole in someone.
There's also a new Everyone Hates Me modifier that makes everyone in a Scenario come after you and Punching Only which takes away your ability to kick and pick up weapons. In the Level Editor we've add a new projectile weapon: the Nailgun. We currently have over 30 new melee weapons we're in the process of adding to the Level Editor, so we'll be rolling those out soon in updates as they become ready.
We've also added around 50 new props from the Beneath Facility to the Level Editor including the kitchen sink.
We've also added over 20 brand new props to the Level Editor including a range of walls and fence props.
You can see the full changelist below.
Future Updates
We have a lot of updates planned over the coming weeks and months. There are still a lot of multiplayer improvements we'd like to make and more Level Editor content to be added. We'll also be bringing more of the Scenario Modifiers to the Workshop levels. Also, as mentioned above, we already have over 30 new weapons we're in the process of adding to the Level Editor and we'll be adding even more after that. We're also still working on the 3D text props for the Level Editor which we didn't get done for this update, but will have in an update very soon. In many ways for those that have been watching the game over the years, despite leaving Early Access, what comes next will probably look like business as usual. We have a scroll-wheel-breakingly long list of community suggestions along with a ton of new features we've been wanting to add for a long time so there'll be many more updates to come. 1.0 marks the point where we leave Early Access, but not when we stop working on the game.
Console Release
Alongside leaving Early Access on Steam, we've also today released the game on the Xbox Series X|S, PlayStation 5, Nintendo Switch, Xbox One and PlayStation 4. While the console versions are single-player only and don't have the Level Editor, Workshop levels or Sandbox level; they're otherwise the same core experience with the Scenarios, Arena and Beneath intact and running great. By keeping development of those versions in-house, we've been able to make sure each version delivers the true PTTR experience. Since updating the Steam version is considerably simpler, going forward we'll continue updating on Steam more regularly with the option of updating the console versions if and when there are any new additions to the game that they can support.
Thanks
Thanks to everyone that has bought or just followed and supported the game throughout these past years. We truly wouldn't have been able to create this game without the Early Access process and everything that comes with it. Special thanks to everyone with suggestions, feedback and help for other members of the community on the Steam forum, the fantastic community Discord server and everywhere else online, as well as the humbling emails and messages of support we've received over the years. We can highly recommend checking out the Discord server if you're interested in finding out more about the lore of the game or secrets, tips on creating levels, awesome map maker contests, finding other people to play with or just chatting with other players or getting help with the game. As you may or may not know, Paint the Town Red was made by 1 programmer and 1 artist. That said, there's still a lot more to a game than just those things and we want to give an extra special thanks to everyone involved. We've been unbelievably fortunate to have had Jeff van Dyck so involved and invested in the game over the past few years. The world class music and overhaul of the all the audio in the game has been very special. We can't wait to continue to work with Jeff on what we'll be making next. So much of the sound of Paint the Town Red is also the work of Matt McCamley, whose work on the sound effects and voices in the game played a huge part in bringing it to life. We also want to thank the many people that provided various grunts, groans and gurgles for our blocky characters, as well as the SUPERHOT team and the guys at 5 Lives Studios. Also all the members of our community that have been extremely helpful over these past years.
Changelist
Version 1.0.0
- Steam Trading Cards can now be earned from playing
- "Soft Voxels" Scenario Modifier has been added
- "Boom Hands" Scenario Modifier has been added
- "Splatter" Scenario Modifier has been added
- "Punching Only" Scenario Modifier has been added
- "Everyone Hates Me" Scenario Modifier has been added
- Added a Nailgun to the Level Editor
- Added 20+ brand new props to the Level Editor including many wall and fence props
- Added 50 Beneath Facility props to the Level Editor
- Added the option to have Riot Helmet enemies in the Level Editor
- Added the option to have Arena Helmet Guard enemies in the Level Editor
- Fixed rendering of the card props in the Level Editor
- Fixed rendering of long Workshop level names in the loading UI
- Fixed Dash or Teleport being able to send the player extremely far distances in Workshop levels
- Fixed thrown guns not making sounds when hitting enemies
Paint the Town Red
South East Games
South East Games
2021-07-29
Action Indie Singleplayer
Game News Posts 139
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(24957 reviews)
http://southeastgames.com
https://store.steampowered.com/app/337320 
The Game includes VR Support
PTTR Linux 64bit [1.17 G]PTTR Linux 32bit [1.17 G]
Paint the Town Red VR
Paint the Town Red is a chaotic first person melee combat game set in different locations and time periods. The voxel-based enemies can be punched, bashed, kicked, stabbed and sliced completely dynamically using almost anything that isn't nailed down.
You'll need to use your wits, speed and anything you can get your hands on in epic bar fights, disco brawls, old west saloon rumbles, college frat house beat-downs and a lot more.
We'll be adding more levels to the Early Access versions leading up to release and look forward to creating the best level ideas from the community. Please follow and add to your Wishlist to keep up to date on development and be notified on release.
Current Features
Upcoming Features
You'll need to use your wits, speed and anything you can get your hands on in epic bar fights, disco brawls, old west saloon rumbles, college frat house beat-downs and a lot more.
We'll be adding more levels to the Early Access versions leading up to release and look forward to creating the best level ideas from the community. Please follow and add to your Wishlist to keep up to date on development and be notified on release.
Current Features
- Completely destructible voxel-based enemies
- Biker Bar, Disco, Prison and Pirate Cove levels with unique enemies, weapons, etc
- Sandbox level to test features, weapons and mechanics
- Vast array of level and period appropriate weaponry
- Boss enemies that present unique challenges and rewards
- Full controller support
Upcoming Features
- Many more over-the-top levels set in the past, present and future
- A rogue-like mode with character progression and persistent unlockables
- Online Co-op multiplayer modes
- Leaderboards for all levels and modes
- Random daily challenges with leaderboards
- Many more enemy and weapon types
- Mod tools for customizable characters
- Linux support
MINIMAL SETUP
- OS: 64-bit Ubuntu 20.04+/Equivalent or SteamOS
- Processor: 2 GHz 64-bit CPU
- Graphics: OpenGL 3.2+. Vulkan capable.
- Storage: 2 GB available spaceAdditional Notes: If you are on or around the min spec then you may need to run with Low graphics options and at a lower resolution.
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