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Paint the Town Red News

Version 0.14.11 Changelist

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.

[h2]Changelist[/h2]

Version 0.14.11
  • Increased brightness in night Arena challenge
  • Fixed the GIF capture buttons not working in the Endless Arena
  • Fixed the player's textures changing for the first few seconds with Top Down modifier

Version 0.14.10 Changelist

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.

[h2]Changelist[/h2]

Version 0.14.10
  • The SEG logo screen can now be skipped earlier with FMOD logo duration requirement handled differently
  • Optimisations to the processing of subscribed Workshop items in the menu
  • Fixed potentially having a huge health bar in Beneath
  • Fixed a Crystal Caverns level generation bug that could cause enemies to not be on most of the level
  • Fixed Class Selector props being able to roll the player

Version 0.14.9 - Multiplayer Fixes

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.

[h2]Changelist[/h2]

Version 0.14.9
  • Multiplayer: Added blood explosion when other players die
  • Fixed stairs to Biker Bar stage not allowing slow walk up
  • Fixed uv coordinates on heads
  • Fixed the screen being black after getting killed by the turret in the Facility in multiplayer
  • Fixed a spot in a rock formation in the Ruins where the player could get stuck
  • Multiplayer: Fixed Drain not working for clients
  • Multiplayer: Fixed some causes of clients not be able to see each other in levels
  • Multiplayer: Fixed no block sound when other players block
  • Multiplayer: Smoothed out other player movement
  • Multiplayer: Fixed missing sound when other players die in the Iron Maiden
  • Multiplayer: Fixed floating weapons when other players go into the Iron Maiden
  • Multiplayer: Fixed no death sounds from other players
  • Multiplayer: Fixed the other player's Dash not having a sound
  • Multiplayer: Fixed the other player's Drain not having a sound
  • Multiplayer: Fixed the other player's kick sounds not playing
  • Multiplayer: Fixed the other player's Berserk hits not playing sound
  • Multiplayer: Fixed no dash effect on other players
  • Multiplayer: Fixed most cases where the spectator camera would clip into walls
  • Multiplayer: Fixed range at which players trigger exit zones
  • Multiplayer: Fixed no jumping sounds from other players
  • Multiplayer: Fixed no pirate dagger jump sound when used by other players
  • Multiplayer: Fixed pirate dagger jump by other players not removing the rope
  • Multiplayer: Fixed the spectate menu left button sometimes not selecting a player
  • Multiplayer: Fixed Shard count not syncing correctly to clients
  • Multiplayer: Fixed bugs with the Necromancer gate and fight start sync
  • Multiplayer: Fixed the boss fight music not triggering properly for dead players
  • Multiplayer: Fixed the Necromancer traps not syncing if the host was dead before the fight starts
  • Multiplayer: Fixed no sound when projectiles hit other players
  • Multiplayer: Fixed client or hosts going to the wrong level sometimes after boss fights
  • Multiplayer: Fixed client players not being able to move after using the Island Altar
  • Multiplayer: Fixed host not going to the correct area if a client uses the Island Altar
  • Multiplayer: Fixed the Fire & Blood paths not going down for clients on the first island
  • Multiplayer: Fixed clients seeing other clients with the wrong texture in Beneath
  • Multiplayer: Fixed Pursuer Heart sync bug if a player not holding it is shoved
  • Multiplayer: Fixed the jerk in the Facility sliding into place on the clients at the start
  • Multiplayer: Fixed clients not having enemies blink
  • Multiplayer: Moved other players up when they're crouched to stop feet clipping into floor
  • Multiplayer: Fixed possibility of desync of players getting killed with the Pursuer heart
  • Multiplayer: Fixed client player getting pushed with heart not triggering proper effect
  • Multiplayer: Fixed helmet-less Necromancers showing with helmets on clients
  • Multiplayer: Fixed Beneath music intensity not changing correctly for clients
  • Multiplayer: Fixed the portal to The Trickster not showing on clients
  • Multiplayer: Fixed timing error to improve enemy updates from slower host connections

Version 0.14.8 - New Music and Fixes

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.

[h2]Changelist[/h2]

Version 0.14.8
  • Added new music for the Biker Bar, Disco and Main Menu
  • Fixed inconsistent ragdoll forces when time is slow
  • Fixed Apostate room gates sometimes not letting the player out if there's 2 gates
  • Fixed the grey particles on Fire & Blood and The Islands
  • Fixed The End boss fight potentially having a tilted camera
  • Fixed being able to use Dash or Teleport before The End boss fight starts
  • Fixed unarmed block sounds not triggering
  • Fixed Shard Lords being able to spawn after The End is killed if killed early
  • Fixed bug with spacial audio for Arena UI sounds
  • Fixed Inevitable achievement not auto-unlocking if you've previously died in Beneath
  • Fixed Navmesh visualisation not showing in the Level Editor and made asynchronous
  • Fixed bug where enemies very high up or far from the world origin might not get ignored by Shockwave and other effects
  • Fixed the Level Editor load level menu not closing after creating a new level
  • Multiplayer: Fixed some multiplayer sync bugs with the skeletons during The End fight

Paint the Town Red will launch on July 29

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][/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.

[h2]What to expect between now and launch[/h2]

There are still some parts of the game that need to be brought up to the release state and the most obvious of these is the final music. Most notably for the Biker Bar, Disco and Main Menu. We'll have an update in a couple of weeks that adds the final music.

Otherwise we've not been holding things back. That said the 1.0 update and any updates leading up to it will still have improvements, fixes and additions such as Steam Trading Cards, some new Scenario modifiers and Level Editor improvements like the ability to create custom text props (no more letters made out of pool balls) and a range of fence and wall props.

[h2]What to expect after launch[/h2]

1.0 is far from the end of development on Paint the Town Red. We've already been working on improvements to core aspects of the game such as recreating the doors to be more stable and allow for better interactions with attacks and enemies as well as a lot of changes and improvements based on hundreds of great suggestions we've collated.

Our main focus for the future will be adding new features to the Level Editor, but beyond that we're looking at additional mod support and further expanding the possibilities of Workshop levels.

One of the features we'll be adding is support for after launch is Campaigns. This will allow exits in a level to lead to other levels so you can create a series of connected levels to form a linear or branching story.

Another feature we plan on adding is support for NPCs to use guns and other ranged weapons in Workshop levels to expand the range of gameplay possible.

We're also continuing to work on new props and weapons for use with the Level Editor that will more easily allow for levels of different themes to be created.

One of our goals with the new Level Editor and mod features is to have enough options for players to create new game experiences that could be nothing like the core PTTR levels, or to be able to recreate their favourite games PTTR-style.

Besides those types of additions, we'll have the time now to explore features that were outside of scope, but nice to have if possible. During main development we couldn't dedicate the time to these non-core tasks.

Some of the features we'll be looking into adding after launch if viable are:
  • Adding VR support to the game with full hand controls and object interaction
  • Importing custom 3D models for use in the Level Editor for props and possible weapons
  • Importing custom voxel objects to replace body parts on enemies to change existing enemies into new ones

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.