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Paint the Town Red News

The hilarious Paint the Town Red leaves Early Access on July 29, sold more than 400,000

After a very successful development time in Early Access where they sold over 400,000 copies, Paint the Town Red is now set for leaving Early Access on July 29.

Read the full article here: https://www.gamingonlinux.com/2021/06/the-hilarious-paint-the-town-red-leaves-early-access-on-july-29-sold-more-than-400000

Version 0.14.7 - Achievements

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.

[h2]Changelist[/h2]

Version 0.14.7
  • Added the ability to unlock Achievements
  • Fixed Tentacle Mutants having machetes when using Living Dead and Machete Time modifiers


Version 0.14.6
  • Fixed Corrupted not working in Workshop levels if not unlocked on Beneath Save State 1

Version 0.14.5 - Beneath Classes in the Level Editor and more

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.
  • The first is to enter the game's Properties in your Steam Library and under 'LAUNCH OPTIONS' enter: -force-glcore.
  • The other option is to simply run the older version of the game from before 0.14.0. To do this, under the Properties for the game in the Steam Library, select 'previousversion' under the 'BETAS' section.


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
  • Added Class Selectors to the Level Editor to allow different player classes
  • Added a Victory logic prop that will finish the level or activate the exit zones
  • Added an Enemy Tracker logic prop that activates when tracked enemies are dead
  • Added the Class Selector Beneath Facility prop to the Level Editor
  • Fixed possible internal duplication of prop logic connections in Level Editor breaking logic for props
  • Fixed Workshop level lights not having shadows after turning off and on
  • Fixed non-consecutive enemy indices in multiplayer in some parts of the game leading to possible sync issues in batch packets


Version 0.14.4
  • Fixed enemy movement not syncing in The End fight in multiplayer
  • Fixed missing red lighting in Beneath facility beam area
  • Fixed some possible out of range stat values
  • Fixed some debug keys being active
  • Fixed some miscellaneous rare situations where enemy movement sync might be skipped for some enemies in multiplayer


Version 0.14.3
  • Fixed Necromancer gate not allowing players through in multiplayer under certain conditions
  • Fixed crash on boot on Mac OSX


Version 0.14.2
  • Changed the menu background loading to workaround Unity bug to improve speeds on slower hard drives
  • Fixed incorrect Energy Upgrades number total in the menu
  • Fixes related to menu mouse input issues for some users. Not yet verified if it solves the problem


Version 0.14.1
  • Fixed black screen when loading into Level Editor or Custom Texture or Custom Music menus

Version 0.14.0 - Major Improvements and Fixes

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
  • Performance and Memory optimisation
    This update has some of the most significant changes to voxel data to reduce memory usage by continuing to optimise voxel mesh updates, but also reducing per-vertex data and shifted more calculation to the GPU.
  • Framerate Limiter option
    There is now the ability to limit your max framerate which can be useful in various situations such as reducing the game's resource usage when streaming.
  • Improved Gamepad support
    Outside of the Level Editor which does not support gamepads, menus in the game where before the mouse might have been needed should now always work with just a gamepad.
  • In-Game Beneath Save Management
    There is now the ability to erase all progress on a Beneath save slot from a menu in the game. We can also add more save management functionality as needed to this menu.
  • Re-balanced Beneath class movement speeds and health
    All the classes in Beneath now have movement speeds and health amounts that are a bit closer to each other than before. Additionally, the movement speed calculation has been rewritten to make walk speeds be faster and have running be a fixed addition to movement speed that is not modified by speed buffs. This improves the feel of the speed increases from the various buffs for all classes.
  • Unique death sounds for all enemy types
    Previously most Beneath enemies still shared the Zombie death sounds as a placeholder. All these placeholder sounds have been replaced with final sounds. There are also far more sound effect improvements and additions than listed in the changelist.
  • Fixed the blood bug
    This one was unfortunate to have in the game for so long before we could get an update out addressing it. Blood decals have had a bug preventing them from being created in parts of levels, this is now fixed. In fact there are other related fixes that should result in more blood than ever before.

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
  • Enemies will no longer be half in the ground when standing up after being knocked down
  • Significant performance improvements in much of the game
  • Significant memory usage improvement in much of the game
  • Increased walk speed and changed run speed modification
  • Framerate cap option added to the menu
  • Changed the post processing effects. New Bloom and Colour Grading for levels and effects
  • Made some minor changes to the Biker Bar prop layout
  • Main menus and Beneath shop should now fully work with a controller
  • Gamepad right stick input can be adjusted between Linear and Exponential
  • Improved and added some missing translations for various languages
  • Prevent immediate attack after unpausing game
  • Added more collision improvements to help player walk up some stairs
  • Increased the Animation LOD range in the Arena
  • Improved fire and electric weapon idle sound falloff
  • Removed the film grain/noise option and effect
  • Increased the number of lights that will update shadow LODs in user created levels
  • Fixed blood decals not working in certain situations
  • Fixed some enemies not exciting ragdoll properly
  • Fixed the speed of gamepad right stick movement when using the SUPERHOT modifier
  • Fixed various bugs causing rare script breaks
  • Fixed the loading screens scale to be uniform across different resolutions
  • Fixed player not being hidden when finishing a Scenario with the Top Down modifier
  • Fixed the credits text and images scaling being resolution dependent
  • Fixed the Top Down modifier's Pirate Cove water shader
  • Fixed some enemies flashing off and on after certain bodyparts are severed
  • Fixed originally exposed bones being the wrong colour on zombies
  • Fixed bloom not being forced enabled in Credits scene
  • Fixed punching bag not responding to Boxer if player is far away
  • Fixed bug with nav agent avoidance
  • Fixed enemies being able to walk on air in certain situations
  • Fixed Disco lights not working if music volume is 0
  • Fixed Berserk glow and Stone Skin effects on hidden arms and legs
  • Fixed bounding box calculation on blood decals to prevent drawing off-screen meshes
  • Fixed bullets not destroying hair voxels
  • Fixed some shadow maps not re-rendering after turning shadow setting to Low or High from Off
Arena
  • Shard Lords will no longer try to warp in the Arena or Endless Arena
  • Crowd materials will be loaded in fully before fading into Arena levels
  • Unused resources are now cleared between Arena waves resulting in less memory
  • Fixed enemies that cannot be knocked down from continually emitting blood when in Spike Traps
  • Fixed some traps not affecting navmesh correctly
  • Fixed Endless Arena showing incorrect time in end stats
Beneath
  • Save Management added to the menu to allow erasing all save data for a save slot
  • Increased speed of slower classes and modified run speed calculation to make things more balanced for all classes
  • Compressed health and attack speed spread for all classes to improve class balance
  • Drain ability cooldown is now 3x faster, but the heal amount is 3x less
  • Improved the loading time of Beneath levels
  • The End moves faster and his attacks do more damage
  • The Aberration fight difficulty has been tweaked a bit with different enemy spawns
  • Shard Lords now warp correctly to their target
  • Class Selectors in the Facility now have different colours for each class and different effects when upgraded
  • Tweaked ending of Beneath to improve final cutscene
  • Mild camera shake from Statue footsteps
  • Moved The End to be closer to the player at the start of the fight
  • Added some lighting and sounds to the Challenge Room chest and made it open based on player proximity
  • Changed some effects visuals for various props
  • More weapon spawns on Fire & Blood I
  • Observers take more damage from eye hits
  • Statues take more damage from large hammer weapons
  • Added additional footstep sound surfaces in the Facility
  • Added more blood particles from the island cavities in the Aberration fight
  • Fire & Blood door hand animation will now play when holding weapons unless holding a shield
  • Fixed not being able to have friends in Fire & Blood
  • Fixed losing shards when quitting a Beneath run and resuming
  • Fixed animations not displaying on VR machines in some cases in the Facility
  • Fixed the Guiding Light from Pursuer proximity continuing when the player was dead
  • Fixed the Deceiver teleport effect lighting not fading out
  • Fixed being able to die during the ending cutscene of Beneath
  • Fixed enemies attacking the player during the Crystal Caverns Altar cutscene
  • Fixed The End hurting himself with one of his special attacks
  • Fixed a bug causing the Aberration tentacles to sometimes have red blood instead of blue
  • Fixed Beneath save slots possibly being set as having an In-Progress run after defeating The End
  • Fixed the player not being forced to look in the direction of The End at the start of the fight
  • Fixed blood decals not moving down with platforms during walk to The End fight
  • Fixed one of the Fire & Blood islands possibly having enemies spawn inside boulder
  • Fixed one of the Shard upgrades not being counted on the main menu display
  • Fixed the Kick equivalent power icon being hidden for some classes once available
  • Fixed the post-Beneath credits potentially having characters walk on the beach
  • Fixed Bore Worm shock effect being visible when Bore Worm is underground
  • Fixed the Floating Head sound not going away when killed in some circumstances
  • Fixed being able to shock and poison a shielded Giant Mage
  • Fixed corridors being invisible for 1 frame sometimes when moving around with low framerates
  • Fixed shader bug with hand tattoo
  • Fixed The End being able to be entangled
  • Fixed Pursuers being able to be spawned near the player's start position in Fire & Blood I
  • Fixed being able to re-trigger some powers that were already active
  • Fixed pink heads on some enemies and bodyguard when first spawning in Beneath
  • Fixed invisible ground collision in Crystal Caverns from receiving blood decals
  • Fixed incorrect texture when playing as a Spectre at a certain rank
  • Fixed previously used class not being auto selected when starting Beneath
  • Fixed showing 'Fire & Blood I' as In-Progress level if quit in Iron Maiden area before having access to Fire & Blood
  • Fixed Spectre being able to move around in Aberration island early if dash/teleporting into it
  • Fixed The End not walking to the throne in some cases when near the player
  • Fixed Tentacle Mutant getting launched by Entangle
  • Fixed having an item the player already has from appearing in Beneath
  • Fixed more potential bad level generation issues in Beneath
  • Fixed class selectors not immediately updating after unlocking a class upgrade
Sound and Music
  • Lots of new sound effects added and improved that are not explicitly mentioned below
  • Added Voice volume option
  • Added UI volume option
  • Added more sounds under the Notifications volume category
  • Made Voice, Notifications and UI be scaled with Sound Effects volume option
  • All Beneath enemies now have unique death sounds
  • Beneath Challenges have new music states
  • Tentacle Mutant has unique sounds for it's tentacle hits
  • Tweaked Beneath music intensity fade
  • Added Pursuer summon station sound
  • Added Pursuer portal sounds
  • New specific sound effects for the Giant Mage Staff weapon
  • New sounds for the Sacrificial Chest in Beneath
  • The Boxer will now voice attacks when punching the punching bag
  • Fixed the Pursuer Capture Device's sound loop

Version 0.13.0 - Beneath Mid-Run Resume and Arena Improvements

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.

[h2]Arena Improvements[/h2]

The Arena now features brand new dynamic music, end camera sequences, leaderboard displays on victory and the player will now keep half of their unused power between fights in a challenge which will allow for some more strategic planning and play.

The new music will react dynamically as you swing, hit, get hit and kill, as well as change during the final stages of a fight.



Once you complete an Arena challenge you'll now get a view of the battlefield along with displays of the Leaderboard for that Challenge and your new time.

[h2]Beneath Mid-Run Save[/h2]

You now have the ability to quit during a Beneath run and resume the run from the start of the level you were at while playing in Single Player. Resuming a run won't necessarily give you the exact same random level you had when you quit, but if you quit on Ruins II, when you resume the run you'll be back on Ruins II with the Gold, Shards, Boosts and weapons you had when you first entered that level. To prevent save-scumming, if you quit later into a level and have lost health or power, when you resume the run you'll have the lower amount of health and power you had when you quit. Also you can spend Energy on upgrades on a level and then quit and the upgrades will remain unlocked, but when you resume the run you'll have the starting Energy minus what you spent on those upgrades.

We'll be adding save game management options shortly to both entirely clear the progress from a save slot and to remove in-progress run data from a save if it is causing any issues.

[h2]Other Improvements[/h2]

The Loading screens have been updated with new background images and a new layout, and Beneath level generation screens now have background images per level.

We've added a HUD Opacity setting in the options that will allow you to make the HUD elements semi-transparent or hide them entirely. This wouldn't be ideal for general gameplay, but when capturing screenshots and videos you can now have a HUD-less display.

Steam Cloud saves now should work fully again allowing you to move between machines without losing progress.

Various music and sound effects changes and improvements continue to be worked on and implemented and many of these are in this new update.

Check the full changelist below to see all the changes and fixes in this update.

[h2]PTTR Inspired Fan-Game[/h2]
[h3]Santa of Red Town[/h3]



One of the great community members, Nico 'Ocean Man' Lovell, who you might know from some of the most classic and impressive Workshop levels has created a fun, free, Christmas-themed game inspired by Paint the Town Red. You can check it out and download it over on itch.io. I'll try and play the game on a stream soon once I have the time to do so.

[h2]Changelist[/h2]

Version 0.13.0
  • Beneath can now be quit mid-run and resumed from the beginning of the level you were on
  • Steam Cloud saves now fully working for Beneath saves and settings
  • New music in the Arena
  • The Arena now shows the aftermath after death or victory instead of a black screen
  • The Arena now displays the leaderboards when you win a challenge or die in the Endless mode
  • Players now keep half of unused power between Arena waves
  • Improved Leaderboards time clarity
  • Performance improvements for Arena
  • Updated loading screens with background images
  • New music, sounds and effects in the Islands
  • New music in Beneath boss fights
  • Challenge Room chests now open once you approach them after completing a Challenge
  • Removed the Guiding Light summon station from the Fire & Blood store
  • HUD Opacity option added to hide or make the HUD semi transparent
  • Made it easier to pick up weapons
  • New death text to show after being killed by all Beneath enemy types
  • Added mild camera shake when blocking an attack
  • New sounds for some Beneath enemies
  • New sounds effects for some Beneath props
  • Added portal visual to to the transition to Fire & Blood
  • Added sounds to the blood drips and Bloody Mass growths in Beneath
  • Pursuer's death sound now follows the floating particles
  • Fixed bullets not hitting enemies when at point blank range
  • Fixed some rounding inconsistencies with time stat vs leaderboard entry
  • Fixed missing reactive lighting above Disco dance floor
  • Fixed reverb zone transition bug and improved some reverb zones in Scenarios
  • Fixed the Gremlin running on the spot before spotting the player
  • Fixed some miscellaneous enemy spawn errors on Fire & Blood
  • Fixed no sound when shooting the Trickster's shield
  • Fixed enemies attacking the player during the Island Artifact placement sequence
  • Fixed some rare level generation issues
  • Fixed some render order issues for some Teleporter distortion effects
  • Fixed being able to move during Beneath loads
  • Fixed some sound effects playing during loading screens
  • Fixed the jerk in the Facility stopping on his path forever in some spots
  • Fixed sync of spawned Challenge Rooms enemies in multiplayer
  • Fixed client players not triggering enemy zones in Workshop levels
  • Fixed clients showing 'by' text for host transferred levels when paused in multiplayer
  • Fixed the Guiding Light having erratic sound and continuing to play when at the exit
  • Fixed no footsteps on the Trickster in boxer mode
  • Fixed dark lighting on ragolled enemies in the Arena
  • Fixed the Hydra regeneration sound continuing to play after death
  • Fixed waves shader bug in the Credits scene