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.
Recent Reviews:
Mostly Positive (71) - 76% of the 71 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (4,294) - 91% of the 4,294 user reviews for this game are positive.
Release Date:
Oct 13, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“With Paint the Town Red we're developing a number of unique systems that haven't been seen before in other games. The fully destructible, voxel based characters and the melee combat system with a multitude of weapon types present numerous gameplay opportunities. We decided the best way to develop the game would be to watch and work with the community as they played the game through development so we could have more data with which to design the levels and experience. It also allows us to have a stable, optimised and simply better version of the game for final release.”

Approximately how long will this game be in Early Access?

“We're aiming to leave Early Access in the first half of 2017.”

How is the full version planned to differ from the Early Access version?

“The Early Access version will continue to be updated to the point where it is ready for full release.

The final version will also feature the final Achievements and Trading Cards that can't be added until the game is complete.”

What is the current state of the Early Access version?

“The Early Access version features a number of Scenario levels, the first few Arena Challenges, Co-op multiplayer and a level editor/Steam Workshop support. Besides more improvements and content, the remaining major feature is the rogue-like mode Beneath.”

Will the game be priced differently during and after Early Access?

“We will raise the price slightly on release and later in the early access process once some of the larger features are implemented and working correctly. We've priced the game lower for now because we don't believe people should be charged full price before most features are available in the game. Any future price adjustments will be minor.”

How are you planning on involving the Community in your development process?

“We plan on being very involved with the community throughout development as this is the whole point of Early Access to us.

  • We'll be involved in discussions on the game with the community.
  • We'll have frequent development updates on our web site, Steam Community, Twitter, etc
  • We have a number of detailed development diaries breaking down the development process of the game planned
  • We'd also like to live stream development of the game
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Recent updates View all (39)

March 15

Beneath Preview 2

Pre-Run Facility

When you first start Beneath and in between each run you'll be in the 'U.H.D.F. Frontline Facility Omega'. The story in Beneath and how it relates to the rest of Paint the Town Red will primarily be told implicitly through the environment and much of this will be in this area.

Certain areas of the facility will not be available for you to access initially and as you progress through Beneath and increase in rank you will gain access to restricted areas.

While the facility area is quite large and detailed, it was important to make sure you didn't need to spend time traveling around it in between runs. Any pre-run setup you can do such as class selection will occur in the facility, but is located right next to where you enter the area and also where you begin a new run.

You'll also also be able to visually see any permanent progress you've made in Beneath reflected in different ways in the facility.

Level Editor Content

Most of the facility content (textures, props, etc) will also be made available in the Level Editor. In addition there are a lot of props and environment assets from the areas of Beneath that will also be available in the Editor.

A lot of additional work has also gone into the enemies in Beneath to ensure they can work outside of the environments they're found in so they can be used in a range of environment types created for user's Workshop levels.

Some of the new gameplay features such as enemy and player fall and impact damage will be configurable in created levels to maintain expected gameplay from existing levels and to allow different gameplay types such as where player fall damage wouldn't be desirable for example.

Development Update

We've been continuing to work on various aspects of Beneath over the past week. We'll go into some more detail about the different ways the levels are generated in a future post, but one area of focus this week has been in setting up a different generation process for a later game area so that the level can suit the enemies and required play-style for the area.

Most areas in the game are a multi-level maze of rooms connected by winding corridors, but others, like the one setup this week is island based, with straight bridges connecting closer rooms. Avoiding being knocked off an island or bridge by enemies like the Charger will be as import as surviving regular attacks.

We'll show more about these different areas in upcoming posts.

There's a number of gameplay mechanics that Beneath's different classes, enemies and environments make necessary and in most cases these will benefit the modes outside Beneath.

One of these changes made in the past week include increasing the punch distance when looking down so that it's easier to punch small enemies and knocked out enemies without needing to crouch.

Another is the much requested feature of fall/impact damage for the player and enemies. This allows you to do much more damage when knocking enemies off high ledges or when they impact hard into walls such as after you use the Shockwave power. Also to properly handle the attacks of some of the new enemies such as the Charger, the player can now be knocked around when hit by certain attacks.
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March 6

Beneath Preview 1

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.

What is Beneath?

Beneath is what's usually referred to as a rogue-lite. It takes place in a number of different settings that are each made up of procedurally generated levels that will be different every time you play. Each of these areas will feature different varieties of enemies, weapons and power-ups. Typically you'll die before reaching an ending in Beneath, but each time you play you'll be gaining Energy that you can spend on permanent upgrades that will improve your chances on subsequent runs. There are multiple endings to Beneath with one ultimate ending that will require you to have completed all others on previous runs.

One of the great things Beneath brings to Paint the Town Red is a lot more variety in the gameplay than what's available right now. Most of this will be available for use in the Level Editor and the remaining Arena challenges will feature lots of content from Beneath (which is why there haven't been more challenges yet). The Endless Arena mode will also feature enemies, weapons and powers from Beneath and will be released in an update after Beneath is available.

We'll cover more of the Beneath content in greater detail in upcoming Beneath Preview posts, but below is some brief details on some of what to expect.

New Enemies

The most important aspect of Beneath is the array of new, distinct enemies. While there will be human enemies in certain areas of Beneath, the majority will be entirely new and have very different attacks and behaviors. Right now we have over a dozen enemy types which are all very different from one another, but in finding the right difficulty balance we might find we need to add more. The goal is to create complementary enemy types such that when they appear in different combinations will present unique, interesting and fun challenges for the player.

Some enemies, like the Crystal Crab, use powerful ranged attacks. Others might avoid the players, building up a powerful attack and then charge and strike the player from close range.

The Bore Worm will hide and move underground where it can not be damaged before erupting before the player and unleashing powerful attacks. You'll need to find strategies for dealing with these enemies to progress through Beneath.

New Powers

In current Paint the Town Red scenarios besides weapons and punches you have a kick attack and 3 powers: Shockwave, Berserk and Smite. In Beneath each run you will pick from one of 6 classes that each have their own set of powers, an alternative to the kick attack and different base amounts of speed, health, and attack damage.

The Brawler class will feel fairly familiar, with the same Kick attack you're used to and a focus on melee combat with powers like Stone Skin which makes you able to withstand attacks while taking minimal damage. Other classes will feel completely different like the Warlock which is far less effective at melee combat, but will shoot fireballs instead of kicking and has potent powers like Chaos which will turn enemies against each other for a time.

Since different combinations of enemies can complement each other in dynamic ways, we wanted to give the players the same opportunity in Multiplayer. When playing Beneath cooperatively with friends, you'll find all new possibilities when you are using different character classes. Powers that might be fairly simple alone like the Brawler's Slow Time or the Spectre's Speed can be much more powerful when used together. Alone the Guardian's Restoration power allows a player to move and fight in an area while being healed, but when playing co-op it can be much more influential by restoring health to your whole party, saving friends who are near death.

New Weapons

Every new scenario in Paint the Town Red has introduced new weapons and the Beneath mode is no different. Many of the existing weapons will be available in Beneath along with around 30 new weapons. Part of the progression system in Beneath is unlocking the ability for some of the powerful weapons to appear in subsequent runs. Some of these will be fun upgraded versions of weapons you've seen before like a Baseball Bat with Nails or a Flaming Gladius.

Other weapons are completely new like the Crossbow which have their own upgraded versions like the Triple Crossbow.

We're working as fast as we can to get Beneath finished and ultimately Paint the Town Red to 1.0 and out of Early Access. With the amount of time we've put into Beneath so far though, it's important we don't rush things now and release it before it's as good as it can be.

There's much about Beneath we don't want to spoil which has been one reason we haven't shown too much until now, but primarily with the huge amount of new content we've been working on there hasn't been much in a state of completion that's worth showing. Even now though almost all individual elements are finished to 90%, but it's the last 10% where things become visually complete and good enough to show.

Spending over a year on such a huge feature during Early Access is not ideal for you or us and while we had a number of updates in 2017, we regret not being able to have more substantial game updates during that time. We have been working very long hours on Beneath throughout and look forward to getting this mode into the build and your hands. We'll continue to post Beneath information and progress updates in these Beneath Preview posts on Steam so watch and follow the game to get notified as they are released.
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About This Game

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

  • Completely destructible voxel-based enemies
  • Biker Bar, Disco, Prison and Pirate Cove scenarios with unique enemies, weapons, etc
  • Arena mode with new challenges added frequently
  • Online Co-op Multiplayer
  • Level Editor and Steam Workshop support with hundreds of user created levels
  • Leaderboards
  • 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

  • A rogue-like mode with character progression and persistent unlockables
  • More scenario levels set in the past, present and future
  • An endless Arena mode for single player and co-op
  • Many more enemy and weapon types

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2
    • Processor: Intel Dual-Core 2 GHz (or AMD equivalent)
    • Memory: 2 GB RAM
    • Graphics: DirectX 9c, Shader Model 3 GPU with 512MB Video RAM
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Additional 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.
    • OS: Windows 7 or later, 64 Bit
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce GTX 670+
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: OSX 10.9 or Higher
    • Processor: Intel Dual-Core 2 GHz
    • Graphics: OpenGL 3 Compatible GPU with 512MB Video RAM
    • Storage: 2 GB available space
    • Additional 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.
    • OS: 64-bit Ubuntu 12.04+/Equivalent or SteamOS
    • Processor: 2 GHz 64-bit CPU
    • Graphics: OpenGL 3 Compatible GPU with 512MB Video RAM
    • Storage: 2 GB available space
    • Additional 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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