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:
Very Positive (48) - 85% of the 48 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (4,538) - 90% of the 4,538 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 (46)

June 18

Version 0.8.4 Changes

Patch Info

Update 0.8.4 is available now and adds support for Custom Music packs for use in Workshop levels as well as a lot of other improvements.

The Music Packs work very similarly to the Texture Packs and can be created from their own menu accessible in the Level Editor sub-menu options in the game's main menu. Packs can include up to 14 songs with a combined maximum size of 100MB and up to 4 packs you have subscribed to on the Workshop can be used in your levels. A new logic prop will allow you to change the music based on triggers in your levels.

A current limitation of the music files used in the packs is that they currently must be either .wav file or .ogg files. This is due to licensing and engine restrictions, but you can easily convert to .ogg files from .mp3 files or other using software like VLC or online converters. This is the site I used in testing to convert MP3 files to OGG files:

A full changelist is at the bottom of this post, but some of the new changes include:

Collision based damage to enemies
From minor damage...

... to major damage on extreme impacts

Shockwave affects props, bodies, etc

Sharp weapons can stick into the environment

... and some can pin enemies to walls

Bullets and liquid will create decals

Many of these new additions will continue to be improved upon in upcoming releases.

Due to the large number of changes in this update there may be some new bugs. Please let us know if you encounter any major new bugs on the Discord server or via email to

Version 0.8.4
  • Custom Music Packs can now be setup and added to the Workshop
  • Knocked down/out enemies are now damaged when colliding with the environment
  • Bullets now move unused weapons they hit
  • Bullets now break some weapons like bottles
  • Weak unused weapons can break when hit
  • Bullets now leave impact decals in the environment
  • Spilled liquid now leaves decals in the environment
  • Added some slight variation to blood decal colour
  • Arterial spray will no longer occur when hitting dead bodies
  • Enemies voxels now show some burn damage
  • Shockwave now moves weapons and props
  • Shockwave now moves dead and unconscious bodies
  • Sharp thrown weapons can now stick into static environment geometry
  • Spears and similar weapons can now temporarily pin enemies to walls
  • Changed block position of guns to actually look like they're blocking
  • Improved thrown weapon torque
  • Weapons can now break when thrown or hit into objects depending on weapon type and impact
  • Level Editor: Custom Music Packs can be used
  • Level Editor: Added invisible paint
  • Level Editor: Logic Zones can be set to kill enemies
  • Level Editor: Logic Zones can be set to kill players
  • Level Editor: Added optional fall damage for the player
  • Level Editor: Added new triggerable Logic prop to change Music
  • Level Editor: Added level setting to disable fall/collision damage for enemies
  • Level Editor: Added ability to duplicate rooms
  • Level Editor: Enemies will prioritise targets at the same height as them in multi-story areas
  • Level Editor: Added checkbox on upload to approve your level for use on other platforms
  • Level Editor: Fixed enemies that fall outside play area being reset to invalid position
  • Level Editor: Fixed prop position property being incorrect after creation
  • Level Editor: Fixed platforms not being included in calculation of navmesh extents
  • Fixed enemies recovering from KO while in the air
  • Fixed bullets being destroyed before completing their full damage potential
  • Fixed cigar box cigars being tethered to box
  • Fixed enemies recovering from ragdoll upside-down

57 comments Read more

June 9

Beneath Preview 5 & Next Update Preview

Permanent Upgrades

Since the last preview post we've been wrapping up work on the remaining elements of the first 3 areas of Beneath which make up the main branch that leads to the first boss and run end. This included setting up the interface for purchasing permanent upgrades and having those upgrades both work and save both locally and to the Steam Cloud.

Another change in Beneath is that instead of pressing a button to drop weapons, that button will store and swap weapons so that you can hold 2 weapons at a time and swap between them. This will allow you to save more powerful weapons you've purchased or found for when you really need them. This feature, as well as many of the permanent upgrade options, required having an icon for the weapons you'll find in Beneath. To achieve this we have a process that renders every weapon to an texture in white and from a recognisable perspective and places them in particular positions on a texture atlas.

Some of the auto-generated weapon icons

Many of the permanent upgrades are to unlock the ability to find superior weapons in future runs in Beneath. One important element we've considered that we've found to be a negative element of similar upgrades in other Rogue-Lite games is that unlocking more weapons will reduce the likelihood that other powerful weapons you've unlocked will spawn. This is because the range of weapons the procedural level generator can select from has increased. In Beneath we've made sure that every unlockable weapon will always have a consistent random percentage chance to be found in the world and as you unlock more weapons only the lesser weapons of the default range of weapons will then be found more rarely.

Other upgrades include things like permanently improving stats for all classes, upgrades to starting weapons and shields, unlocking additional beneficial unique random encounters or increasing the durability of all weapons.

Swapping between 2 weapons

Giant Mage

Besides finishing the boss enemies for Beneath which is still to come, we've about wrapped up the last remaining big feature (besides bosses most work from here is related to tweaking/polishing/etc) which was the most complicated enemy in the game, the Giant Mage.

We won't show and spoil too much about this enemy because they have a lot of impressive abilities that will be much more fun to discover in game. The main thing that makes them a complicated enemy to create though is their interaction with other enemies. The class hierarchy will be pretty clear when you encounter a Giant Mage with some other enemies nearby like the Interceptor or Minion. They'll drastically change their usual tactics to protect and augment the abilities of the Mages. If you do encounter a Giant Mage without any protection you'd better act fast because they have the power to summon whatever they need.

That's not to say they aren't more than capable of dealing with you themselves...

Update 0.8.4 Preview

Since we've reached a Beneath milestone we're going to spend next week working on the next update that will not only feature the Custom Music Packs for the Workshop, but also a huge number of other improvements. Many of these additions are possible because upgrades required for Beneath can easily transfer to existing systems and the changelist for 0.8.4 is by far the largest we've ever had in an update.

We'll hold off on posting the WIP changelist as it will definitely change over the coming week, but below are some additions you can expect in the update which will be available in a weeks time.

  • Custom Music Packs (workshop upload and Level Editor usage)
  • Ability to change music in Level Editor with logic triggers
  • Liquid Decals

  • Thrown sharp weapons stick into level

  • Some thrown weapons can pin enemies

  • Smite attacks will knock some nearby enemies away
  • Shockwave knocks props and weapons away

  • Invisible paint option in Level Editor
  • Ability to duplicate rooms in Level Editor
  • Bullet hit decals

  • New blood spurt effects
  • Blood colour tone variation
  • Shooting and hitting some fragile weapons will break them
27 comments Read more
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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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