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.
Changelist
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
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.
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.
What to expect between now and launch
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.
What to expect after launch
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.
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.
Changelist
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
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.
Changelist
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 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.
Changelist
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
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.
Arena Improvements
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.
Beneath Mid-Run Save
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.
Other Improvements
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.
In this 0.12.20 update we've added a new modifier currently only for Scenarios called 'Zero G' which removes gravity during scenario levels so physics objects including killed enemies will float around the level. As usual you can combine this with the other modifiers.
You can see some gameplay with this modifier in the video below.
Most of our work continues to be on working through major bugs and performance issues, particularly memory issues and we've made significant progress on that. If you've previously had crashes while playing Beneath, particularly if you have a low amount of system RAM, you might have better luck now.
With work on simply getting the game working at a good framerate and within memory constraints on consoles finally complete, you'll start to see more of a focus on polish and finalisation of features in Paint the Town Red in the coming updates.
Fan Art
We also wanted to showcase this amazing fan art from Kersher, one of the most prolific and talented map makers and a very helpful community member. It's very humbling to have someone so talented put so much time into creating such a fantastic piece of art based on the Disco level's Club Beatdown.
The Top Down modifier is now available in all Workshop levels. Now there's a whole new way to experience the thousands of levels our fantastic community has created so far, and creators can now build levels with the intention of them being played this way.
Check out the video below to see some of our great community created levels in the Top Down mode.
As with the Scenarios, the modifiers can be combined so Workshop levels can now be played with both Top Down and SUPERHOT modifiers active. We'll continue adding more modifiers to the Scenarios and Workshop levels for a long time to come.
Most of the other changes in this update are part of our ongoing work to get the game to a 1.0 state and prepare the game for lower memory computers and other platforms. In the changelist there's be some catch-all points for bug fixes and optimisation that covers a wide variety of changes and improvements we've been making. There is also a lot of ongoing work going into sounds and music and some of these changes are in this update and many more will be coming in updates soon.
Changelist
Version 0.12.18
Added Top Down modifier for use in Workshop levels
Current Workshop level name and creator are now displayed when paused
WIP new Arena sounds and Arena UI sounds
Various performance and memory optimisations
Various fixes for voxel related errors
Added hit sounds for some of the traps when damaging or sticking enemies
Some minor UI and text improvements
Fixed spike traps not damaging enemies that can't be knocked down
Fixed timing of sound effects for spinning blades trap
Fixed some missing environmental sounds in Arena Challenge 3
In this update we've started adding Modifiers for use in the Workshop levels. There aren't many to choose from yet, but the Superhot modifier is now usable in all levels on the Workshop. Check out the video below to see some great community levels transformed.
It's been really awesome experiencing all the amazing community created levels in a whole new way and I look forward to seeing some built with the modifiers in mind. The next big modifier for the Workshop levels will be the Top Down modifier and we'll be adding more modifiers to Scenarios and Workshop that give alternate gameplay and visual experiences.
Besides working on modifiers for Workshop levels, our main development focus has been on optimisation for lower end PC hardware and other platforms. In this update framerates should be up slightly across the board and more significantly in the Pirate Cove and Saloon scenarios.
There's plenty more optimisations to come over the next several updates, especially in Beneath. Besides global optimisation work that will benefit all, there are some reductions to non-gameplay features or the quality of those features that we need to make for some other lower power platforms and where possible we'll also include options to use these on PC to benefit min spec players.
Changelist
Version 0.12.13
Made some modifiers available for use in Workshop levels including Superhot (more to come)
Removed some extra sounds that played when enemies died in Beneath
Performance improvements
Fixed groin censor rendering wrong with Superhot modifier