Paint the Town Red - Eternic
Over the next several days Paint the Town Red will be 30% off so it's a great time to jump in if you've been waiting.

3D Text Props


Say goodbye to painstakingly arranging pool balls to make letters, because in this update we've added the ability to add 3D text props in the Level Editor so you can add custom text anywhere you need it.

Music Layers


Also for the Level Editor we've added some new options for music. Firstly you can now set a different music track to play when you've won a level. The bigger change though is that you can now set Music props to play music on up to 8 different layers. This will be great for levels with voices or sound effects as they'll now be able to play on a different layer and not interrupt the main music.

We've also added some of the Beneath music tracks to the Level Editor and the old main menu music.

Beneath Class Scenario Modifiers


You can now play all the Scenario levels as one of the classes from Beneath with the new modifiers: Brawler, Spectre, Warlock, Vanguard and Corrupted.

Block+Swing


In this update we've made some tweaks to attacks to give you more control over when you swing a weapon downwards or uppercut. Instead of being based on looking up or jumping, or random in the case of the uppercut, you can now perform a downward swing or the uppercut by swinging while holding the block button.

Other Changes


Some of the other changes in this update include lighting and shadows from muzzle flares on guns, thrown weapons will now longer sometimes go through enemies, in the Biker Bar enemies can now jump down off the bar if they get stuck up there and some tweaks to the Beneath Facility to help new players know how to start their first run.

Oh, and that one guy that would get stuck at the bottom of the basement stairs in the Biker Bar should now figure out how to make that first step.

The full changelist is below.

Changelist

Version 1.0.3
  • Level Editor now has custom 3D text props
  • Level Editor now has the option to set a different music track for victory
  • Level Editor Music Logic props now allow music/sounds to play on up to 8 different layers at once
  • Added new music to Level Editor: Construct, Sacrifice, Beneath, Transaction, The End, Neo Western
  • Added Scenario Modifiers: Brawler, Spectre, Warlock, Vanguard and Corrupted
  • Block+Swing now will do the overhead swing attack or uppercut when unarmed
  • Overhead swing no longer automatically happens when jumping or looking up
  • Uppercut no longer happens at random
  • Movement speed while blocking is slightly reduced
  • Controls Help shows how to swing a weapon during gameplay
  • Beneath blast doors start open to help new players understand where to go
  • Some gun muzzle flares now cast light when shooting
  • Added some basic translations on the Sandbox
  • Added the ability for enemies to jump down from the bar top and bar in the Biker Bar
  • Increased vertex limit of blood decals on tables in the Biker Bar
  • Improved accuracy of high velocity weapon collisions
  • Fixed enemies being able to get stuck inside the basement stairs in the Biker Bar
  • Fixed enemies getting stuck trying to run up the basement stairs in the Biker Bar
  • Fixed Modifiers button showing when the Sandbox level is selected
  • Fixed a bug causing buttons to not show for controls help in some cases
  • Fixed thrown weapons going through people sometimes
Paint the Town Red - Eternic
For this update we've setup all the new scenario music to work in the Level Editor either set directly from the level's settings or played from music logic props. We've also fixed some issues with the Arena and multiplayer including the missing puddles texture on the Arena floor during rain and being forced to quit to the menu after winning an Arena challenge in multiplayer.



We're working on a lot of new Level Editor and multiplayer improvements which we'll be rolling out in small updates like this as well as in larger updates going forward.

The response to the launch of the game over the past week has been amazing and beyond our expectations. Going forward we're going to add more to the game to highlight some of the unbelievable Workshop content that's being created so all the new players can experience the creativity and genius of our community.

Changelist

Version 1.0.2
  • Added new Scenario music to the Level Editor
  • Fixed missing puddles in Arena/Endless Arena/Trickster Fight during rain
  • Multiplayer: Fixed other player's textures cycling for a few seconds in the Arena
  • Multiplayer: Fixed rendering bug on multiplayer gravestones with Bloom and FXAA
  • Multiplayer: Fixed being forced to return to the menu after winning a challenge
  • Multiplayer: Fixed Arena rain not being around spectated player

Version 1.0.1
  • Fixed swapped keyboard and controller button prompt for Use Power
Paint the Town Red - Eternic
Paint the Town Red - Launch trailer

The Early Access Journey

Something we've talked about many times before is how important Early Access was to Paint the Town Red and how influential it was on the scope of the game. What started as a rudimentary game jam game made in 6 days in November 2014 has grown into something far bigger than we ever imagined.

When we started in Early Access in October 2015 we launched with nothing but 2 Scenario levels: the Biker Bar and Disco. Our plan was to add a couple more Scenarios, a few Arena challenges and a (much smaller) rogue-like mode. Within a month we'd hit our hopes for lifetime sales of the game and it became clear we would be able to spend the time we needed to build the game we really wanted.

Some things we never expected to do add was a Level Editor or multiplayer, and while the game wasn't originally built with those in mind, they've proven to be a major part of the Paint the Town Red story. At this moment the Steam Workshop has around 10,000 unique items and counting. We've been continually blown away by the size, complexity and design of Workshop levels over the years and we hope to support the creators with more tools and options for months and years to come.

Once we knew we could make something bigger, we designed the rogue-like mode 'Beneath' to be far more expansive and more intricate than we first planned. We were able to create Beneath without ever cutting content and reducing the scope, which is so unusual in game development. That was just another of the many benefits of Early Access.

Paint the Town Red Original Soundtrack

Also available now is the fantastic soundtrack from Jeff van Dyck which has 2 hours of music from Paint the Town Red that has been remastered and made available as high quality audio over 32 tracks. You'll find Jeff has taken the dynamic musical elements from Beneath and the Arena and masterfully woven these into new, brilliant pieces of music alongside all the amazing and multi-genre tracks from the Scenarios and other areas of the game.



You can buy the soundtrack on Steam now either alone or in a bundle with the game if you're buying Paint the Town Red for the first time. The soundtrack is also or will soon be available on many other major music platforms and you can find links to those here as they become available.

New This Update



With this 1.0 update we've finally made available Steam Trading Cards which you can earn by playing the game, and we've added a number of new fun Scenario modifiers. Some of these modifiers are pretty explosive and might put your hardware to the test, but there's nothing more fun than making a mess.

Boom Hands makes every hit you deliver the equivalent of a Berserk punch.


Splatter turns every kill into a shower of blood and chunks. Enemies will explode and bodyparts will fly out away from you with extreme force.


Soft Voxels is a little tamer, but weakens every enemy's voxels so even a jab can put a hole in someone.


There's also a new Everyone Hates Me modifier that makes everyone in a Scenario come after you and Punching Only which takes away your ability to kick and pick up weapons.

In the Level Editor we've add a new projectile weapon: the Nailgun. We currently have over 30 new melee weapons we're in the process of adding to the Level Editor, so we'll be rolling those out soon in updates as they become ready.



We've also added around 50 new props from the Beneath Facility to the Level Editor including the kitchen sink.



We've also added over 20 brand new props to the Level Editor including a range of walls and fence props.



You can see the full changelist below.

Future Updates

We have a lot of updates planned over the coming weeks and months. There are still a lot of multiplayer improvements we'd like to make and more Level Editor content to be added. We'll also be bringing more of the Scenario Modifiers to the Workshop levels. Also, as mentioned above, we already have over 30 new weapons we're in the process of adding to the Level Editor and we'll be adding even more after that. We're also still working on the 3D text props for the Level Editor which we didn't get done for this update, but will have in an update very soon.

In many ways for those that have been watching the game over the years, despite leaving Early Access, what comes next will probably look like business as usual. We have a scroll-wheel-breakingly long list of community suggestions along with a ton of new features we've been wanting to add for a long time so there'll be many more updates to come.

1.0 marks the point where we leave Early Access, but not when we stop working on the game.

Console Release

Alongside leaving Early Access on Steam, we've also today released the game on the Xbox Series X|S, PlayStation 5, Nintendo Switch, Xbox One and PlayStation 4. While the console versions are single-player only and don't have the Level Editor, Workshop levels or Sandbox level; they're otherwise the same core experience with the Scenarios, Arena and Beneath intact and running great. By keeping development of those versions in-house, we've been able to make sure each version delivers the true PTTR experience.

Since updating the Steam version is considerably simpler, going forward we'll continue updating on Steam more regularly with the option of updating the console versions if and when there are any new additions to the game that they can support.

Thanks

Thanks to everyone that has bought or just followed and supported the game throughout these past years. We truly wouldn't have been able to create this game without the Early Access process and everything that comes with it.

Special thanks to everyone with suggestions, feedback and help for other members of the community on the Steam forum, the fantastic community Discord server and everywhere else online, as well as the humbling emails and messages of support we've received over the years. We can highly recommend checking out the Discord server if you're interested in finding out more about the lore of the game or secrets, tips on creating levels, awesome map maker contests, finding other people to play with or just chatting with other players or getting help with the game.

As you may or may not know, Paint the Town Red was made by 1 programmer and 1 artist. That said, there's still a lot more to a game than just those things and we want to give an extra special thanks to everyone involved. We've been unbelievably fortunate to have had Jeff van Dyck so involved and invested in the game over the past few years. The world class music and overhaul of the all the audio in the game has been very special. We can't wait to continue to work with Jeff on what we'll be making next.

So much of the sound of Paint the Town Red is also the work of Matt McCamley, whose work on the sound effects and voices in the game played a huge part in bringing it to life.

We also want to thank the many people that provided various grunts, groans and gurgles for our blocky characters, as well as the SUPERHOT team and the guys at 5 Lives Studios. Also all the members of our community that have been extremely helpful over these past years.

Changelist

Version 1.0.0
  • Steam Trading Cards can now be earned from playing
  • "Soft Voxels" Scenario Modifier has been added
  • "Boom Hands" Scenario Modifier has been added
  • "Splatter" Scenario Modifier has been added
  • "Punching Only" Scenario Modifier has been added
  • "Everyone Hates Me" Scenario Modifier has been added
  • Added a Nailgun to the Level Editor
  • Added 20+ brand new props to the Level Editor including many wall and fence props
  • Added 50 Beneath Facility props to the Level Editor
  • Added the option to have Riot Helmet enemies in the Level Editor
  • Added the option to have Arena Helmet Guard enemies in the Level Editor
  • Fixed rendering of the card props in the Level Editor
  • Fixed rendering of long Workshop level names in the loading UI
  • Fixed Dash or Teleport being able to send the player extremely far distances in Workshop levels
  • Fixed thrown guns not making sounds when hitting enemies
Paint the Town Red - Eternic
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.

Changelist

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
Paint the Town Red - Eternic
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.

Changelist

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
Paint the Town Red - Eternic
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.

Changelist

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
Paint the Town Red - Eternic
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
Paint the Town Red - Eternic
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.
Paint the Town Red - Eternic
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
Paint the Town Red - Eternic
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
...