Enjoy full controller support, made for brawlers who prefer controllers to keyboards.Defeat boss enemies with unique challenges and rewards. Paint the Town Red is a chaotic first person melee combat game set in.Stab, shoot, and eviscerate foes with a vast array of period-appropriate weaponry.Test features, weapons, and mechanics at a sandbox level.Crush records and claim glory on leaderboards.Design new stages in the Level Editor with Steam Workshop support and hundreds of user-created levels to choose from, with support for custom music and character textures.Fight alongside friends in online co-op multiplayer for almost every mode in the game.As is typical with large updates like this, there's a high probability that there are bugs we don't know about. 2, 3 or 4 players can now play through the entirety of Beneath together.
Choose from a variety of classes with unique stats and abilities and upgrade them to become unstoppable.
We have a lot more Level Editor improvements and additions planned, and improvements and additions to other parts of the game.Paint the Town Red game for PC, this is the full game latest version - is a positive action game that literally exudes a hint of black humor. There are many other changes listed in the full changelist below. This would allow you to make an elevator stop and change direction halfway for example. Reverse Direction when Stopped: This is similar to the above option, but will change direction every time it is stopped and started again. This would be useful for an elevator that you want to be able to send in the opposite direction each time it's restarted. Reverse Direction at Path End: Determines whether the primitive will change its direction once it reaches the end of the path. Restart at Start Point: Determines whether a primitive that is restarted will begin at it's original starting point or the beginning of the path. New Primitive Pathing Options We've added 4 new options on Primitive shape props to give greater control over how they follow paths.Ĭan Restart Path: Determines whether a non looping primitive, after reaching the end of a path, can be retriggered to begin it's path again.