Paint the Town Red VR Now Available

Paint the Town Red

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.

Paint the Town Red VR is here! [url=https://store.steampowered.com/app/2474710/Paint_the_Town_Red_VR/]Available now on Steam as DLC[/url] for PTTR, PTTR VR gives you a whole new way to experience the carnage of the Scenarios, Arena and Beneath. If you’re reading this then you probably don’t need to be sold on what PTTR is, so let’s dive into the VR specifics. [i][b]Note[/b]: We're aware that many players using Quests are having head judder issues with in the game. We are looking into it, but right now our best recommendations on solutions that have been working for people can be found [url=https://steamcommunity.com/app/337320/discussions/0/7128707542435522122/]on the Steam forum here[/url] and we'd really appreciate it if you can post [url=https://steamcommunity.com/app/337320/discussions/0/7128707542437752435/]here[/url] giving your PC and headset details so we can more quickly identify and resolve it.[/i] [previewyoutube=O8aUuuWb59w;full][/previewyoutube] [h2]Is it DLC or is it a separate game?[/h2] It’s [i]both[/i]! PTTR VR is a separate game, but we’ve made it DLC on Steam so it’s part of the same base application. This way Workshop levels from PTTR can be accessed in PTTR VR. When you own PTTR VR and run PTTR from Steam, you will be presented with the option of launching regular PTTR or PTTR VR. [img]{STEAM_CLAN_IMAGE}/9908794/a095b247f2319fda5193cb155e75ccbc5199804b.gif[/img] [h2]Unique VR Features[/h2] We didn’t set out to make something vastly different from PTTR. For one, if we changed the game too much and added too many VR-centric mechanics then the design of the game would be different enough that the Scenarios, Arena, Beneath and User Levels would no longer play as originally intended. What you can do in the game is not necessarily different, but how you do it is. The main differentiator is the hand controls. This allows dual wielding, it allows more freedom in your attacks and, honestly, it’s just way more fun. To help onboard new players into VR we also have a short Tutorial level that teaches the basics, and there are many small changes throughout the game where we’ve tweaked things to improve the experience in VR. [img]{STEAM_CLAN_IMAGE}/9908794/975e7d0d56e631fd10a099beab40c5aa48815928.gif[/img] [h2]VR Headset and Controller Support[/h2] The range of headsets we support is mainly dictated by their controller type. Our goal was to basically support anything that has hand controllers. Oculus style controllers with their range of physical buttons work well. We also have a custom input config for HTC Vive controllers which is not the greatest way to play the game due to their limited buttons, but they will work. [u][b]Note for HTC Vive users:[/b] The in-game control help text will not give correct button prompts currently, but this will be fixed very soon.[/u] Valve Index controllers work well, but at least in the launch version of the game, the way the grip buttons are pressed is different than other controllers so: [u][b]Note for Valve Index users:[/b] We highly recommend changing the in-game setting to require the grip button to be held for weapon holding.[/u] We’ll continue working to see if there’s more nuanced grip button data to be pulled from those so we can improve this. If you have a headset or controller you believe should work, but doesn’t, please let us know on the Steam forum or [url=https://discord.gg/pttr]Discord[/url]. [img]{STEAM_CLAN_IMAGE}/9908794/a7fd73f7bc828f610e47d922c450f58261769554.gif[/img] [h2]VR Options and Accessibility[/h2] We have a wide range of accessibility features and options to tweak. A fast-paced game like PTTR VR can be challenging if you’re not well accustomed to VR gaming, so options like Teleport movement, Snap Turning, and Vignetting are available. There are many other options available including Arm Extension, Laser Sights for ranged weapons, different Block indicators, Height adjustment, Throw and Attack Velocity Multipliers, etc. There’s even a difficulty setting that lets you make things a little easier in non-Leaderboard relevant parts of the game. [h2]Future Updates[/h2] It’s also important to note that this is only the beginning of PTTR VR. Developing and self-publishing a VR title for a wide range of platforms with varying performance, and all to launch on the same day is not a simple task. So it’s definitely fair to say that there’s a lot that is still possible to be improved and added to the game, especially on the higher end platforms like here on Steam. One area that will see improvement in coming updates is the visuals. Lighting and post processing effects are not yet where we’d like them to ultimately be, and we will be improving those with more graphics settings to support different levels of hardware. There are other optimisations in the game that are essential for ensuring high performance on lower end PC hardware in VR and we’ll look at adding more options to adjust these. [img]{STEAM_CLAN_IMAGE}/9908794/585e60c42f3b1652307685a172450f095b97e62a.gif[/img] [h2]Workshop Levels and Future Updates[/h2] Workshop levels are supported at launch, although with relatively limited testing time there will still be some issues. Also, levels with high numbers of enemies or other demanding aspects will currently run too poorly for VR play. These types of levels are of course very common on the Workshop and currently there is no way to easily tell which levels will and won’t run well in VR without trying them. To try to resolve this we will be putting time into understanding the primary performance bottlenecks of larger Workshop levels and making what optimisations can be made to improve those. With 12,000 Workshop levels even small improvements we can make could make hundreds more levels playable. Beyond that we will be exploring the possibility of having a separate VR-ready set of restrictions in the Level Editor that could be used by anyone looking to make levels that should run well in VR. This may not happen, and ultimately it might not be necessary here on Steam. However having such a feature would open the possibility of bringing those levels to the other platforms PTTR VR is on so map makers could have the opportunity to have PSVR2 and Quest players experiencing their levels also. This is more of an idea than a plan at this stage. [img]{STEAM_CLAN_IMAGE}/9908794/efcd10416fd78f601bce2c9c8195b53d2b0ff14e.gif[/img] [h2]Future Multiplayer Support?[/h2] Right now we have no firm plans for co-op multiplayer support, but of course it would be a great addition to the game. There are too many differences between PTTR and PTTR VR to ever support multiplayer between those two games, but cross-platform multiplayer with the other VR platform versions is a possibility. It’s something we’ll be exploring over the coming months. If it changes from a maybe to a definitely then we’ll let you know. [img]{STEAM_CLAN_IMAGE}/9908794/ccbad2c4bbe72d0242881a135faf37bd963f1e12.gif[/img] [h2]What about regular PTTR?[/h2] Throughout development of PTTR VR there’s been a lot of fixes to existing bugs in PTTR and these fixes will be brought across in an update soon on Steam. Because it’s a separate project with separate code it will take some time to identify and port across these changes. [h2]What Else?[/h2] Jump in to the Steam discussions or our [url=https://discord.gg/pttr]Discord server[/url] to chat with other players and find out answers to any other questions you may have.