《血染小镇 Paint the Town Red》是一款设置在不同位置和时间段的混乱的第一人称近战格斗游戏。 您将需要发挥自己的才智，速度和一切，在酒吧、迪斯科、大学兄弟会的演出以及其他很多地方动手。
操作系统: Windows Vista or later
处理器: Intel Dual-Core 2 GHz (or AMD equivalent)
内存: 2 GB RAM
显卡: DirectX 10.1, Shader Model 4 GPU with 1024MB VRAM
DirectX 版本: 9.0c
存储空间: 需要 2 GB 可用空间
附注事项: If you are on or around the min spec then you may need to run with Low graphics options and at a lower resolution.
操作系统: Windows 7 or later, 64 Bit
处理器: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
内存: 3 GB RAM
显卡: DirectX 11, Shader Model 5 GPU with 2048MB VRAM
DirectX 版本: 11
存储空间: 需要 2 GB 可用空间
定期更新 来自：Paint the Town Red 已发布 1月13日周三 Version 0.13.0 – Beneath Mid-Run Resume and Arena Improvements
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.
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.
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.
PTTR Inspired Fan-Game
Santa of Red Town
One of the great community members, Nico ‘Ocean Man’ Lovell, who you might know from some of the most classic and impressive Workshop levels has created a fun, free, Christmas-themed game inspired by Paint the Town Red. You can check it out and download it over on itch.io. I’ll try and play the game on a stream soon once I have the time to do so.
Beneath can now be quit mid-run and resumed from the beginning of the level you were on
Steam Cloud saves now fully working for Beneath saves and settings
New music in the Arena
The Arena now shows the aftermath after death or victory instead of a black screen
The Arena now displays the leaderboards when you win a challenge or die in the Endless mode
Players now keep half of unused power between Arena waves
Improved Leaderboards time clarity
Performance improvements for Arena
Updated loading screens with background images
New music, sounds and effects in the Islands
New music in Beneath boss fights
Challenge Room chests now open once you approach them after completing a Challenge
Removed the Guiding Light summon station from the Fire & Blood store
HUD Opacity option added to hide or make the HUD semi transparent
Made it easier to pick up weapons
New death text to show after being killed by all Beneath enemy types
Added mild camera shake when blocking an attack
New sounds for some Beneath enemies
New sounds effects for some Beneath props
Added portal visual to to the transition to Fire & Blood
Added sounds to the blood drips and Bloody Mass growths in Beneath
Pursuer’s death sound now follows the floating particles
Fixed bullets not hitting enemies when at point blank range
Fixed some rounding inconsistencies with time stat vs leaderboard entry
Fixed missing reactive lighting above Disco dance floor
Fixed reverb zone transition bug and improved some reverb zones in Scenarios
Fixed the Gremlin running on the spot before spotting the player
Fixed some miscellaneous enemy spawn errors on Fire & Blood
Fixed no sound when shooting the Trickster’s shield
Fixed enemies attacking the player during the Island Artifact placement sequence
Fixed some rare level generation issues
Fixed some render order issues for some Teleporter distortion effects
Fixed being able to move during Beneath loads
Fixed some sound effects playing during loading screens
Fixed the jerk in the Facility stopping on his path forever in some spots
Fixed sync of spawned Challenge Rooms enemies in multiplayer
Fixed client players not triggering enemy zones in Workshop levels
Fixed clients showing ‘by’ text for host transferred levels when paused in multiplayer
Fixed the Guiding Light having erratic sound and continuing to play when at the exit
Fixed no footsteps on the Trickster in boxer mode
Fixed dark lighting on ragolled enemies in the Arena
Fixed the Hydra regeneration sound continuing to play after death
Fixed waves shader bug in the Credits scene