Paintball Baddies — Experimental Beta: online multiplayer testers wanted
Play: https://sbox.game/solovolt/paintball-baddies/
September 17 update — build 382169: Paint Heist is now available to try. This experimental mode joins Paint Rush, with clearer objective effects, smoother running and turning, and louder paintball shots.
Hi! I'm the solo creator behind SoloVolt Games. My testing has been local only, including two game instances on one PC. I haven't validated this update with real players across different PCs, so online multiplayer feedback is especially needed. I don't have an established audience or playtest group; even two rounds and a short comment would help.
Try Paint Heist
Land hits to earn carried tokens and walk over dropped gold chips to collect them. Stand in the teal bank ring to secure your tokens; no extra button is needed. The bank moves every 30 seconds. Getting hit spills a token, and getting knocked down spills half your carried tokens. Banked tokens are safe, and most banked wins. The host chooses the mode in Match Options; changes apply to the next round.
Prefer straight paintball? Paint Rush is still available: hits landed minus hits received, with +2 for a knockdown and -2 for being knocked down. Nobody is eliminated. Choose 1, 2, 3 or 5 minute rounds.
One PLAY button finds a compatible public match or starts one with AI. There are up to six competitors; people replace AI as they join, and AI fills empty seats. Public matches are player-hosted and end when the host leaves. Please relaunch after your current match to get this update.
What would help most
• Can you join another person, play together, leave and start another round reliably? Do AI move, shoot and fill empty seats?
• Are collecting, banking, the moving bank and the score easy to understand? Does Paint Heist make you want another round?
• How do cover, shooting, knockdowns and recovery feel? Any freezing, camera problems or paint that doesn't stick?
• Can players on different PCs hear each other clearly? Does voice start and stop reliably while playing?
• How are frame rate and sound levels, especially with several players firing?
Voice: tap V to turn your microphone on, and tap again to mute. It starts muted; opening M mutes it too. Everyone in your match can hear you. M > Settings & Controls offers hold-to-talk and Voice Chat Off. Select your microphone and voice volume in s&box settings.
Controls: M or Esc opens the menu; Space takes/leaves cover or crouches when no cover is reachable; X vaults. Hold left mouse to peek and fire from cover, release to shelter. Right mouse is optional focus; when downed, press it rapidly five times to recover. H hides gameplay text and J hides the scoreboard. Controls are remappable.
Please reply here or use Feedback / Report a Bug in the game. Tell me the mode, whether you hosted or joined, roughly how many people/AI were present, and what happened versus what you expected. A short clip helps with animation problems; hardware and resolution help with performance reports. Please keep private account information out of reports. Honest criticism is welcome—what one thing would you change first?
This is a work in progress, not a finished release. Six-human Internet sessions, longer-session stability and animation polish still need wider testing. More mode ideas are being explored, while fixes and clear controls remain the priority.
After the game jam ends, I'm committed to releasing the original game code under MIT, together with editable project files and assets I have the right to redistribute. Separately licensed dependencies and how to obtain them will be documented. Original code is already browsable through the Source tab. Community changes will be reviewed and credited before official inclusion.
I'm building with AI tools: generative AI assisted code and selected artwork. Native s&box/Citizen systems, library assets and credited audio are also used; see the included asset credits.
Thanks for trying a solo project and helping shape it.