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POSTAL 4: No Regerts News

Development update



Hey there POSTAL fans!

You’re probably wondering why the game updates have slowed down in recent weeks! It's because we are working our asses off towards POSTAL 4’s biggest single update to date: The addition of Tuesday!

This update will almost double the size of the playable area and give you 4 new errands, all of which are VERY different than the ones found on Monday. Those of you that feel the Errands on Monday were not outrageous enough for a POSTAL game just might cream your jeans at what's coming!

Due to the amazing Early Access response, we have been able to invest significantly more into development and grow the team - we’re now almost 30 members strong having taken on 8 new members in the last month alone, some coming directly from working with AAA studios! Most of their work is tied up in the Tuesday update so it has yet to filter through to you guys - but it’s CUMMING!

Finally, we just want to reassure everyone that once Tuesday hits, major updates (Wednesday) will not take nearly as long and we will NOT be in Early Access forever. When we launched POSTAL 4 in Early Access we had a much smaller team and had a lot of work to do to implement many fundamental features that were missing at launch. We have a STRICT ‘no crunch’ policy at RWS and this means things will take longer than they would if we were uninterested in the welfare of our staff, so we thank you for your understanding and patience.

As always, thanks for the support and for being an excellent community for us to work for. Stay safe out there, and USE A BIDET! Remember - A Clean Ass is a Happy Ass!

The Running With Scissors Team

P.S Allow us to pimp our warez while we have your attention!
Check out https://p0st.al/shop and pick up some swag to help further support our efforts in making P4 the best ‘Worst Game Ever™’!

POSTAL 4 “Blowing” Update [0.1.4.1.7] (Hotfixed)




We are bustin' our asses getting the ‘Tuesday’ update ready so you guys can get sucked into a bunch of new errands, but in the meantime we thought you’d appreciate a small update that blows - presenting: explodable cars!





Explodable cars!




‘View / Weapon Bob’ toggles (‘Gameplay’ settings)

Toggle for enabling/disabling black outlines (‘Video’ settings)





Reduced the loading time between the main menu and the intro movie





Jukebox sound not playing in Blue’s Waffle House

Certain sounds not respecting audio sliders

Some broken InitialState animations

Various mapping bugs that were reported on our Janky and Steam Forums

Broken Kevlar pickup that was causing the game to crash

“Busted” loading screen not appearing after getting arrested


Sent-to-jail audio not playing correctly


Random crash that would sometimes occur around the Animal Catcher area

POSTAL 4: No Regerts - “Grass On the Fields” Update [0.1.4.1.6]





Foliage Density Slider which controls newly added grass (“Performance” settings)



SiC armor texture




Crash that could occur after switching weapons

Crash that could occur after completing the Prison errand

“Ring Bell” prompt not going away

Various sound effects not being affected by the Master Audio slider

NPC's not using their initial states very often

Prison errand ending cutscene overlapping with mission completion dialogue

Phone popping up after Prison intro cutscene

Champ growling at the Dude

Dogs growling at bystanders when running to catch up with the Dude

Dog treat emitters not spawning

POSTAL 4: No Regerts - “A Fistful of Fixes” Update [0.1.4.1.5]



Hey POSTAL Fans!

This time around, we figured it was probably time we started to get a hold on the various common and uncommon crashes that you guys have been getting, as a few have popped up over the last few updates. The game should now be much more stable for most of you!

We also finally included the gamepad menu so you lunatics can invert your analog stick axis. The terrain has been given a fresh lick of paint, and work has been done on ambient sounds within buildings.

In the update we hope to bring you some more performance improvements - especially when there are a lot of NPCs on screen.




Corpses and gibs lifetime menu option (‘Performance’ settings)

Powerlines in Riverside tile

WIP PetShop / MethLab in Riverside tile

Zap-zone signs

Foliage density option (‘Performance’ settings)

New interior ambience sounds to businesses / major buildings

Gamepad Options Menu, including features such as being able to invert axis

An intro fly in sequence before you take control of The Dude

Timed Auto-save setting (It’s enabled by default, game will auto save every 10 minutes)




Added a particle to to the Gas Can’s spout to hide the trail particle gap

Some of the cinematics have had another pass to better follow rules of cinematography and to hide the HUD

Enabled root motion on trip animation; NPCs will no longer snap back to starting location after playing the animation

Optimized the Penitentiary building

Made some changes to landscape in Riverside tile

Implemented new, better looking terrain materials across the whole game

Improved collision on main road section

Left hand Revolver will now contribute execution points to the main right hand Revolver

Increased the Pigeon health so they don’t instantly die from Bystanders on fire

Enabled wind effects on foliage




At least 8 common crashes

Various mapping bugs that were reported on our Janky forums

Double telephone poles from Riverside transition

Phone interface when riding the Scooter

Removed “Sample text” message from Mini-map transparency option

Development update - It’s Tuesday, Tuesday, Tuesday!



Hey there POSTAL fans!

So a question that’s being asked A LOT is ‘When the hell are the other days coming?’

As those of you who bought the game (last October in order to support us) will remember, that it was released in a very barebones state. Basic normal fundamentals such as key rebinding and a save system were missing, and the performance was SHIT. The AI was undercooked and behind that of even POSTAL 2’s, and we didn’t even have a basic police system in place. The art style was incoherent and many buildings and models were placeholders or needed texture work. We had a lot of friggin work to do.

Until we fixed and implemented a bunch of that shit, it didn’t make any sense to expand the game (REMEMBER, we’re a small team). NOT ANYMORE BABY!!! Work on expanding the map and implementing Tuesday’s errands is in full swing. This does not mean we’re done with improving performance, AI, art and adding things to improve the errands on Monday itself, it just means we are mostly prioritizing getting you guys more content to experience and a bigger world to explore. That said, there is another performance update coming in the not too distant future!

Tuesday will start to see the game getting more outrageous and we hope you’ll enjoy some of the more interesting gameplay mechanics we have planned.

We’d give you an ETA, but then we’ll probably miss that date and look stupider than we already do - but the plan is to release everything related to Tuesday at the same time. The introduction, the new areas, the errands/side errands and the end of day cinematics.

Thank you all for your support in helping us get this far, the Early Access experience has been a pleasure for our team and we’re truly excited to get you new content.

Running With Scissors Team