POSTAL 4 is going up in price on March 1st at 10am PST!

POSTAL 4 is going up in price on March 1st at 10am PST. Get the game now while it's cheap!
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New errands!
New factions!
New locations!




Quicksave (F5) and Quickload (F9)
"End Day Now" map screen button for Call It a Day (You no longer need to hike it back across town to end the day)
Enter / Exit camera transition for the Scooter as well as ‘Get in’ / ‘Get out’ animations
More interest points for NPCs
Dude cosmetic changes: At fashion stores, such as the errand-specific Phil’s/Lil’s Fashion Funwear, the player can buy clothing items which change their model. Currently, players will only be able to obtain two new outfits, Sexy outfit and Classic Trenchcoat outfit - that’s right, the much requested Trenchcoat get up from POSTAL 2 is now available! 
First-Person Weapons and Arms gettin’ dirty! - Blood and Dirt masks. A very cool visual feature which allows for our weapons and Dude’s arms to get splattered with various liquids and dirt such as blood and poo depending on what the player is doing. For ex. Damaging an NPC will splatter blood on the arms as well as the weapon that’s currently equipped. The blood will eventually fade (You can also clean yourself by aiming up with the Hose or Super Soaker!)
Scooter Station markers on the map
Two firing modes for The Fournicator: Primary fires one shell at a time, and the Alternate fires all the remaining shells. Implemented the remaining Super Shotgun reload animations as well
Rusty Trombone bar in place of the old building in the Residential tile (Next to Book store)
‘SSGI’ option to ‘Performance’ settings
Implemented assets for Patience and Rebel AI attributes. If you flip off a bystander enough they'll tell you to go fuck yourself
Rolling fluids! All fluids that are in the game will now dynamically roll down various surfaces. This was also a feature in POSTAL 2, but we’ve made lots of improvements to the P4 version in order to make them look more natural and just generally nicer. Added ‘Flow Quality’ settings to the performance menu


Interactable rides! You will be able to interact with various rides in the Kunny Island. In the current Wednesday release, only one ride will be interactable with the second coming shrotly after. We plan on expanding this number greatly in future updates
The Mop! Similar in utility to the Shovel and reminiscent of the tool in Viscera Cleanup Detail, the Mop’s weaker damage output is offset by its quicker attacks and ability to more reliably stun enemies, the Dude using it like a kendo stick. It can also be used to clean up liquid decals such as spilled blood, vomit, etc., this function being used in a Mission

Further level design improvements to Ghost Town level
Level design improvements around Mexican town
Improved performance of NPCs
Added more ambient sounds across levels
Replaced placeholder Fast Travel board with a new model
Tweaked Save/Load menu to make it more intuitive to use
Updated sounds in the Sewers
Improved interiors of buildings in Commercial tile
Melee enemies will now properly retreat to cover spots when available
Adjusted bullet impacts, and updated them so they are louder
Savegame improvements:
Enemies attacking in melee will now only engage in pairs, with the rest hanging back in cover
Disabled Catnip, Vitamin X and Energy Drink effects during cutscenes
AI with melee weapons shouldn't attack the air anymore
Improved doors and NPC's raising their hands when opening them
Updated audio in Tag Turf cutscene
Cops are now treated as a special case for combat warnings and other alerts. If not engaging in combat, they will go over to investigate the warning as if somebody had ratted out to them
Adjusted sounds in MikeJ’s Bidets store
Added random variance to AI burst fire duration
AK and M16 should now use the proper third person idle animations
The scooter will now pause when you hit a cutscene trigger
Improved facial animations for cutscenes
Increased the size of the drawing brush on Billboards
Map screen errand reveal now starts where the player is
More mapping bugs
Terminals saving / loading issues in Police Station
Added failsafe for Cat Dude errands marking off before Cat mode activates
Fixed FOV menu, added 3rd person FOV for walking and driving
Numerous crashes
Cops not responding to you putting your weapon away. They will now be able to tell even without line of sight
AI spawning with empty mags instead of full
Fringe case in the AI where a cop could get stuck without line of sight and cause the wanted level to never go down
Various broken doors in levels
Bug where the alt fire dropped Molotov would explode on impact instead of settling on the ground
Duplicate Dude visible in Police Station cinematic
Spike cutscene
The Fournicator shells not spinning when using the Catnip reload
Missing map screen dialogue from Fire Fighter errand
Collision on a bunch of assets such as gates, railings, etc
Multiple autosaves not working at all (Old autosaves will get renamed)
"Border Outline" option not sticking properly
Awkward pause at the start of Bellow cutscene on Monday
NPCs shooting at non-humans and missing wildly
Incorrect rotation of Dude map marker in Phone when riding Scooter
Mouse Sensitivity not working correctly
Scooters popping in close to Player
Issues with vomit footprints
Dual wielding weapons unloaded with '0' magazine count
Cat Dude glasses not using correct texture
Inmates getting stuck in their cells in the Prison map
Interactable prompt appearing on Parking Meters








The Fournicator (Quad-barrel shotgun)

Emote Wheel!
New Scooter! The model and general usability has been greatly improved to make it a lot more fun to drive. We’ve also added the ability to use one-handed weapons whilst on a scooter as well as more color variations!

New custom weapon switch bindings - It's now possible to customize what weapons are under which numerical keyboard key
Fluids rolling down hills/walls
More NPCs and interest points in Ghost Town level
More Auto-Save slots
New Third-Person reload animations + animated weapon meshes
Ghost Town level (Improved interiors, added props)
Ambient sounds in the Arcade
Enemies should now do a quick patrol of the area after losing their combat target
Police should now remain in patrol state until their target's wanted timer expires
Third person equip/unequip weapon animations
AI will now respond to spotting you and being shot at while patrolling
Improved bidets particle effects!
Bystanders will now get annoyed when you spray them with water
Sound work with NPCs on their mobiles - you will now be able to hear the other side of the conversation
Removed the time slowdowns when opening the color and emote wheel
When firing in an area with bird ambience, the ambience will stop and play a bird flapping away sound
Improved audio design in Animal Catcher cinematic
Greatly improved the Prison Guard intro cinematic
Loading transition into the Sewers is now better
AI should no longer skip patrol state when they lose an enemy, cops will remain on patrol until wanted level goes down
Lots of audio improvements around all levels
Older, incompatible saves will now be marked as red
Replaced various placeholder textures
Made it more obvious that Spike’s dog bowl has been tainted
Tweaked the Shotgun firing animation
Kicking vehicles with Vitamin X kick will no longer make them explode right away, instead they’ll fly up into the sky
Replaced the Molotov's wick particles with a new Material effect
Prison not loading correctly after finishing it and loading from an autosave
Collision on the Big Ship
Keyboard sounds playing if Master slider is set to 0
FOV resetting on game reboot
Blocky Minecraft vomit textures
Broken interactables
Death crawling NPCs spamming their hurt lines
Some clipping in first person weapons
Fixed certain menu settings resetting themselves
Fixed a LOT of crashes (Thank you for all of the reports!)
Bystanders going silent during Sign Beggar errand
Keypad codes turning into '???' after entered
Lightbulbs progress indicator not tracking correctly
Cinematic sound class not respecting volume sliders
Player can no longer trigger the police lockdown more than once (Prevents getting stuck in the station)
Cutscenes running while game is paused
Broken explodable vehicle
Reload breaking when pressing Alt-Fire during reload
Disabled Spawners upon completion of the Slingshot mission (Should not be able to trigger it again now)
Fixed ladders at the back of the Bidet shop, and another ladder in Tag Turf errand
A vast amount of mapping fixes which were reported on both our Steam Forums and Janky forums
CatDude cutscene breaking if skipped
Road barrier popping back up when loading a game after finishing Tag Turf
Broken “reload” animation that was assigned to the Spray Paint Can
Hose’s cable getting stuck in walls and stretching
Parking tickets not saving properly
Player holding a phone as a weapon when loading a save where they were holding a limb instead
First-person jump animations will no longer play while charging melee attack (Machete)
Off-hand weapon in Dual Wielding mode not using the correct cosmetic item
Weapon models not displaying correctly after switching to a different cosmetic item
A bug where the Revolver would switch when no targets were highlighted
Gib Melee weapons not slapping ragdolls in the correct direction