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POSTAL 4: No Regerts News

POSTAL 4: No Regerts - “Dream of Scooter Fournication” Update [0.2.1.0]



It’s update time! We’re still hard at work on Wednesday content for a future update, but in the meantime, here are many of the new features we promised you in the last developer update!

The scooter no longer sucks! Not only can it handle rough terrain better, it will also go up and down curbs like a boss. Furthermore, it will no longer flip over for little or no reason, making it a joy to bumble around on. But the awesomeness does not end there! As you can now live out your wildest mobility scooter drive-by fantasies, because It’s now possible to use one handed weapons while operating the scooter. While we were there, we also improved the model and sound effects as well as adding more colour variations. You’re welcome!

We’ve had many requests to bring back the sawn-off shotgun that was included in a POSTAL 2 update back in 2013. Well, we decided to go one better - Introducing The FOURNICATOR quad-barrel shotgun!

Our ongoing mission to improve the in-game cinematics continues, and this update brings a massive improvement to the Prison Guard intro cinematic.

We had a lot of feedback that people are not too keen on how we have the weapons grouped together currently with the quick selection keys, so we’ve added the option for you guys to customize what weapons are under which numerical keyboard key on the keyboard.

We’ve included two new features that are not yet finished but are still in a good enough place to showcase. Fluids now roll down hills and slopes, and you can expect visual improvements here in a future update. We’ve added a new emote wheel, which you can activate with Alt Fire when you are not currently holding a weapon. We plan to expand on this with more dialogue and better NPC reactions in a future update.

And naturally, we’ve fixed up a lot of bugs and crashes.

Please keep on reporting bugs, giving us your feedback (We read it all and are acting on much of it) and thank you once again for your amazing support.

NOTE: We’ve switched to Vertical FOV calculations which should finally fix the problems ultra wide users were having. You may have to change your settings. Also, going forward, all saves from a previous build will be flagged red. You can still use them, but there may be problems. It’s recommended that you start a new save file to avoid issues.




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!



Here you can see the new suspension system as well as fenders which move and are destructible. You can also see how after falling, Dude will properly ragdoll and the scooter will flip itself up every single time:



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

Development update



Hey there POSTAL fans!

It’s been a while since we updated you with what's going on behind the scenes! Going forward we will endeavour to offer more developer updates than we have been to date, offering more bite sized bits of information on specific topics, rather than this massive dump of information you’re getting now.

It’s been just over a year since we first hit Early Access, and it’s been a whirlwind year for us, as well as being a rather humbling experience. When the first Janky build went up, we were aware it was an unoptimized, stuttering, barebones mess - but we knew we needed extra funding to expand the team and make P4 the most ambitious project we’ve worked on to date. We approached publishers, many of which were interested yet wanted us to change our vision for the project. We considered a Kickstarter, but ultimately decided we didn’t want to sell you a paper pitch, and that working with the community to create POSTAL 4 was the way forward via Early Access. Despite the game at the time being very undercooked and pretty content bare, our gamble paid off - you all embraced it and have been ridiculously supportive. You believed in us, and we vowed not to let you down.

POSTAL 4 has continued to sell well while in Early Access, and true to our word, we have invested the money right back into the game and our team. This time last year, we had 8 full time developers. We now have 35 with further 3 part timers, most of which are long term avid POSTAL fans working to make the game the best it can be.

In the time we’ve been in Early Access, we’ve improved the visuals, performance, and added far more interesting gameplay mechanics. There is still much to do in all of these areas, and we’re gaining a lot of momentum to be able to do so at a quicker pace.

The Tuesday update brought far better cinematics, better errand/gameplay mechanics as well as more of the outrageous humour that people expect from a POSTAL game. The upshot of this is Monday now seems outright terrible in comparison - but fear not! We’re overhauling Monday to be a far better experience, and our next major update will include gameplay improvements to the sewer level. Further down the road, the Prison level will also see significant improvements. All Monday’s cinematics will be reworked to be of the standard set by the ones seen in Tuesday.

Speaking of the next major update - we’re tackling some of the issues that are hindering the enjoyment of the game. First and foremost - The Mobility Scooter. In its current iteration, it’s horrible to drive to the point most people won’t bother with it. It won’t go over curbs, it handles badly on terrain, and will often flip over for no good reason. All these issues are now addressed at our end. Here's a short showcase of the improved scooter:



Even stairs are not a problem for this badboy!

Also coming in the next big update: The quad barrel shotgun aka The Fournicator!





And have you ever wondered what Krotchy’s female counterpart would look like… you won’t have to wonder for too much longer ;)

And finally, some information about longer term development to address some common concerns. Many people feel the map is too big. This is for two reasons - It’s hard to get around due to the aforementioned crappy scooter, and there is little reason to explore. Do not worry loyal POSTAL fans, we fully intend to make sure most if not all of the buildings are opened up and explorable, and also to make sure there is a good reason to do so. We understand that’s what made POSTAL 2 special in its day, and it’s something we want to make sure carries over to P4.

The NPC’s we are currently using were thrown together quickly in order to get the prototype ready for Early Access, we've added plenty of clothing textures and new face variations throughout Early Access development, but they are just not good enough. For that reason, we have begun the process of rebuilding them from the ground up! They will look better, be more performant, and also use a better dismemberment system with improved gore. We are also turning our focus to really improving the AI and how NPC’s react with the world and the player. More on that in another developer update post!

We understand it’s frustrating we’re not sharing our internal milestone list for when things will be ready. As you are all probably very aware, release dates and deadlines in the games industry often change to the point they are borderline meaningless. We also operate a strict no crunch culture at RWS, and having public milestones would put more pressure on our team to work longer to try and reach them (no one wants to let you guys down!). We will say for now the game is due to hit 1.0 sometime in 2021, and you guys can expect an extended period of free updates after that.

And yes, we will fix the blocky puke and ultrawide support issue ;)

As always, thank you for the continued support!

Running With Scissors Team

POSTAL Redux AVAILABLE NOW on Nintendo Switch!



The classic dark and surreal twin-stick isometric shooter returns with a vengeance!

After 23 years, the POSTAL series finally makes its long-awaited debut on console with POSTAL Redux out now on the Nintendo Switch! Click here or search for POSTAL Redux on your Nintendo Switch eShop today!

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POSTAL Redux is a high definition remake of The Postal Dude’s infamous first foray into the world. Prepare to experience his psychological journey with faithfully recreated high resolution visuals, remastered music, sounds, and dialog, and revamped and modernized gameplay. Crazed gunmen out for your blood await you around every corner. The only choice is clear: Get them before they get you. Fight back with a devastating arsenal as you make your way through a violence-stricken town.

It’s time to relive the madness of GOING POSTAL!

[previewyoutube][/previewyoutube]

POSTAL 4: No Regerts - “Tread lightly” Update [0.2.0.2]



We are full steam ahead on Humpday and making some great progress! It will be a while before it’s fully ready - so we are going to make sure you guys still get regular updates in the meantime to introduce cool new features, quality of life improvements and various bug fixes.

The headline feature here are the footprints. When NPCs, The Dude or an animal walks through any type of fluid, they will leave a trail of footprints behind. You can even light the ones left by gasoline on fire!

Regarding the new randomized codes in the prison introduced in the last update - we heard you, they suck. We have now implemented a post-it note to the map screen that will record each code as it's assigned. No more backtracking to the previous cell because you forgot the code!

This update adds a new quality of life feature when rebinding controls. The game will now warn you if you’re trying to rebind the same key to multiple actions.

And a few other odds and ends listed below!




Footprints! NPCs, Dude and even animals will leave a trail of footprints when they walk through any fluid



Sticky note for Prison override codes (It will display on the map screen)

Interact tap-to-hold setting

Implemented basic damage fall off

More pickups in the Commercial tile






General level design improvements in Commercial, Retail and Border Land tiles

Improved general kick reactions for Grenades

Lighting performance improvements in Suburbs tile

Reduced chance of masks appearing on NPCs on Monday

Updated the Meet Associate cinematic

Control binding menu improvements:

  • Smart confirmation on multiple bindings, it will warn you if you try and rebind multiple keys

  • Added a timeout when binding an action to prevent player from getting stuck and having to force close the game






Deleted broken pickups from Sport’s store

Broken shading on certain meshes

Ingram’s Catnip reload not working properly while under Catnip

Pigeona Virus announcement playing on Monday

Floating loudspeakers

Numerous mapping bugs

POSTAL 4: No Regerts - “Frames, flares and feet” Update [0.2.0.1]



This is THE UPDATE many of you have been waiting for - A SIGNIFICANT PERFORMANCE UPDATE! Our work in this area is far from done, but many of you will enjoy a framerate boost of around 10-20fps in some of the worst affected areas. We will continue to improve performance throughout the rest of the project.

Related to performance - we’ve rewritten the mouse movement code so in the event the game does hitch, you will no longer end up facing the wrong direction, making remaining performance drops far less intrusive.

Beyond that, this update improves kicking behaviour and animation. It’s now far easier to kick around physics objects and ragdolls. Oh, and you can also kick cars when using Vitamin X, too!

Prefer projectile based combat to melee? We have you covered! Introducing a new weapon - The Flare Gun!

Our ongoing work to improve the cinematics continues with the Tag Turf, Bellow and Cat dude Intros all getting a pass.

We’ve fixed up a ton of crashes, and a laundry list of other things you’ll find listed below.

Thank you all so much for your continued support, believing in our vision and providing us with so much useful feedback.

Running With Scissors Team





Mariachi NPCs in Mexico

More NPCs in the new tiles

Flare Gun!



Separate ammo type for M16

Cat Silencer support for Ingram

Ability to kick vehicles during Vitamin X

Hostile Shopkeeper to Dinky Nozzle (‘Get Milk’ errand)

New FirstPerson kicking animation

A hint about changing paint color with alt-fire

Cutscene for Spike poisoning





Overall performance improvements!

Mouse aiming should now be more consistent and stable

Improved the kick's hit detection and locational damage code

Removed Scythe model which was blue balling players into thinking that it’s an actual working weapon they can use

Prison codes are now randomized

Improved interior of La Casa Grande

Improved the Pet Shop and Tag Turf and Bellow's cinematics

Improved audio in various cinematics

Scaled up a few vehicles

Tweaked the collision on shell casings and thrown Ingram prop

Adjusted the Hose firing animation not syncing correctly

Removed extra front sight on M16 mesh

Improved Prison loading! The unnecessary maps will no longer stay loaded which will result in better performance during the Prison Guard errand. Warden doors will also close properly after the errand

Dude location icon on map screen





Certain meshes using default textures

Added vehicle blocker to Border Smuggler to prevent breaking the cutscene

NPC made out of denim aka. The notorious Denim Man (You will be missed)

Floating cars

Being able to pick up the Scooter

Body fire on Mutant Rats being way too big

Weapon fire no longer gets stuck when phone is brought up

Lightbulbs will now be removed from the player’s inventory after Sewer errand

Boarded up Book Repository

Collision on various meshes

Zap zone signs facing the wrong way between Retail and Border Land tiles

Many mapping bugs that were reported on our Steam and Janky forums

‘The Thingy’ area not staying loaded after going through a zap zone

Weapons will now immediately 'Fire' after being Equipped / Reloaded if the player is holding the Fire key

Removed Bell from Monday’s Motel which could trigger the ending cutscene again causing the game to crash

Weapon loop start animation

Crash where the Spray Paint is firing when opening the color wheel

Left hand weapon when dual wielding not using the right ‘Weapon position’ settings

Prison zap zone activating even if complete

Prison Warden doors will now close properly after finishing the errand

Scooter when going through a zap zone

Weapons floating in front of The Dude during cinematics

Border Patrol NPCs not attacking the player

Addressed various crashes that were reported on our forums

Tag Turf errand will now complete every time after tagging all billboards

The Meet Associate cutscene can now be skipped properly

Dude Cat’s paws clipping through the world

Spray paint breaking windows

Lockdown announcement in Police Station no longer replays when returning to the station or loading a save

Gamepad settings not updating when changed in-game

Slingshot now respects Fire input bindings

NPCs should no longer pickup dead animals

Dude Cat Pounce momentum sticking on cat ladders

Some bugs with the Gas Can match setting inflammable animals