As promised, we’re finally opening our community forums to the public. The new forums will allow us to better monitor feedback, but also help bring the Steam and GOG communities together in order to get a better understanding of where you guys would like us to focus our efforts. These forums will also act as the main point of contact between the community and RWS, allowing us to discuss various aspects of the game with each other, share ideas and basically, make POSTAL 4 the best game it can be! Although we’ll still continue to monitor the Steam and GOG forums as well, we encourage you to use the Janky site as the primary forums.
In the coming weeks, we will select some of the more active forum members to join our QA team, where they will have access to the latest nightly builds.
‘POSTAL 4 is Janky’ forums are open for registration right now, so make sure to sign up and fill it up with memes and D pics....I mean, fill it up with valuable feedback, suggestions and bug reports! (Registrations need to be approved and may take up to 24 hours, but chances are you'll not have to wait that long!)
WARNING: This Update includes A Lot of new cool stuff but it does not include any significant performance updates. In fact, in some areas it’s probably worse than the last build in terms of FPS (although there should be fewer instances of hitching). We focused on new content at the expense of performance. Now it is VERY IMPORTANT that we get this sorted out ASAP! Henceforth, we will be focusing our ENTIRE TEAM on optimization for as long as it takes to improve the janky ass framerate and remove all the major hitching present in the build.
Typically we’d have done this later in development but early access changed that. We want everyone to have a smooth experience. We will get this janky game running smoothly before pushing forward with adding more significant new features. Thanks for your understanding and support
Happy Valentines ❤️ New FOV menu with Vertical FOV setting
Proper support for Ultra-wide aspect ratio
Basic police system! You can now get arrested and sent to the police station. There are still ways to go in this area as this system will be greatly expanded upon in future updates
Civvie11 as Edensin’s resident crack dealer!
Asphalt and water skidding and tire rolling sounds for Scooter
New character heads and skins
Pickup notifications
NPC Head and eye tracking, and Blinking
New neck bleeding particle and behavior
Implemented a limb blood stream for severed limbs
New fiery trail for Molotov as well as new Molotov fire spreading code and particles
Ability to pickup dropped grenades
Implemented Free Mouse selection on the Weapon Wheel and ability to toggle the Weapon Wheel(Accessible from 'Gameplay' settings)
Implemented turn multiplier for the Hose and Vitamin X Urethra - this will make the streams feel “heavier”
More songs to the Radio
New extending and folding animations for the Baton
Money display to Phone screen
Pressure indicator for the Hose
Killer Crocs to the Pump Room in Sewers
Urethra cosmetics - You will now be able to select between five different urethra cosmetics (Ranging from the classic black bar to a hot-dog emoji). You can switch between them by selecting the 'Urethra' weapon from the 'Weapons' app in your Phone
New Skybox!
More NPC's in previously empty areas
Two new side-errands!
Volunteer Firefighter:
On Monday, after the Dude receives his tasks from the job agency, he receives a Mayoral Alert on his phone. It turns out the town’s fire station is on fire! With no fireman having stepped foot into Edensin in the last 40 years, a call for volunteer firemen (or firewomen) has been put out to the public. It’s none of the Dude’s business, but hey, there’s a small paying bonus if you do it!
Art Dealer:
On any day of the week, the Dude may enter the local art gallery which he initially discovers is completely devoid of any artwork on display. However, the proprietor beckons the Dude to accept a job for her. The dealer asks if he’ll go around town finding any special purple-framed paintings, part of the so-called “Royale Collection” that she’s after, and deliver them to her to put on the exhibition. Each delivered painting will yield a cash reward, and even dupes will pay out a smaller reward. Upon delivering a full set, the Dude will get a large bonus as well. Better get exploring if you want that fat cash reward!
We were planning on putting out three side-errands, but unfortunately one of them wasn’t quite ready to go. It should be going out soon though, stay tuned!
Many fire particle effects
Level design focusing on the cliff faces around the starting area and the more empty areas
Increased the sounds of bullet impacts
Improved Pigeon Mine sound effects
General lighting improvements
Weapon switching now remembers the last weapon used for each weapon slot
Category sublist on the Weapon Wheel will now fade out when out of focus
The Dude now bleeds blood, not concrete dust
Adjusted the Pistol reload sounds to better sync with the animations
Pilot light on the Spurt’n’Squirt 9000 is now extinguished when firing fluids
Improved fire extinguish smoke particle
Bystanders will now emit smoke when tazered
Improved the Tazer shock particles
Refined the Spurt’n’Squirt 9000 Flamethrower particle and projectile code
Remade the entrance to Sewers with much better models
Replaced more placeholder assets
Normalized in-game dialog
Improved road collision, so now NPC's don't clip and the scooter is smoother
The look of sidewalks (Added more detail)
Removed placeholder paintings in certain buildings, replaced with proper art
Major improvements to Fire Station and Clock Tower buildings
Updated the Credits screen (It looks much sleeker now)
Moved the Dude’s third person camera back an extra meter
Increased the scale of Grenade pickups and projectiles
Updated cutscenes to get rid of random looping sounds
QoL improvements to the Radio system: “Now Playing” messages, added a button to advance to the next track
Various mapping bugs (Floating assets, holes in terrain, certain meshes lacking collision)
Fixed up the AK muzzle flash so it better syncs when firing
Not being able to kick NPCs in the nuts!
Energy Drink and Vitamin X activation sounds
Cat Chute trigger to check only for the actual cat inventory items and not the dead dogs
Desert Eagle not playing its reload sounds
Animal spawners spawning at the start of the game as opposed to at the start of Animal Catcher cutscene
HUD not being visible when driving the Scooter
Fixed car alarms not triggering
Fixed several animations with broken fingers
Fixed 'interact' icon not displaying properly on one of the keypads
Fixed Flamethrower projectiles going through walls
Infinite water sounds when dying in water
Slap sound effects playing when hitting thin air
Fixed Game Menu disappearing if Save/Load menus was selected while a Save/Load menu was open already
Crashes related to the Subtitle system (As well as other crashes that were reported on our Steam Forums)
In our last development update, we explained that there would be a longer than normal wait until the next game update, as we wanted to take some time to really add in some significant content. We were gunning for a release of this update last Friday, the 31st of Jan.
Alas, we are the developer of "The Worst Game Ever" and we hit some last-minute problems that needed addressing before we roll it out. It should not be too much longer now!
It just doesn't feel right having such a long period of time between game updates, so after this next release we’ll go back to shitting out smaller, more frequent updates. Also, we are considering offering an ‘update beta’ branch, where those that want to stay on the absolute cutting edge can, on the understanding that things can, and often will, go horribly wrong at times (Maybe not POSTAL 3 wrong... but wrong).
With the next update, we will finally be opening our community forums to the public. These will allow the Steam and GoG communities to contribute in one place, and allow us to run polls and the like to get a better idea of where you guys want us to prioritize our efforts. We will select some of the more active members from there to join our QA team, where they will have access to nightly builds.
We have heard the complaints from the community about getting more insight into our plans for the game in the future, and are considering how best to share this information. We could just put a camera in MikeJ's Bidet... but that's not gonna happen. We don’t want to give you the entire design document, but it’s fair for our Early Access supporters to get an idea of where we plan on taking the game.
And finally, we’d like to address the sluggish elephant in the room - performance. This next update will not see major improvements in this area we had hoped. However, it’s been decided that after this update is out, we will have our entire team working on improving the framerate and any associated level stuttering/hitching EXCLUSIVELY (Please clap!). Every coder, modeler, artist and level designer will be in on the effort.
The change log of the next update is far, far bigger than any you’ve seen before and includes many improvements and finally some new things to do!
Thanks for sticking with us, we won’t let you down....again.
So after a much needed break over the holidays, our team has recovered from their hangovers and have returned to work with no regerts, ready to start taking things to the next level.
We’re coming up to 3 months in Early Access now, and we’d like to take this opportunity to thank you all for your support, feedback and bug reports during that time. Your patience as we have progressed has been very much appreciated, and your supportive comments have been hugely motivating to our team. We can’t reply to everything, but we assure you we do read them all.
During the first three months we focused on improving the jankiest of the Jank, and also adding in cool new things for you guys to play around with. We’ve been scouting for new talent and expanding the team, and reviewing as well as discussing all the feedback that you guys have provided. It really is having an influence over what we prioritize during development, and we’ve already implemented features based on your suggestions, such as being able to change to the P2 style HUD, The ‘Dude Eye’ revolver targeting and the ability to pick up severed body parts and use them as makeshift weapons.
In order to better monitor your guys' feedback and also to bring the communities across Steam and GoG together, we have decided to launch our own community forums. These will allow us to use features such as polls to better get an understanding of where to focus our efforts. We will continue to monitor the Steam and GoG forums too. We’ll be posting a separate news post about this in the coming days so keep your eyes peeled!
A new exciting content update for POSTAL 4 should be going live in the next 2-3 weeks! We’ve decided to wait a bit longer between this update and the last so we can deliver substantial new content for the new year, and after that we’ll get back to our more frequent updates as we push towards implementing Tuesday.
Here are some of the things you can expect to see in the upcoming update (It’ll be a big one!):
Police System
With the system in place, your action will now have consequences. No longer will you be able to syphon the python on innocent bystanders and get away with it scot free! You’ll see a wanted meter and if you’ve been a bad boy, the police will arrest you for antisocial behavior. Should you accept being arrested, you will be transported to jail. As the development continues, we will be expanding on this system with new more in-depth features in future updates.
A LOT of lighting and level design changes/improvements
There’s a lot of changes and improvements we made to our level lighting and just level design in general which we’ll detail in the update announcement when it goes live, but you can expect the game to look better / not as bland - that’s for sure. We are really excited for you guys to see what we did!
Side-errands
Without giving away too much info, we will be adding three new side-errands to the game. These will be varied in nature and offer cash rewards, which you can then use with the…
Item Vendors
Finally money will have a point! Expect a cameo from a certain up and coming YouTuber turned in-game crack dealer!
Numerous weapon improvements
Since the last update, we’ve made many improvements and fixes to our weapons. Our internal ‘Weapons Improvements’ list is quite long, so you can expect to see many, many more to come in future updates as not all of them will make it into the next patch. Here are some of the things that will be a part of the next update: New fiery trail for Molotov, Ability to pick up dropped grenades, Bystanders will emit smoke when tasered, Ability to extinguish fires, Censor signs for the urethra.
And more!
There are many other miscellaneous fixes and improvements you’ll see for example, Dude actually bleeding blood when shot as opposed to concrete dust, better UI scaling on lower resolutions, proper Ultra-wide support etc., so stay tuned! :)
We would like to thank each one of you for your continued support,
Important Note: Some of you guys might crash when you launch POSTAL 4 after this update. In order to fix this properly on our end, we need to wait for the next update patch for Unreal Engine 4.23 which should hopefully be coming out soon. Thankfully, there is a very easy workaround for this:
We will be expanding it as the development goes on; more songs, DJ banter, Phone Ins, News Commercials etc.
Currently, the Settings app will allow you to do the following:
- Access the 'Game Menu' - Enable/Disable Edensin Radio - Switch between HUDs (We should have a new one coming out very soon!)
Preview:
[W.I.P]Limb Weapons You asked for it and we delivered! Simply walk up to a severed limb of your liking...or a head and pick it up with 'E'.
It's worth noting that this system is not finished, we plan on making a few improvements to it in the coming weeks, such as (but not limited to):
- New, better sound effects - Improved textures on severed limbs (This includes blood you see on dismembered parts)
Later down the line, we are also going to allow you to throw them at people and maybe even bowl the heads! Basically, you'll have other ways to abuse people with them :D
Here's a video briefly showcasing this new feature:
New Dude-Eye HUD textures and Revolver fanning animations
Preview of the new HUD and a video showing it in action:
Mobility Scooter sound effects
- Implemented Engine Start/Stop, Pawn Hit, and Horn sounds - Implemented new electric Scooter motor sound - Implemented reverse sounds
Tire tracks as well as the scooter impact effects and sounds will be a part of the next patch
Audio Sliders!
You will now be able to adjust individual sound groups via their respective audio sliders. We also implemented some 'preview' sound effects that will play when you start modifying the sliders for convenience.
Note: VOIP slider and 'Display Subtitles' tickbox don't serve any purpose right now.
More ambient sounds
Improved sidewalks (They are now smoother and blend better with the environment)
Improved area around the road that leads to the Job Agency, and made small improvements to the area surrounding Anu’s Inn
Improved areas around the Fire Station, MikeJ’s Bidet Store, Arcade and Clock Tower
Improved the look of Cliffs
Here are some previews, although this is just a small glimpse into the improvements we made to our sidewalks and cliffs:
Next update will see significant improvements in this area, stay tuned!
Started improving Police Station interior
Increased the size of the revolver
Changed font style/color on Classic P2 HUD
Replaced various placeholder textures
You will now be able to properly enter keypad codes with Menu Buttons (Keyboard/Gamepad)
Dude-Eye: Implemented a target lost range. Basically if a marked target runs or you move too far out of range, then the target will be removed
Updated "Close Phone" text
Crash related to Dude-Eye meter
Shadow smoothing on Beggar Sign
Various mapping bugs that were reported on our Steam Forums
Fixed keypad softlocking the game
Dying in Penitentiary resulting in getting respawned in the wrong location and therefore breaking the errand
Being able to mark animals and birds as Dude Eye targets. Currently they don't have proper heads or bones so that would've thrown the Revolver for a loop. You can still kill them for points though
It’s been a while since we did a summary, and there has been plenty of cool milestones hit since then, one of the most notable of course is the fact we finally added saving to make those janky ‘crash to desktop’ moments that little bit less frustrating! (Although we fixed some of those too!)
We’ve also added in the first pass of the ‘Dude Eye’ mechanic with the revolver (it’s functional, but lacks some polish and the HUD art as of now), and the game changing randomized scooter skin feature. Plenty of other tweaks have been added and can be seen in the change log updates from 0.1.3.4.1 onwards: https://steamcommunity.com/app/707030/discussions/0/2733047810447367899/#c1637549649110983320
We regert to say that last week was the first week since we released that we didn’t push out an update. This is not due to lack of progress our end - quite the opposite. It’s due to a combination of things we’re changing up on the back end that has made pushing out an incremental update somewhat more difficult, we’re also playing with the lighting and shadow system to help with optimization. This is temporary and we hope to get back to more frequent updates in the coming weeks (and certainly after the December holidays), and in the meantime we’ll keep you posted on what’s going on here.
Things that are going on behind the scenes are:
Side Errands!
Being added to Monday are 3 very unique side errands to help extend playtime. These are 80-90% ready our end, so we hope to have them out to you as a package in the coming weeks.
Limb weapons!
You asked for it, and we’re making it happen. Why let those dismembered limbs and decapitated heads go to waste when they’ll make for great makeshift melee weapons.
Cops!
Beware, they will soon be consequences for your actions. Or not as you can just wipe out the cops too if you so wish.
Radio station! A full radio station will be added, which will be able to be played directly from the phone app, or simply listened to via radio that are scattered around Edensin.
Level design improvements!
Our artists are working hard (at least so they tell us) to make the shittest areas just that little bit less shitty!
And plenty of other tweaks and improvements are underway.
Another year is coming to a close, and with it, the 2019 Steam Awards commences! The time for nominations has begun, and while you're picking your favorites from the year, why not give POSTAL 4 a nomination as well? Isn't it it too early in the game's development to nominate it in any categories, you ask? Heck yeah, but we're gonna ask you to think about it anyway!
Whatever you decide in your nominations, remember the cardinal rule: Have no regrets! And look forward to more exciting developments this year as we continue to push forward with POSTAL 4 and more in the series to come!
Save slots! You guys will no longer be limited to a single "save slot". With this new system, you can use as many save slots as you like (Unless you are brave enough to make a thousand slots in which case the game will probably crash... But who cares, go crazy! The game is your oyster)
Preview:
[W.I.P]Dude-Eye Targeting for the Revolver! Still missing HUD art, and it might cause a crash or two in some situations, but we put it in so you guys can start playing around with it :)
What is Dude-Eye Targeting?
Killing enemies with the Revolver fills up an execution meter (Currently only a placeholder text) and allowing use of the alternate fire. When 'Right Mouse Button' is held, you can pass the targeting reticle over any human enemies in the immediate area to mark them. When released, the Postal Dude will automatically shoot for their heads, killing them instantly.
You might be familiar with it if you've played Paradise Lost, the general idea is pretty much the same in POSTAL 4 but we made some much needed improvements (Although not all of them made it into this patch). For example, the targets are now sorted even after you've marked them in a weird order. That and combined with the fact that your entire view no longer turns helps add to the weapon's look and feel or clean and efficient aim.
You will probably notice some bugs which we are already fixing as we speak, we will also be implementing proper art, and adding in some cool animations.
Here's a short video showcasing this new feature:
And here's how the final HUD art is going to look:
Crosshair when wielding Melee weapons
‘Quit to Desktop’ button in Game Menu
Polished up Weapon screen UI (Changed/Resized font to keep the design more consistent across the board, fixed text cutting off)
Replaced various placeholder UI icons
Increased Boomerang Machete speed
Replaced Vomit ammo type with Urine (Spurt'n'Squirt 9000)
Decreased thrown trail opacity (Grenade/Molotov)
Implemented keypad button press artwork
NPCs will now start with full magazines
Molotov fire not having any sound
Optimized collision on more models
Not being able to explode Sewer Dwellers’ heads
Head gibs floating in mid-air, often seen in the Prison
Water Effects appearing when getting off the Scooter
Being unable to respawn when dead whilst on the Scooter
Shovel freaking out bystanders
Inconsistent HUD/Phone health and armor display
Control menu locking out the rest of the settings
Champ not “pointing out” key items in starting area
Crash related to an Armor pickup NPC's respawning in position right after they had been killed Optimized collision on various models, should help performance a bit some areas Optimized LOD's on foliage