In this update we introduce the natural evolution of the cat silencer - The Cat grenade! Combine a cat with a grenade, target and NPC, and watch as kitty bolts it towards them, to then explode on impact.
Another nice improvement in this update is the NPC AI. In some areas (such as the main street at the start) NPC’s now go about their lives with more purpose rather than milling about aimlessly. For example, one might wander into the Laundromat, check on their washing, then sit down and check their phone while they wait, or maybe go and pass the time at the arcade. This system is in the early stages of implementation so not all areas have had this treatment yet, but we will improve upon it with each passing update as well as adding expanded actions and animations.
And finally, we have totally redone the roads around town to look better and have better collision with NPCS.
No major performance updates have been made in this update (other than inside the prison). A renewed push for that is coming soon, focusing on NPCs and dismemberment that will reduce the drawcalls by 70%.
The cat Grenade! Combine a cat with a grenade, target and NPC, and watch as kitty bolts it towards them to then explode on impact
A tickbox that should fix the muddy texture issue some users are having. It’s recommended you only tick this option if you are having the muddy textures issue. This removes the need to enter console commands
A slider to adjust the amount of motion blur. We’re leaving motion blur off by default because motion blur sucks :)
Added Road signs around town in an ongoing effort to make Edensin feel more like a real town
Uniforms for Arcade and Hotel workers
First pass of AI improvements and NPC routines
Improved roads
Population slider is now set to ‘Normal’ by default (The recommended setting)
Optimized the Penitentiary building
Updated Spurt’n’Squirt9000 textures to reflect ammo type with new art
Tweaked TP rifle animations
Improved lighting in Art Gallery
Implemented new Armor mesh; fits better on Dude’s body
Dismemberment on Civvie not working
Blood decals not showing on NPCs
Levels not being loaded in correctly when finishing the prison level and then loading an auto save
Shadow distance setting not saving
A bug where the Grenade pin pull animation wasn’t animating properly
Removed redundant capsule shadow setting
Toilet flush emitters not using correct rotation
Various mapping bugs that were reported on our forums
Shop Counter ‘Wiping’ animation loop
Third person stuttering when rotating the camera in third person
The highly requested mini-map has now been implemented!
Note: You can adjust the mini-map transparency in 'Gameplay' settings!
Improved Art style
In an ongoing effort to improve the look of the game, we’ve given many of the assets an overhaul (notably, the terrain and rocks), and implemented subtle lines around world objects. We’ve also given the map screen a new coat of paint:
As you can see, we've also added various switches under 'Map Tools'. You'll be able to enable/disable the mini-map, errand and side-quest icons as well as the POI icons. Once we implement waypoint markers, you'll be able to switch them on and off too.
Rabbits! It’s Easter, after all. More wildlife will come in future updates
Toggle for silencing the game during focus loss (ALT+TAB)
New MikeJ’s Bidet store
Due to the current Pigeona virus crisis, Local Edensin Officials have supplied civilians with an unlimited supply of face mask
NPC Coughing animations
Third-person Kick animations
‘Shadow distance’ setting in Performance menu
A Vitamin X vender to the Circle J and a Pizza Vender to Pistolas e Tacos
Level design improvements to Skylift and Prison areas
Tweaked Walk up/down animations on NPCs so they look better walking up hills
Reduced the recoil when dual wielding weapons, mostly for the AK
Tightened the way the player’s speed is applied to a fluid trail to minimize the particle gap
We here at Running With Scissors have been listening closely to the community input and suggestions during our ongoing development of POSTAL 4: No Regerts. In response to your requests, we have recently made the great decision to replace the sexy and dulcet tones of famed veteran voice actor Jon St. John with a new performer and true fan favorite in the role of the POSTAL Dude!
Coming soon, the POSTAL Dude in POSTAL 4 will now be voiced by Joe Exotic, star of the hit new Netflix sensation Tiger King, who has graciously offered his talent to be recorded live from federal prison! This voice change will also be retroactively applied to all previous POSTAL titles henceforth, including The-One-Which-Shall-Not-Be-Named!
We hope you all will enjoy this groundbreaking new change to the POSTAL series on this fine day of April!
You wanted performance improvements? You have them! As promised, we put pretty much the entire team onto the task of optimization for a few weeks. This process is still ongoing, and future updates will improve things further, but for now, you should have a much more enjoyable experience with this update in the way of higher framerates and far less hitching.
Many new features and improvements, too!
Note: Older saves will not work with this new update. They will be marked as red and should be deleted. Future updates should not break older saves - this is a one off thing.
Bystander Deathcrawling: There are currently two ways they can get to it: by being lit on fire and left to burn out or by begging for their life and still being attacked
Deathcrawl-after-ragdoll: if a pawn is 20% health or less, or they were kicked with Vitamin X, they'll go into deathcrawl when they recover from being ragdolled
Stumble animation, when a pawn runs for a certain distance they will stumble and stop to catch their breath
Machete charging sound
New faces on more Male pawns
Third-person animations for GasCan, Urethra, Pigeon Mine, Grenade and Beggar Sign (also TP fixes - see fixed section for more details)
Proper controller support: Map screen navigation with gamepad analog, navigation for inventory tab of phone, tab switching on map screen and more!
New loading screen transition after Dude gets arrested
Load zones! Due to absolutely no demand, a feature form POSTAL 2 has made a return! They are far quicker with fewer of them compared to P2 though, so they probably need a rebranding… lets call them ‘ZAP ZONES’*
*ZAP ZONES are hopefully only a temporary solution to the level hitching issues in POSTAL 4 and we aim to reintroduce full level steaming in the future when we’re doing our final optimizations. We’re pretty sure you’ll agree the trade off is worth the results in the here and now.
Optimization improvements. We still have some way to go but you should see some notable improvements to the frame rate in some of the worst areas, and the hitching/stuttering that randomly happened has been mostly eliminated
Scooter’s hill climbing capabilities and handling
Improved sidewalk transition near the Job Agency
Audio quality of radio songs
Increased the top speed of the Scooter slightly
Made improvements to the IK system - NPCs will now walk up stairs/hills/steep sidewalks more naturally
Gap between neck spout particle and NPC’s neck
Replaced more placeholder textures
Text/Event messages for things like pickups will now be combined, not duplicated, when multiple items are collected at once
Weapon wheel can now switch weapons and ammo types simultaneously
Replaced certain foliage meshes with better looking/optimized versions
Reduced the self hit pitch for all of our fluid weapons, meaning it’s never been easier to piss yourself out when on fire!
Adjusted window opacity settings
Broken 'Controls Binding' menu
Broken 'Post Process' and 'AA' method scrollboxes
Broken motion blur setting
Cat petting state transition not factoring the slowdown from Catnip
Weapon flicker when changing weapons while under Catnip
NPCs not reacting correctly to Dude carrying dismembered body parts
Certain sound effects not respecting Audio slider settings
Various assets that didn’t have a texture assigned
Not being able to explode Civvie’s noggin or dismember him
Flamethrower sound effect not looping correctly
Third-person camera going through walls
Third-person melee animations playing on the whole body as opposed to just the upper body
Erroneous “Save Exists” prompt when saving
Issue with the Save Menu where you couldn’t save over old slots
Customers not looking at the cashier
Generic paintings appearing behind Shady Art Dealer paintings
Couple terrain dips for better NPC navigation
Word wrapping/formatting issues with Firefighter side-errand
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,