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cowboykawa11: can you please explain one thing to me... the game was released yesterday, but it is still in beta? how does it work?
Its in a Janky Alpha still. Early access on Steam makes it sound like its released but with access for some to play it early, on GOG it simply says "in development" which is more fitting.

PS: Where did you see it labeled as "released"?
Post edited April 21, 2020 by SarahGabriella
high rated
Steam build Number: 0.1.4.1.4

’Exploding Pussies’ Update

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%.

===Added===

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

===Changed/Improved===

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

===Fixed===

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
Dildo Bidet causing the game to crash
Crash that was happening on ALT-F4
high rated
Steam build Number: 0.1.4.1.5

“A Fistful of Fixes” Update

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 if you so wish. The terrain has been given a fresh lick of paint, and work has been done on ambient sounds within buildings.

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

===Added===

- 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 ambiences to businesses
- Gamepad Options Menu
- 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

===Changed/Improved===

- 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
- Edited landscape in Riverside tile
- Implemented new, better looking terrain materials across the whole game
- 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

===Fixed===

- 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
high rated
Steam build Number: 0.1.4.1.6

“Grass On the Fields” Update

===Added===

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

===Changed/Improved===

- SiC armor texture

===Fixed===

- 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
- Fixed 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
high rated
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!

Steam build Number: 0.1.4.1.7

"Blowing" Update

===Added===

- Explodable cars!
- ‘View / Weapon Bob’ toggles (‘Gameplay’ settings)
- Toggle for enabling/disabling black outlines (‘Video’ settings)

===Changed/Improved===

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

===Fixed===

- 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
high rated
Build Number: 0.2.0.0

“Tuesday Update”

===Added===

- Three new zones!

Border Land

Overview:

The “Border Land World” is located in the southwestern-most part of town. This tile is part of the Commercial District zone where many of the larger businesses are situated. It also includes the portion of the town located in Mexico, hence the name of the tile.
Since this tile is on the border and includes the Mexican portion of the town, of note is the border crossing and its trademark landmark, The Wall. It serves as the sole entrance into Mexico in the game.
Visually, there’s a contrast between the US portion north of the border and Mexican portion south of the border. However, the south-of-the-border area of town nonetheless functions in a largely identical manner, albeit with the Mexican visual twist

Retail

Overview:

The “Retail World” is the southern-middle part of town. This tile is part of the Commercial District zone where many of the retail shops and larger businesses are situated. Some commercial offices are found here as well. Covering the entirety of the border along the southern edge is The Wall.
Of note is that this tile, true to its name, contains the most highly concentrated number of business establishments. All types of vendors (health items, weapons, ammo, cosmetics, etc.) can be found in their individual stores here.

Ghost Town

Overview:

The “Ghost Town” is located in the central westernmost part of town. This tile is part of the Historic District zone where the town’s aforementioned ghost town is located. This is also where the poorest of the town’s poor congregate in the dedicated shanty town/ghetto.
In keeping with the old west theme established by the ghost town, this area is distinguished by its dry, dusty, desert atmosphere, even more so than the rest of the town’s desert areas. Expect to see tumbleweeds and dying, yellowed shrubbery.

- New missions!

Meet Associate

Errand description:

Tuesday's Meet Associate errand is immediately assigned at the beginning of the day and sends the player to meet his new boss-of-the-day following Bellow. The main purpose of this errand is to teach the player how to use the pseudo-fast travel system which is required in this case as he needs to travel from the northern Residential District down to the southern Commercial District. On the street level, these two areas are completely disconnected from one another on this day as the associated surface paths are blocked and bridges are still drawn. Instead, the player will have to take an underground detour using the town's now newly (re)opened subway system which conveniently has available stops between these two districts. Come Wednesday, the rest of the stops will be available, making four total between the four districts around town.

Aside from that, the other major part of this errand is the cutscene where we meet the new boss and his faction: El Plago and his Los Oscuros cartel who operates out of Edensin's South-of-the-Border Land. The gang is meant to be a combination luchadores wrestler/roving mariachi band, and El Plago himself has a Dark Knight Rises Bane-esque appearance.

Border Smuggler

Errand description:

The short of the errand is that the featured Border Slingshot acts a mounted turret you can aim and fire with your "ammo" being the American immigrants you're launching over The Wall border into Mexico. The task here is set up as a target range challenge where you must successfully aim at floating holographic targets. If you miss a shot or fire an immigrant which is spotted by the Border Patrol, you still need to launch more immigrants over The Wall, but at this point hostile Border Patrol officers will also be spawning in waves to fight you.

Tag Turf

Errand description:

The one special gimmick in this errand is the use of the new Spray Paint Can weapon on the designated Billboards. The majority of this errand features combat against a new group, the Sensitive Hipsters

Pet Shop Delivery

Errand description:

On Tuesday, after his meeting with the Mexican Luchadores boss El Plago, the Dude is sent on a delivery mission to bring a nondescript package to a local Pet Shop. Upon his arrival and descent into the building’s undisclosed underground storage facility, he discovers the place is actually a front for a drug lab. Not one to be remiss in his duties, though, the Dude braves the toxic fumes swirling through the air to complete his delivery, only to pass out on his way back to the exit. In his fume-addled hazy mind, he hallucinates himself having turned into a cat, suddenly believing himself to be completing a day’s list of feline-based Mini-Errands. Cat-based catastrophes ensue.
After turning into a cat, Dude (or Dude Cat) needs to complete three mini-errands

Pay Fine

Errand description:

Here, the player is offered two branches to follow: Pay the fine by performing community service as a Meter Maid or manually dropping his ticket into the conveniently located drop box. Taking the Meter Maid route means roaming the town's free roam areas looking for illegally parked cars to ticket to meet your fine quota. Upscale cars can be ticketed more, but the vehicle's owners will respond with hostility. Going with the drop box route happens to trigger the station's lockdown mode, and the player will need to head to the Lockdown Terminals in the Security Offices to manually disable it. The station's Armory can be unlocked as a bonus!

The gameplay mechanics employed here aren't just for this errand. The Meter Maid will become available later in the week as an optional job/Side Quest to earn more cash. The lockdown mechanic in the Police Station remains a constant in this location, acting as the regular challenge to doing things like stealing from the evidence room, stealing from the Armory, gaining access to the Super Evidence Room, and so forth.

- New P2-style shovel!
- Ingram
- M16
- New sounds for the Intro sequence
- Facial animations for dead pawns
- New sound effects for Tazer Baton
- Footprints
- Cutscene movie volume slider
- Interior sounds to various buildings
- Dual wielding crosshair (Borderlands 2 style)

===Changed/Improved===

- Improved Combat AI:

[list]
[*] NPCs not firing at long range distances
[*] Melee enemies should now spread out a little when chasing you
[*] Enemies will also no longer crouch when attacking with a melee weapon
[*] Ranged enemies should no longer run up to your face before attacking
[*] Enemies that lose sight of you no longer stand in place waiting for you to walk up to them
[*] Cops shouldn't get stuck on the border of the Chase/Arrest radius anymore
[*] Changed how enemies react to pointing a gun at them so they don't immediately attack you even if they're panicking
[*] NPCs shouldn't freeze in place when entering Reload state anymore
[*] Refined NPC weapon spread so they don't deal as much initial burst damage
[/list]

and more!

- Optimized vehicle and bystander models
- Cars will now exploded when set on fire with Gasoline
- Distance quality of foliage models
- Reduced health on Cop NPCs
- Greatly improved the look of various cutscenes
- Sonic and Sanic cheats now apply to flying
- Added more pickups across all levels
- Weapons that use time based ammo consumption now consume 1 ammo at the start
- Smoothed the AK firing animation to be less erratic. Reduced the recoil on the AK to make it a bit more manageable
- Decreased AI Revolver fire rate from 0.3 to 1.0
- Reduced frequency of ambient hawk screeching
- Game now autosaves once instead of twice when going through zap zones
- All Characters should now drop their Weapons when they die
- Tweaked the walking animations
- Camera will now pan to errand as the giver talks about it, and zooms to default zoom

===Fixed===

- A ton of mapping bugs
- Crash that could occur after throwing many Pigeon Mines as well as when standing in a queue / interacting with the cashier. And many others!
- Collision on many, many assets
- Nades and Mollies not colliding with doors
- Broken interactables
- Various issues with Prison
- Car explosion sounds playing when master volume was set to 0
- Video Menu “Show Outlines” text not matching checkbox
- Player taking lethal headshot damage from the Revolver and Shotgun
- Implemented fixes for the Dogs and Cats when transitioning back to normal movement
- Beggar Sign “nag” dialog lines playing when a sign has already been constructed
- Player facing the wrong direction when exiting the Scooter
- Map screen panning off to Narnia when finishing errands
- "Show Pickup Messages" menu option not working/Hide HUD not hiding pickup messages
- Slugs not using any HUD icon
Post edited September 14, 2020 by marcinshaq
high rated
Build Number: 0.2.0.1

“Frames, flares and feet”

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

===Added===

- 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

===Changed/Improved===

- Overall performance improvements!
- Prison codes are now randomized
- 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
- Improved interior of La Casa Grande
- Improved the Pet Shop and Tag Turf and Bellow's cinematics
- 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
- Mouse aiming should now be more consistent and stable

===Fixed===

- 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
- Stoner exiting the Pet Shop
- Dude pulling out a weapon during cutscene
- 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
Post edited September 14, 2020 by marcinshaq
high rated
GOG build Number: 0.2.0.2

“Tread lightly”

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!

===Added===

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

===Changed/Improved===

- 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

===Fixed===

- 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
high rated
Build Number: 0.2.1.0

“Dream of Scooter Fournication”

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 [i](We read it all and are acting on much of it)[i] 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.

===Added===

- 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

===Changed/Improved===


- 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


===Fixed===

- 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 our forums
- Cat Dude 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
high rated
GOG build Number: 0.3.0.1

“Wednes-Bidet Update”

Here it is! Hump day, or ‘Wednes-Bidet’, if you prefer. Lots of new features, areas to explore, Errands, and of course, jank! We’ll be following this update up with some more in the coming days and weeks to include a few things that didn’t quite make the cut. For now, feast your eyes on what’s coming down your Steam pipes right now, and we hope you enjoy your visit to Kunny Island. Don’t be sad you can’t ride the roller coaster - you’ll be able to shortly!

===Added===


- 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

Vitamin X ability: Alt fire spins the mop, deflecting bullets like a shield


===Changed/Improved===


- 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:

[list]
[*]Remember the currently equipped inventory item
[*]Remember the last equipped weapon, even if holstered
[*]Remember view direction and angle of where the player is looking when they save
[*]Remember current states (mag count/ammo types/whatever) of current weapons
[*]Wanted time now saves in save game
[/list]

- 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


===Fixed===


- 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
high rated
Build Number: 0.3.1.1

“The Cure”

Hello, POSTAL people of all persuasions!

As promised in our last developers update, performance has been improved across the board on most PC configurations, ranging from 5 to 20 fps depending on your set up or area of the game you’re in. We’ll continue to work on performance, and things will keep improving with each passing update from here on out.

In the weapons department, we’ve added a new rapid firing pistol, and changed the Fournicator’s model to look more suitably powerful. We’ve also tweaked some of the core weapon mechanics based on feedback, such as increasing the reload speed on some weapons and decreasing the time it takes to switch between weapons.

Work on improving the cinematics and general presentation continues, and we’ve fixed a ton of bugs (as well as probably introducing a load more!).

While we have left the ability to load old saves and resume your game, it may cause you some issues - so starting a new game is advised.

Finally, what you’re seeing here is only a small amount of the work that’s been done since the last update - Thursday is in fall swing behind the scenes!

Thank you for your continued support!


===Added===


- P350. A fast-firing, lightweight alternative to the Deagle / Revolver has been added to the arsenal. It fires as quickly as you can hit the trigger. Fun!
- Safety respawn nets to new tiles
- New ‘New Game’ menu art
- Implemented fluid ribbon collision (Fluids will no longer go through things such as glass. Instead, they’ll collide with them)
- Scooter POI icons to all Scooter spawns
- Monitor selection slider
- ‘Back’ button to Fashion Funwear Menu
- Warning note for old saves in Save / Load menu


===Changed/Improved===


- Significant performance improvements
- Reworked and improved the Fournicator model
- Added a better Pizza slice pickup model
- Improved the Prison Riot cutscene
- Improved appearance of the Tazer particle
- Made improvements to Carter Cruise’s model
- Kunny Island cinematics
- Set dressing in Affluent tile houses
- Ensured Petitions, Ticket Device etc. are always equipped instead if bare hands come up
- Disabled interactions while riding Scooter
- Changed how calling out/spotting a known enemy is triggered to just be based on line of sight
- Improved flesh impact sounds
- Improved interiors in Mexico side
- Player cosmetics will now apply to cutscenes
- Baton’s modes are now switched using the Weapon Wheel ammo section. Updated the weapon hint on the Baton to reflect the new mode switching
- Improved interiors in Mexican town
- Adjusted / Set up interest points in Riverside tile
- Replaced Job Agency in Affluent tile with overturned truck office
- Updated Dude’s cosmetic icons
- Buffed the amount of ammo from dropped Ingrams, M16s and AKs
- Reduced the spread of the Shotgun and The Fournicator (to improve the range)
- Increases the reload speed for the Pistol, AK and M16
- Arms and Weapons now have their blood and poo masks cleaned when switching cosmetics
- Reverb in various levels
- Tweaked the FirstPerson foot for Sexy Outfit and Classic Trenchcoat
- Decreased average weapon switching time from 1.2 seconds to 0.6 seconds
- Replaced generic Catnip / Dog Treats pickups in Animal Catcher shack
- End-of-day movies should now freeze gameplay during the movie



===Fixed===


- Fixed the poo pile’s texture not melting when damaged by Vitamin X pee
- Dude’s foot disappearing when kicking with a cosmetic applied
- Extremely slow “initial equip time” for the Bidet Petition
- Police crash with Spray Paint
- Tinklage (and others) forgetting about the player when going into ragdoll
- More crashes that were reported on our forums
- Save games not remembering Dude Eye count
- AI combat when player is on the Scooter
- Softlock when exiting Kunny Island after killing both bosses AND destroying the power boxes
- Numerous mapping bugs
- Fashion Funwear map icon
- Hose not disconnecting if Player is arrested
- Collision on the fire hydrants
- Removed lag when bringing up Phone
- Ensured Animal Catcher errand can’t activate after Monday
- ‘Sent to Jail’ loading sequence when arrested outside of the Prison tile
- Lopsided camera after respawning when doing the mexi cleaner errand
- Missing "Respond to Champ hint" dialog
- Animal Catcher door reappearing under certain circumstances
- Wanted Meter getting stuck and the player never being able to ditch the cops
- Unhandled or improperly handled boss cutscene scenarios (Killed both bosses and destroyed all power boxes, killed one boss and bribed the other, reloading game after - bribing one or both bosses)
- Sewer transition auto-save
- Bosses going back to their original interest points after killing the player
- One of the cars in Kunny Island parking lot not exploding
- Reduced the impact sound clutter from Melee weapons
- Baton’s collapsing animation not playing properly
- Spray Paint leaving bullet holes on bodies…
- Police interaction with Beggar Sign
- Piss not colliding with Fire Hydrants
- Broken Art Dealer paintings
- Bug where melee swings weren’t cancelled by sprinting
- Certain weapon textures appearing broken on NPCs
- Kunny and Carter Cruise not getting up properly after getting ragdolled
- Gasoline puddles not being created on most surfaces
- Dude dialog not playing after completing Bidet Petitioner and Install Bidets errand
high rated
Build Number: 0.4.0.2

“Rocket Powered Cats” Update

Hi POSTAL Fans and curious onlookers!

It's time for another intermittent update so you guys have some things to play with, while we work on the Friday update and also improve the Monday-Thursday content.
At this stage in development we’re really starting to turn our attention to improving the game’s core systems. Some of this is evident in this update, and you can expect improvements in gunplay, performance and overall visuals going forward.

New weapon!
In our ongoing effort to bring you more awesome and outrageous weapons - we bring you the fan favorite Rocket launcher… but with a twist! By attaching a kitty to the end, you will be able to control the rocket's trajectory!

New UI goodies!
We all like our hands held sometimes… right? We now have a new hint system to make you feel dumb for not knowing our badly telegraphed intentions of how things should work in the game :)

New side content!
It’s now possible to engage in scooter time trials, and there is also a new random encounter to experience.

More vendors!
The POSTAL franchise is the number one ‘waiting in line’ simulator - and now we’ve made sure there are plenty more lines to join! (or cut, if you want to be a total badass)

Level design improvements
As we edge towards the major polish pass, we’re starting to improve the level design and update placeholder assets, all while optimizing them in the process.

And a whole lot more, see the additions and fixes we’ve worked on below!

===Added===

- ACOG sight for M16
- New radio commercials
- New hint system. It can be enabled / disabled in the ‘Game’ settings
- Scooter Time Trial Challenge side-errand!


On Tuesday, the Dude may check out the local scooter dealer where he’ll find the proprietor has set up a time trial challenge. Anyone who rides the available scooter around the outlined course through the town in under the time limit will win a monetary reward depending on the rank earned.


- Rocket Launcher!
- New Random Encounter; Muck Mopper! Located somewhere in the Affluent tile :)
- Proper entrance to Scooter Arena
- New Book Repository building in Suburbs tile
- More vendors / sellers, NPC interest points across various maps
- Missing fast travel icons to MapOverlay

===Changed/Improved===

- Buffed Grenade radius to better match Postal 2’s
- Bots now throw weaker Grenades to better fit damage from Postal 2
- Window meshes, added dirt masks to make them look less generic
- Reflex sight model and textures
- Implemented improved AK model
- Updated level loading to be more efficient
- Vans with Secret Service NPCs will now spawn after Vote For Governor errand
- Level Design improvements in Suburbs tile, optimized houses
- Changed the speed ramp model to a better one in Fix Race arena
- General level design improvements to the Prison tile
- Swapped out the Super Shotgun barrel smoke for an animated flipbook Material
- Improved interiors in The Zag tile
- Implemented AI Weapon burst fire and timeout on a per weapon basis
- Made various improvements to the Fix Race errand
- Poo piles will no longer take 89 years to destroy (Mexi-cleaner)
- Tweaked the flare trail Material to be less opaque near the camera
- Lighting pass in the Supermarket in Prison tile
- Improved the Fire Station building in Suburbs tile
- Police can now arrest the player when in a ragdolled state
- It's now possible to clean footprints with The Mop
- Dude can no longer kick or use weapons on the Fix Race scooter
- Hid debug text in-game on clothing pickups
- Optimized fire particles in Pit Boss errand
- Moved the Border Smuggler checkpoint away from the cutscene trigger to prevent players getting stuck
- Vote For Governor: Added vote clock, voting machine ‘Confirm’ button now greys out when no candidate has been selected
- Implemented NPC voting animations for Vote For Governor errand
- Kunny Island errand polish: Hold E removed, added animation for power boxes, shimmer material disables itself when power box gets disabled or destroyed

===Fixed===

- Empty inventory middle slot for VR/AR HUD
- Old flame bug (Remaining on screen for a long time)
- Implemented a fix for the throw lines not playing
- Green hand icon getting stuck on screen in cat dude mode
- Toilet and Champ Cage intractability
- Auto-saves will now be numbered in Load Menu
- Aim down sights not working when weapon bob is turned off
- Issues where dialog lines would not be spoken by NPC (Vote For Governor)
- NPC's trying to attack the Dude while tazed
- Ghost Town map overlay showing on Monday
- Super Soaker firing the wrong ammo type after a reload
- Getting stuck on a scooter after day transition
- Sniper Rifle HUD icon not displaying properly
- Bodyguards not reacting to fluid damage
- Queue crash
- Fixed a crash when returning to a dead player
- Scooters now can damage ragdolls, potential fix for player ragdolled under ground when falling off
- Electric ballot issues. Fix security not reacting to the Dude if he attacks people in line
- Issues with Sniper Rifle’s max zoom FOV
- Cops sometimes attacking the player without warning when holding a weapon
- Another big batch of mapping bugs fixes
- Bug where holding alt fire after reloading with fire the primary instead of the alternate fire
- Various fixes on Dark Lodge: Ladder fix, duplicate "Something Tells Me" dialog trigger, - - - Weapon Fire detection volume fixes, despawned unused Champ cages, despawned item cache near Champ cage. Dude now correctly talks when he has collected all of his stuff as well as Champ
- Shell casing smoke being too transparent
- Pit Boss using GameTester map icon
- P350 using the wrong HUD icon
- Some tracer stuff with the Mop deflector
- Issue where the player would not be registered in queue lines
- Bug where the AI would keep whipping its neck back and forth for combat
- Various radio bugs
- “Quit to Main Menu” crash after completing Thursday
- Updated sign beggar to properly remove the blocking volume when it's not needed
- Certain trucks not exploding
- Sniper Rifle max zoom bug
- Issues with catnades not being shootable and grenades not exploding when lit on fire
lol very good patch. Rocket launcher cat.
Each update is impressive, good continuation.
Post edited July 31, 2021 by LinuxFire
Hi,

I have a fresh install of Postal 4 as of today (08-01-2021)... the install is version is 4.0.1.

I clicked on "check for updates", nothing happened, the version number is still 4.0.1.

What's up?
Post edited August 01, 2021 by ShinyDivaGX