POSTAL Dude & Champ Youtooz figurine available for pre-order!
POSTAL Dude & Champ Youtooz
The wait is over and you can finally pre-order the brand new POSTAL Dude & Champ Youtooz figurines today. You don’t want to miss out though, this offer will only be available up until April 25th, so make sure you get one now to avoid disappointment!
The beta is now live and is called ‘PublcBeta’, you can find it by right clicking POSTAL 4 in your library and selecting properties>Betas>Beta Participation>PublicBeta
It’s been a long time since the last update, and that’s because we’ve had some issues implementing Co-Op, as well as a new save system that better handles resetting progress on death, providing more of a challenge. We’ve also been doing a lot of under the hood stuff with NPC AI.
We've decided to throw open the gates and allow you guys to join a build that we’ll keep updated frequently for anyone that’s interested in being on the cutting edge. Updates won’t be daily, but they’ll be pretty frequent. There is no obligation to report bugs and offer feedback, but it will massively help us out if you do!
Head over to the Beta forums HERE if you’d like to be involved in the conversation, and to learn a bit about what we know needs doing, what is broken or could use help with testing.
Do note that this beta branch may be unstable, contain crashes, soft locks and performance regressions, and any given update to it could introduce a new issue. We’re rebuilding a few systems in the game, and this can cause some things to get worse before they get better as we roll them out.
With all that said, Co-Op is fully functional and playable from start to end! We still have a lot of bugs to squash, things to correctly replicate, and host performance improvements to make, but you can play the game from start to finish with up to 4 players - and it’s centrally good enough to goof around in and GO POSTAL!
The new save system is mostly functional, but we suspect with a much wider testing audience we’ll find some oddities with it, except possible softlocks, or issues with NPCs not respawning when they should after returning to a check point.
Thanks as always for your support, and our apologies for it taking this long to get here!
RWS Team
The Jank with friends Beta! Update
===Added===
Co-Op! (WIP) Up to 4 people can now play the entire campain from beginning to end! Some side content current does not work, see the beta forums for more information
Improved save system! (WIP) During linear missions, when the player dies and is sent back to a checkpoint, all progress gets reverted (NPCs, pickups, health, weapons etc). In the future we plan to take this further with open world areas as well.
General NPC sound improvements! Examples: NPCs that get down to play guitar will now play music. NPCs now say fuck you when they give the bird. NPCs that wave will say Hi. NPCs will trash talk when they do a thumbs down. NPCs will now make sounds when tapping themselves looking for their keys, laugh, fart and have a chance to say that is gross and more! Better NPC pathfinding in some levels (WIP) NPCs will be less likely to wonder off into odd areas unless they are panicked and trying to escape danger. Option to set a preference for control icons and disable the automatic icon switching. This is useful for anyone that uses a keyboard / controller combo (for example, Steam deck with the track pad for mouse aim).
Kommander Karl Originals weapon cosmetics to Skinporium! Improved the visuals of the machine itself as well
Switching between Steam beta branches from Main Menu! Try New Features by switching to a different beta branch of the game, or switch to an older version of the game if so desired! For example, when Steam Workshop is ready for testing, we’ll probably have a separate branch for it here. For now in this current beta, it’s mostly handy for rolling back to older versions.
Enhanced Game! (WIP) Various ways to change how the game plays, more will be added in the future
Most dogs won't attack the player
Player is immune to fire damage and cannot be set on fire
Player gets a double jump
Player receives extra bonus items at the start of every day
Taser Baton regens ammo quicker
Taser Baton's taser mode has an area of effect
Taser Baton padded does significantly more knockout damage
Taser Baton unpadded can explode heads
The Chain Sickle can always do dismemberment damage
Machete and Sledgehammer alt-fire works like the P2 "Bladey" cheat
Most melee weapons charge instantly
The Mop's alt-fire is available even without Vitamin X
Revolver execution meter charges twice as fast
===Changed / Improved===
Improved LOD of many in-game assets
Moved Going POSTAL Challenge from Parking Lot shack in Kunny Island for easier accessibility
Improved the look of SnS9000
Updated textures on various meshes throughout the game
Adjusted the M16’s aimed firing offset so the front sight better remains in the center of the rear sight ring
Implemented IK feet improvements for better slope navigation
Modified Hardrock behaviour so it’s less janky
Polished the Fire Hose’s water and poop impact particles
Behaviour of hostile car owners during Pay Fine / Meter Maid errand
Spray Paint puff projectiles now stick to Pawns they hit
Spray Paint will now leave decals on Pawns
Tweaked the Desert Eagle and P350’s aimed firing animation to be snappier
Tweaked M16 firing animations
Set-dressing improvements in many areas throughout the game
Increased Power Box icon size for better accessibility
Mexi-Cleaner errand now properly sets “Player is Enemy” for enemies that spawn in so they don’t forget about the player
Reduced frequency of Animal Catcher junkyard nag dialogue
Death camera is now mouse-controllable
Set an origin actor for projectile explosions even if they don’t hit anything, so NPCs can decide if they need to react
Changed the dialogue behaviour so that it does not go over 2D cinematics
Dude will now say something when he runs over someone
Improved audio attenuation
Improved fast travel menu navigation
===Fixed===
Going POSTAL Challenge in Industrial tile sometimes crashing the game
G-Spotter Coaster in Kunny Island
Broken wall and floor textures in certain buildings
Some shadows in order to fix light bleed
Coaster Fanatic side-errand
M60 Sprinting animation
NPCs not using certain InterestPoints correctly
NPCs floating away on death if they touched a water volume…
NPC cashier / voting interaction after bumping into them
Duplicate Dude in Monday Intro cutscene
Going POSTAL Challenge state being reset incorrectly on level change
NPCs half-crouch walking on asphalt surfaces
Phone audio playing during loading
Cops dropping tainted donuts that they “ate” and then threw up on…
Certain UI textures becoming blurry / not streaming in quickly enough
Various crashes
Engine sounds in the Time Trial scooter / general Scooter audio issues
Broken cash register NPCs
Melee charge swing while sprinting
Mission dialog becoming muffled sometimes
Missing end-of-game ranking if you used cheats
Glitchy doors throughout various levels
Thursday’s petition prop showing the wrong texture
Fixed a few POI icons in Affluent and Industrial that were active starting from Tuesday instead of Wednesday
Invisible Inmates in Cell Block 3
Some NPCs using cellphones instead of attacking the player
Car owners not being spawned in Pay Fine errand
Doll collectibles double talking when in third-person perspective
Prison tutorial so that the equip lines take 30 seconds to replay if you re-equip the weapon
Players sometimes losing weapon attachments when dying
Bug where player could get stuck without a Ticketing Machine
A very rare crash that could occur when players open Clothes Bag
Mallet and Spray Paint Can pickups falling through the world
Bug where if you died underwater the underwater sound would still play
Sledgehammer not getting stuck in Cow’s butts every time
Font issues with VR menus
Localisation issues
Development Update
Hello POSTAL Dude’s and Dudettes!
It’s been a hot minute since the last game update, so we wanted to take the time to let you guys know what to expect over the next few months.
First we’d like to apologize for the slow cadence of updates. To make up for this and lesson the annoyance in the future, we’ve decided to take advantage of Valve's new API features by making it easy to access our internal beta branches!
So while our official public updates will still be a good few months apart, anyone that’s interested to see how the game is coming along can join the cutting edge beta branch, right from the main menu. We hope to have this feature ready for early next year, if not before, and after that we plan to update the beta branch every week or so.
So, what’s currently in our internal builds, which you guys will be able to access via the beta branches soon, and will make a public release in the new year?
Co-Op!
It’s been a long time coming, but we are finally on the home stretch with 4 player co-op support. It is now possible to finish the game from start to finish, so we are now testing for replication issues and also working on improving performance for the host PC. It really is a lot of fun and we can’t wait for you guys to be able to cause chaos in the streets of Edensin together.
For those of you who have no interest in playing with other people, we still have things in store for you!
Better checkpointing system for single player!
We’ve long been rightfully criticized for not implementing more meaningful consequences for dying while on errand missions, and we’ve worked to correct that. Now, when the player dies and gets sent back to a checkpoint, the game's state will be reverted to what it was when they went through that checkpoint (Health, enemy spawns, weapon and ammo count, etc). This means there are now actual consequences to dying and any progress the player had made with clearing out enemies or completing objectives will be reset. Don’t worry though, we will make sure there are enough checkpoints to mean you won’t lose so much progress that it’s frustrating. This feature is pretty much done and undergoing testing right now.
Better AI!
We’re putting more effort into NPC AI, and how NPCs interact with each other and the world around them. NPCs have more situational awareness, meaning they will be less likely to do things like stop in doorways to have conversations, blocking the path for other NPCs. We’re also working to improve their general pathing, meaning they won’t wander up into areas you’d not really expect people to be loitering like in the middle of a grassy area when there are paths around (unless they are panicked), and they also are less likely to hug the side of the road and walk in a konga line. Work has been done to keep NPCs spread out across the map better, rather than bunching up into a few areas.
Finally, we’re improving their interactions with the world. More NPCs are now on schedules and will go around doing their jobs or living their lives. We’ve added a lot more animations and boltons too these events too. NPCs that are disturbed from their schedules will rejoin them, and also these schedules are often randomized so each visit to the area will give different results.
We’re working to make sure NPCs move into their interest animations more smoothly, and are polishing up other things such as making sure they look better when seated.
We’re about 30% done with these AI tasks but making quick progress now we’ve updated the code to allow more flexibility.
Tons of sound additions and improvements!
Far too many to list, but a lot of work has been done to improve the overall soundscape in the game, from the open world areas to errands.
Many bug fixes!
And probably a good few introduced too!
Thank you for your continuous support,
Running With Scissors Team
POSTAL 4: No Regerts - "Hotfix" Update [1.4.1]
Hey all, just a quick hotfix patch to hit some issues from the last update. Sorry for the inconvenience, and see you for the next hotfix or major update!
Made Trenchcoat available to purchase in Clothing vending machines from Thursday Replaced janky car explosion sound effects
Going POSTAL Challenge in Industrial tile crashing the game The Zag tunnels clearly popping in / out of view from a close distance Not being able to access Going POSTAL Challenge in Kunny Island parking lot Being able to get soft-locked during UFO easter-egg Addressed checkpoint crash which could sometimes occur when entering the cave tunnel with Cat Dude
POSTAL 4: No Regerts - "Boosted Karts & Boosted Frames" Update [1.4.0]
Hello!
Hello POSTAL community!
It’s update time again! A few new features and improvements to hold you over until we get the Co-Op implemented. We know many are getting frustrated at the long wait for co-op, we underestimated the task at hand - but be assured it’s still coming.
We are happy to finally bring you AMD Super Resolution 2 (FSR 2.2) and Nvidia Super Resolution and Frame generation (DLSS 3.7). (No FSR 3.0 frame gen for now, that may come in a future update.)
As well as gaining frames in this update, you’ll also be able to gain some (in game) cash! We have shamelessly recycled some existing gameplay mechanics, so The Dude has a few side hustles he can embark on. Catch more animals! Get more petition signatures! Tag more billboards! We have also added a new racing time trial - this time using the Kart!
With this newly boosted economy, we needed to introduce more ways to waste money so… Introducing the Skinporium! A one stop shop for all your Weapon cosmetic needs.
Another new gameplay feature that no one asked for but we added it anyway - a Turret!
Full change log with more details can be seen below. Much respect to you all, and thanks for your continued support!
The Running With Scissors team
FSR and DLSS Support! Mid-Game titles on the Lifehacker Phone Page! Full Stats Screen! Completing the game will earn you a rank, you can also unlock various badges after fulfilling certain requirements
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More Ongoing Side-Errands!
Kart Time Trial Challenge in the Affluent tile!
Your legs might not go, but your kart can! Race your Mobility Kart through various checkpoints in town and win fabulous prizes!
Animal Catcher Extension on Tuesday and going forward!
Your exemplary animal catching services have warranted an extended contract for the rest of the week! This time, it's cold, hard cash for every warm, tender morsel! I mean, animal. Current going rate is $50 per Cat and $100 per Dog.
Make all deliveries to the previous station at the north side of town or bring them to the brand new satellite office on the south side, just outside of Cock Asian!
Note: Animal Catcher errand must first be completed, if you begin a New Game on Tuesday forward, it will not activate. Completing the main errand in a Pacifist way will also not activate the Animal Catcher Extension on Tuesday.
Volunteer Petitioner on Thursday, accessible after escaping from the Dark Lodge!
Convince people to sign yet another petition for a good cause! That cause being money which goes into your pocket! Go for the hard sell!
Tag Turf Return on Wednesday and going forward!
Show the locals who really owns the town by hitting any unmarked billboards with your personal tag, and get an instant cash reward to boot! But beware! Rival gangs might not take too kindly to an outsider getting up in their turf!
Weapon Cosmetic vending machine!
Pigeon poop splat decals! More weapon cosmetics! Turret Going POSTAL Challenge in the Industrial tile (More to come!)
NPCs reacting to having physics objects thrown at them!
More NPC Interest Points and Vendors throughout the game! Home owners to Prison tile trailers. Be careful when trespassing, you might get shot!
Set-dressing improvements in many areas of the game
Improved debris piles in Pit Boss errand Improved the visuals of bridge / tunnel blockers Improved lighting in The Dam Improved reflections throughout various maps Polished a bunch of first and third-person animations Adjusted the Spray Paint behavior in order to make it more responsive, tweaked the particle effect as well Implemented a short delay between destroying last shit pile and phone overlay popping up during Mexi-Cleaner errand Improved drip particles Foam Hammer will now function as a skin for the Sledgehammer Continued optimisation improvements Improved many HUD icons, updated the Animal Catcher overlay Behavior of Dude idle lines (Won’t trigger if interacting, won’t trigger as long as aiming down sights, etc.) Changed appearance of Fast Travel highlighter in order to make it more visible
Lag sometimes occurring after dismembering NPCs Collision issues / mapping errors which could cause you to fall through the world Broken Molotov VR skin Dark Lodge achievement not unlocking Missing dolls Bug where the Dude would equip a weapon after getting off a ladder Super Soaker not reloading automatically when switching ammo types Game unpausing in the menu when toggling options such as Show Outlines and Heat Waves Janky NPCs in Sewer Pump Part room Kunny Island bosses sometimes getting yoinked out of bounds GAG protestors looking into the floor Handcuffed NPCs running away when dismembered. Not being able to dismember body parts when an NPC was handcuffed Fire in very rare scenarios causing the game to freeze Camera breaking during the Fix Race errand Propane tank event not working in the Prison tile crack house Cats running away indefinitely Pissing / pouring Gas on NPCs sometimes causing dialogue spam Machete sometimes being invisible when retrieved from a throw Dude’s text messages not having correct formatting Fixed Low Gravity modifier not working in certain Going POSTAL Challenges Obvious pop-in in The Zag Phone soft-locking the game in very rare cases Many, many more level design, audio and general bugs
POSTAL 4: No Regerts - Janitor's Maintenance Update [1.3.2]
Hey there legends! And Happy birthday 21st birthday to POSTAL 2!
We are currently still beavering away at a nice big update for you guys for P4, but in the meantime we have this smaller update for you, which addresses the issues you guys have reported across Steam Forums, and our social media (Thank you!) - plus some animation improvements.
While we’re here, we’ll update you a bit on what’s going on with P4 in general. Co-op ended up being a much bigger endeavor and challenge than we expected, but it’s still very much being worked on and we hope have it ready for at least an open beta this summer.
We are in the process of implementing and testing DLSS and FDR upscaling and frame generation, and hope to have that ready for the next update.
We realize there has been some performance regressions since we updated the gore system last update, and are very much working to sort that out.
We are also working to improve how saving and checkpointing is handled currently for a future update.
There is more, but we just wanted to comment on things that are happening sooner than later.
Thanks, as always, for your patience and support!
RWS Team
Added small outline to cheat input font in order to improve visibility Imporved third-person Grenade throwing animation Improved sidewalk collision in order to prevent NPCs from slightly floating Adjusted Dude's shoulders, they will now appear less sunken and more natural Improved the text overlay which appears when you activate a 'Going POSTAL Challenge'
New blood effects causing lag Nutshots being extremely hard to land Settings not saving in languages other than English Weapon Wheel becoming unresponsive when using the 'Free Mouse' option POSTAL and Nigh-Impossible modes allowing for extra saves and inventory-stored health items Pain / Near Death skull being too small Sewer Hobo Hate Group not triggering Not being able to walk up the stairs in Wipe Compound without jumping first Missing Gnome hatch in Prison tile Crash that would occur sometimes when killing cops and another crash when completing objectives on Kunny Island Inacessible 'Going POSTAL Challenge' outside of Kunny Island Rock Smasher challenge not accepting 'Charged' and 'Vitamin X' Sledgehammer attacks Dilbow challenge in the Ghost Town not having a visible target to hit Restored Krotchy dolls to some locations in the Residential tile: Anu's Inn, Laundromat and Rusty Trombone Dude Eye meter and Melee Charge bars not disappearing when the game is paused Text going off-screen during certain 'Going POSTAL Challenges' Landscape holes in Riverside tile Car explosion sounds still playing when Audio was set to '0' HUD appearing during the Wednesday Outro cutscene Certain UI elements appearing blurry for a couple of seconds
POSTAL 4: No Regerts - Hotfix [1.3.1]
We are thrilled to receive such positive feedback following the release of update 1.3.0! Today, we're rolling out a quick hotfix to address an issue where one of the 'Going POSTAL Challenges' caused the game to crash when activated in the Industrial tile. Additionally, we've made a quick adjustment to how the main menu art functions. We can't wait to share with you the news about the next major POSTAL 4 update, so please stay tuned!
We sincerely appreciate your ongoing support! <3
Running With Scissors team
The default blue sky art will change to Red when you reach Thursday. After completing the game, it will randomly switch between both
The Scooter 'Going POSTAL Challenge' crashing the game upon activation
POSTAL 4: No Regerts - "The Update Formerly Known as Nameless" [1.3.0]
Hello POSTAL Dudes and Does!
Yeah, we drew a blank on making some kinda joke reference name for this update, so just made a joke out of that instead. A bad joke is better than no joke… Right? Unlike most of our previous updates, there is no major standout new feature this time, just lots of smaller improvements to elevate the overall experience based on feedback. In the spirit of our half-assed update title, we’ll half ass this blurb too - and skip right to the patch notes!
(Note, DLSS and FSR 2.0 didn’t quite make this update, but we’re currently testing it, and it will be included in the next update)
Thanks for your continued support and not giving up on us! (and if you have given up on us, well, thanks for your past support!)
The Running With Scissors team
Optional non-pacifist route to the Animal Catcher errand which is accessible via the back of the Catcher building!
Audio improvements! Added in destruction sounds for Sewer wall, more music to building interiors as well as more ambience throughout all areas
New and improved weapon textures! Desert Eagle, AK, Revolver, Machete, M16, Pigeon Mine, Shotgun, FOURnicator, The Mop and more
New Armor type “DuraFlab Armor” to Speciality Vending Machines!
More icons to the Map Screen!(Marking Vending Machines, Vendors, more Points of Interests, etc.)
New Stats to Stats Screen!(Revolver Executions and Explosives Exploded)
Dismemberment animations for NPCs / Non-lethal dismemberment! They will no longer die if you chop off their leg as an example, instead, they’ll hop around on it
Charge bar for chargeable weapons!(Machete, Sledgehammer, Chain Sickle)
“Gnome Hunter” Ongoing side-errand! You will be able to recycle gnome statues that are spread throughout some of the areas in Edensin for extra cash
Heat emissive textures for the guns! The barrels will glow if you fire the weapons continuously!(Incendiary ammo upgrade will cause the barrels to immediately glow)
Explosion dismemberment and a knockdown chance for NPCs standing close to cars when they explode!
Decapitated NPCs vomiting from their necks!
New color-shifting Robe cosmetic! Available to purchase from the Clothing Vending Machines for $5000
Kill Streak / Quick Kill feature!
Trip-wire alarm system in the fancy houses in Affluent section!(The area with Mike J’s mansion). You will need to find a control panel and destroy it or fight the Police in order to steal some of the paintings
Cat Silencer skin support for Rocket and Grenade Cats!
NPCs pissing their pants when electrocuted!
New knockdown animations for NPCs!
Functional Super Soaker pump! Pumping the Soaker will make the stream stronger, the pressure will go down as you use it
More ambient / creepy sounds throughout all areas as well as misc. Audio work!(Adding music to Kart Kiosks as an example)
Ability for the Chain Sickle to rip out chunks of NPCs’ flesh when hit!
Alternate Fire mode for the Pigeon Swarm so the cage acts as a Mine!
ThirdPerson empty reload animations for Pistols and Rifles!
Improved the cliff scapes Improved Blood puddles and transitions between a splat and a puddle
Dual-wielding a gun along with a Bidet petition will now have a correct button order Changed Bums to now use initial weapon per day system instead of always spawning with fists, they can spawn with pistols, fists, sometimes nothing, rarely Grenades and Molotovs as the week goes on, and so on Made it easier to befriend hostile dogs Adjusted Pistol, Revolver, and Hunting Rifle damage types to support dismemberment Improved collision on plenty of assets NPCs will now panic properly if you kick an ATM Improved localisation for all languages Improved the Spike cutscene Added more Chicks in Riverside in order to make the achievement less painful to earn Level Design improvements: Assets z-fighting, destructible doors, physics consistency, visible pop-in, navigation, broken toilets Prison Block improvements: Added guard passageways, grunge, fixed some UVs issues with columns, collision fixes, marked the cell blocks on the map Improved AI reactions to cars exploding Improved blood rendering, it’ll no longer look like wine Made it so that when you open doors and windows during apocalypse that they now play the Apocalypse music track to their respective buildings FOURnicator alt-fire will now penetrate when firing all four barrels Set unique impact effect for Dude without massive blood splats covering the screen Sledgehammer throw can now be held and thrown on release Chain Sickle will now have a chargeable throw NPCs will now say something if they hear an explosion within 5K units of them Improved heavy stagger animations Improved the queue systems, vendors - especially Civvie - should no longer get confused Bosses will now do pain grunts instead of NPC screams when hit with Pigeon Mines Improved weapon positioning in Dude’s hands in third-person
Players being awarded kills for NPCs falling out of the world Certain glass models being static and not destructible NPCs going off road into areas they shouldn’t way too often Combo boxes on game menu not changing language when game language changes Climbing ladders not looking right in third-person in some cases Mallet being able to be duplicated from point blank throws Dude peeing blood when set on fire Bad skinning on the Ingram Police and Mercenaries fighting against each other Fixed mini-game in Kunny Island Clipping on certain animations Paintings in the Art Gallery using an outdated frame model Camera sometimes breaking during Fix Race errand Teleport issues when transitioning to The Zag Fixed clothing meshes not having backfaces Animation clipping during M16 reload Various ladders not acting properly Charged melee attacks swinging before the charge animation finishes Cutscenes playing in slo-mo when weapon wheel was left active Floating pickups throughout the game Janky Video Menu settings Taser impact particles Water item counting as healing item but not healing the player Dildo arrows spawning blood splatters facing the wrong way Some cheats activated via Cheats Menu double-activating Deadzone look left/right resetting and various gamepad navigation fixes SiC Armor pickup collar material not shimmering Police Uniform item description not fitting inside clothes bag text space Many, many more bugs that we can’t fit here!
POSTAL: Brain Damaged is NOW LIVE on the Nintendo Switch!
Hello POSTAL fans!
While we are wrapping up the next upcoming big update for POSTAL 4, we are excited to announce that POSTAL: Brain Damaged is NOW LIVE on the Nintendo Switch!
Unleash the madness, embrace the chaos, and dive headfirst into the mayhem - all from the cozy confines of... wherever the heck you are!
and make sure follow HYPERSTRANGE on X(Formerly known and still referred to as Twitter by 95% of the population)!
POSTAL 4: No Regerts - "Filthy Gorgeous" Update [1.2.0]
Attention POSTAL fans and frenemies!
This update is less about throwing more features into the game and more about improving presentation and polish.
Our development team has been hard at work (and will keep at it) programming our NPCs to take in their surroundings and interact with each other in more complex and, dare we say, more interesting ways.
We've given particle effects a long-awaited makeover. For all the pyromaniacs out there, setting things ablaze and extinguishing them with your personal... ahem, 'firehose'... is now more visually gratifying than ever. And for those who love a good kaboom, you'll find explosions much more rewarding with the revamped effects. As for the chaos-causing explodable vehicles, we've tweaked them for maximum boom!
Turning to the world of POSTAL 4, we've rolled up our sleeves and reworked various environments to enhance your gameplay experience. The notorious Zag has received particular attention and is now bursting with new details and easter eggs for you to discover. We've also ironed out more kinks with physics objects, improving how they behave and interact following their introduction from the last update.
We haven't forgotten about the heat of battle, either. You'll notice smoother performance during intense gunfights, especially when the screen is crowded with NPCs going POSTAL.
And for all you controller warriors, we're taking PC controller support up a notch, with a batch of fixes already in place and more refinements on the way.
Stay tuned for more updates!
The Running With Scissors team.
AI Improvements! We are continuing the work on AI, this update introduces some improvements and new additions:
Improved navigation
NPCs will react better to fires. They’ll try to run away from a burning NPC that’s closest to them
If you hit an NPC, they may start recording you and talk trash, there’s also a chance they will hit you
Female NPCs might complain to a random male NPC or a Cop
If an NPC decides to stand up for the victim, he will scold and may kick you
If you hit an NPC from behind and run away with your weapon hidden, they may become suspicious of another character closest to them
NPCs will bypass others without colliding with them
More dialogue is now used for different NPC states
More Interest Points for NPCs across levels!
Custom Difficulty Menu with ability to save / load custom difficulty presets!
Sounds to more buildings and areas!
New and improved particle effects!(Explosions, blood effects, impacts, piss, fire)
Few Dropkick 'Going POSTAL' Challenges!
Camera Shakes from Explosions and added Camera Shake support for the Reflex Sight reticle!
Better skyboxes, changing depending on the day with Friday being the darkest in tone!
Police Scooter variant!
Interactable safes around Edensin! Explore, find codes to open them and enjoy some extra cash / goodies
Set dressed more empty areas in the game such as MikeJ’s mansion, Food Court, High Seas hotel in the Zag, Pie House, added more breakable windows, improved lighting, landscape and more (See screenshots below)
When walking over grated metal surfaces while with wet feet will now play the grate footstep sounds
NPCs will now scream about the birds when hit with the Pigeon Mine
Pigeon Swarms will now move around a bit after spawning
Improved the scale of weapons in third person view
Improved Spike’s navigation and end cutscene
Mall improvements: Added additional pickups, few exploration secrets and rewards. Properly set up intended items and prices for cashiers. Added all vending machines variations to appropriate locations
Scaled up all houses in Riverside and Commercial tiles by 10% to accommodate the Dude's character model better
Taught the Dude some basic trigger discipline while reloading pistols (Adjusted animations)
Set up more mirrors across the buildings
Scooter drivers will now fly after getting hit with a Grenade or a Rocket Launcher
High Seas Hotel will now have a working elevator, allowing you to travel between floors quicker