
POSTAL 4: No Regerts is a satirical and outrageous comedic open world first person shooter and the long-awaited true sequel to what’s been fondly dubbed as "The Worst Game Ever™", POSTAL 2!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.86/day in the week to Aug 21 → 3.14/day in the week after.
About


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 10.9Kreviews | 68% | — | $5.4M |
| $19.99 | 1.7Kratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 942 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Zamanında çok gelişmemişti diye silmiştim. Tekrar indirmek istedim. Oyun geriye doğru evrilmiş, optimizasyon çok kötü bu konuda hala gelişme sağlanmamış. Oynanmayacak derecede kötü.
buggy mess but i cant bring myself to give a postal game a bad review. thank you vince and the rws team.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 511.8/day in the week to Jul 16 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, Russian, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Spanish - Latin America, Turkish*languages with full audio support
| $19.99 |
| 169ratings |
| 70% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 942 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
chujostwo jakies nic nie dziala prosze mi zwrocic piniondze
это настолько ху#во, что аж хорошо. Но все равно Посрал 3 говно
Great Game Familly Friendly :)
Конечно не классика в виде 2 части, но по-своему прикольная игра, неожиданно затянула, хотя в любом случае атмосферы 2 части тут и близко нет.
ГОВНИЩЕ ЕБ**НОЕ!!! САМАЯ УБОГАЯ И КРИВАЯ ИГРА В МОЕЙ ЖИЗНИ.
This game is unplayable due to bugs and is one of the worst optimized games Ive seen since literally postal 2. its amazing how well you captured the "feel" postal 2, ie wanting keep a book next to the pc to accommodate the load times. I dont know where in the development cycle things went wrong but it was somewhere around the time I gave you my money lol. I dont remember the alpha being near as bad as this, uninstalling.
Лагающий кусок кала
I have 100 percented Postal 4: No Regerts, and that full run gives you a clear view of what the game does well and where it struggles, because you see every mission type, every system, and every rough edge the developers left in, and the most accurate way to describe it is a mixed bag that still earns a recommendation if you care about freedom and moments of genuine fun; the core appeal is simple, you get a wide open map, a loose set of objectives, and a toolbox of weapons and items that let you approach problems however you want, and that structure carries a lot of the experience even when the execution falls short, because you are rarely forced into a single path, you can experiment, you can break the intended flow, and you can spend hours just testing how systems react to your choices; during my 100 percent run, I spent a significant amount of time outside of missions, exploring side areas, triggering random encounters, and pushing the sandbox to its limits, and that is where the game feels most alive, because it gives you space to create your own fun rather than forcing a rigid structure on you; the mission design itself is inconsistent, and that is where the mixed quality shows up the most clearly, because some tasks feel creative, open ended, and rewarding, while others feel repetitive, underdeveloped, or stretched out longer than they should be, and you can see this contrast even within the same in game day, where one objective gives you multiple ways to solve it and another just sends you from point A to point B with little variation; when the missions work, they are genuinely fun, especially the ones that lean into player choice, letting you decide how to complete objectives using stealth, chaos, or something in between, and those moments highlight what the game could have been if it had more consistent design across the board; the humor is another area where the game swings between extremes, because sometimes it lands with sharp timing and absurd situations that feel in line with what fans expect, and other times it falls flat or feels forced, which can break immersion and make certain sections drag; performance and technical stability are ongoing issues, and even after patches, you will run into bugs, frame drops, and AI behavior that does not always respond in a believable or consistent way, and during a full completion run, these problems add up, because you are spending more time with the game than a casual player would, so you notice every glitch, every repeated animation, and every system that does not quite work as intended; there were moments where missions bugged out and required restarts, and while these were not constant, they happened often enough to become part of the overall experience, which affects how you judge the game as a whole; the world design itself is solid in concept, because it gives you a dense environment with plenty of interactive elements, and you can engage with NPCs, objects, and systems in ways that encourage experimentation, but the execution is uneven, because some areas feel detailed and purposeful while others feel empty or underused, and that inconsistency affects how rewarding exploration feels over time; the progression system during a 100 percent run is straightforward, and you move through days completing tasks, unlocking new areas, and gaining access to more tools, but it does not always feel balanced, because some rewards come too easily while others require grinding through less enjoyable content, and that imbalance becomes more noticeable when you aim for full completion instead of just finishing the main story; despite these issues, the game has a strong sense of identity, and it commits to its tone and structure in a way that keeps you engaged, even when you are frustrated with its flaws, because you know that the next mission or random interaction might deliver something memorable; there were sessions where the game felt rough, unpolished, and honestly ♥♥♥♥, where bugs interrupted progress, objectives felt tedious, and the humor missed its mark, and in those moments it was hard to stay motivated, especially during longer play sessions where repetition started to set in, but then the game would shift, and suddenly you would hit a stretch of content that felt much closer to Postal 2 level quality, where everything clicked, the mission design opened up, the interactions felt meaningful, and the chaos you created in the sandbox led to genuinely entertaining outcomes, and that contrast is what defines the entire experience, because you are constantly moving between frustration and enjoyment; the weapon variety supports this dynamic, because you have access to a range of tools that change how you approach encounters, and experimenting with different combinations can lead to unexpected results, which adds replay value even during a completion run, since you can revisit areas and try new strategies, and while not every weapon feels balanced or useful, the overall selection gives you enough options to keep things interesting; AI behavior is another mixed element, because it can create unpredictable and entertaining situations when it works as intended, but it can also break immersion when characters react in ways that do not make sense or fail to respond to obvious stimuli, and during a 100 percent run, you will see both sides of this system repeatedly, which reinforces the idea that the game has strong concepts that are not always fully realized; the side content adds to the overall playtime, and while some of it feels meaningful and ties into the world in interesting ways, other parts feel like filler, included to extend the experience rather than improve it, and you can feel that difference when you are trying to complete everything, because certain tasks feel rewarding while others feel like a checklist; pacing is another area where the game struggles, because the flow between missions, exploration, and downtime is not always smooth, and there are stretches where progress slows down due to less engaging objectives, followed by bursts of activity that pull you back in, and that uneven pacing can make the experience feel longer than it needs to be, especially when you are aiming for full completion; despite all of this, the free roam aspect remains the strongest part of the game, because it gives you control over how you spend your time, and even when the structured content falls short, you can still find ways to enjoy the sandbox, whether that means experimenting with mechanics, exploring hidden areas, or simply creating chaos for the sake of it, and that freedom is what ultimately makes the game worth recommending, because it provides value beyond its scripted missions; if you approach the game with the expectation of a polished, consistent experience, you will likely be disappointed, but if you go in knowing that it has rough edges and focus on what it does well, you can get a lot out of it, especially if you enjoy open ended gameplay where you set your own goals and find your own fun; completing the game fully highlights both its strengths and its weaknesses in equal measure, because you cannot ignore the flaws when you see everything it has to offer, but you also gain a deeper appreciation for the moments where it succeeds, and those moments are strong enough to leave a lasting impression; the end result is a game that feels unfinished in some areas but still delivers enough entertainment through its sandbox and occasional standout missions to justify the time investment, and while it does not consistently reach the level of quality that fans might expect, it comes close often enough to make the experience worthwhile, especially if you are willing to accept its inconsistencies and focus on the freedom it provides.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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