Key art for POSTAL 2

Game review

POSTAL 2

6.5 / 10

Developer
Running With Scissors
Publisher
Running With Scissors
Released
30 April 2003
Platforms
Windows, macOS, Linux
Genre
Open-World Satire
Monetisation
One-time premium purchase; separate expansion content (Paradise Lost) sold separately; the base game continues to receive free content updates from the developer
Players
Single-player campaign; separate multiplayer and cooperative modes are included

The short version

POSTAL 2 sends the Postal Dude through a week of ordinary suburban errands — get milk, pick up a paycheck, return an overdue library book — that can be completed peacefully or spiral into extreme, deliberately over-the-top violence entirely by player choice. Reviewers consistently frame that choice as the game's real design achievement: "it's possible to complete the entire game without killing anyone," one detailed reviewer explains, "the game deliberately puts you in tedious and boring situations where you can't help but snap." Reviewers also credit sustained, genuinely unusual developer support, with more than twenty years of continued free updates cited repeatedly as remarkable for a game this old.

A smaller, fair-minded dissent exists alongside the overwhelming praise, and it's worth engaging with directly. Several detailed reviewers argue the moment-to-moment gameplay is genuinely thin, with one describing roughly a third of playtime as simple walking between objectives and the rest as repetitive combat encounters that lose their shock value quickly. That's a real, specific critique of the underlying mechanics distinct from the game's controversial content, worth taking seriously even within an otherwise glowing review sample.

Biggest strengths

  • A genuinely inventive design choice at its core: the entire game can be completed without killing anyone, subverting its own extreme-violence reputation in a way reviewers say is rarely discussed relative to how well it works
  • Sharp, self-aware satirical writing that reviewers consistently describe as more thoughtful than the game's surface-level shock value suggests
  • Remarkably sustained, genuinely rare developer support, with continued free content updates spanning over two decades after original release

Biggest weaknesses

  • A specific, fair-minded critique from a meaningful share of reviewers: the underlying gameplay is described as thin, with one detailed account estimating roughly a third of playtime spent simply walking between objectives
  • Combat encounters are described by some reviewers as repetitive, losing their initial shock value and comedic impact well before the campaign concludes
  • The game's deliberately extreme, provocative content is a genuine barrier for players sensitive to that kind of material, and this review can't soften that reality regardless of the satire's underlying intent

Who it's for: Fans of dark, self-aware satire and open-ended sandbox chaos who understand the game's reputation going in. Less suited to players sensitive to extreme, deliberately provocative content, or anyone expecting substantial combat or mission depth beneath the satire.

Our recommendation: A genuine cult classic worth experiencing specifically for its satire and unusual design choices — go in aware the underlying gameplay is intentionally thin, and know that a peaceful playthrough is a genuinely viable, well-supported way to experience it.

6.5 / 10

POSTAL 2 released in 2003 to significant controversy and has, in the more than two decades since, built one of Steam's most devoted cult followings. The Postal Dude spends a week running mundane errands around a small town — get milk, cash a paycheck, deliver a package — and the specific structure and tone of that week is where this review sample finds its most interesting, and least widely discussed, material.

A genuinely deliberate design choice reviewers say gets overlooked

The praise here consistently centers on something more thoughtful than the game's shock-value reputation suggests. "It's possible to complete the entire game without killing anyone," one detailed reviewer explains, describing the design specifically: "the game deliberately puts you in tedious and boring situations where you can't help but snap and murder everyone, in a Falling Down sort of way." That's a genuinely rare structural choice — the extreme violence the game is known for is explicitly optional, woven into the design as a pressure valve rather than the only path through the story, and reviewers consistently credit this as smarter design than the game's public reputation gives it credit for. A separate, more measured reviewer frames the whole experience as "exactly what you make of it," describing the satire as engaging directly with "paranoid, and in many ways complacent, mid-2000s America" beneath the surface chaos.

Rare, sustained developer commitment

Beyond the design itself, reviewers repeatedly single out the developer's continued investment in the game as genuinely unusual for a release this old. Multiple reviewers specifically note ongoing free content updates more than twenty years after launch, treating this level of sustained support as a real point in the game's favor distinct from its content or design. That kind of longevity is rare enough in this catalogue to be worth crediting directly, regardless of how a given player feels about the satire itself.

A tricky censorship moment handled with real perspective

It's worth noting one specific, timely detail some reviewers bring up directly: this game has avoided being swept up in more recent platform-wide content restrictions targeting explicit sexual material, since its content, however extreme in other respects, doesn't include that specific category. Reviewers who raise this do so with a certain dark irony rather than genuine celebration, using it as a pointed observation about how content moderation policies draw their lines rather than an endorsement of the restrictions themselves. That's a useful, current piece of context for understanding exactly where this game sits relative to ongoing platform content debates, without this review taking a position on those debates itself.

A fair, specific critique of the underlying gameplay

Set against that praise, this review sample also contains a smaller but genuinely thoughtful dissent worth engaging with directly rather than dismissing. "It's all fun and games until 30% of the game is walking and the rest is the same incredibly mediocre shootout repeated a hundred times," one reviewer writes, "with jokes that get old after the first hour." That's a specific, mechanically grounded complaint distinct from the game's content or reputation — an argument that the moment-to-moment gameplay simply doesn't hold up across a full playthrough regardless of how clever the underlying design concept is. A separate reviewer makes a related point about the satire's execution specifically, arguing some content lands closer to shock value than the effective commentary the best moments achieve.

What the completion data adds

This listing's achievement schema uses readable names, and the resulting curve offers a useful independent read on engagement. Early milestones sit around 50-68% of the tracked playerbase, but that falls away toward harder, more specific achievements — including one tied to a "Nightmare" ending, which sits at just 3.3%, suggesting most players who reach an ending see a more common outcome rather than actively pursuing every alternate path. Achievements tied to the separately sold Paradise Lost expansion sit similarly low, around 3-3.4%, indicating that content is pursued by a smaller, more dedicated subset of the overall playerbase rather than most buyers of the base game.

A community that's stayed remarkably devoted

It's worth noting the wider community context around this specific game, since reviewers reference it constantly and with real affection. Multiple reviewers specifically mention nominating the game annually for Steam's community-voted "Labor of Love" award, recognizing games that receive sustained post-launch support years after release — a genuinely unusual level of organized, ongoing fan advocacy for a game this old. That combination of active developer investment and an equally active, engaged community is a meaningful part of why this listing has accumulated such a large and consistently positive review base more than two decades after its original release.

Where it lands

POSTAL 2 earns its cult status through a genuinely clever core design choice — a fully viable non-violent path through content built around the threat of violence — and sustained developer support that's genuinely rare for a game this old. The specific, fair-minded critique of its thin underlying gameplay is concrete enough to weigh seriously alongside the reputation, and this review's own limits are worth stating plainly: the content here is deliberately extreme, and whether that's a selling point or a dealbreaker is a decision only the individual reader can make for themselves. For players who go in with accurate expectations on both fronts, this remains a genuine, still-active cult classic, sustained by a developer and community that clearly haven't lost interest in it more than twenty years on.

Pros and cons

Pros

  • A genuinely inventive design choice at its core: the entire game can be completed without killing anyone, subverting its own extreme-violence reputation in a way reviewers say is rarely discussed relative to how well it works
  • Sharp, self-aware satirical writing that reviewers consistently describe as more thoughtful than the game's surface-level shock value suggests
  • Remarkably sustained, genuinely rare developer support, with continued free content updates spanning over two decades after original release
  • A distinctive, un-imitated tone that reviewers say still hasn't been replicated by any other major release since
  • Extremely cheap for the amount of content and ongoing support included, especially given how long the developer has continued investing in it

Cons

  • A specific, fair-minded critique from a meaningful share of reviewers: the underlying gameplay is described as thin, with one detailed account estimating roughly a third of playtime spent simply walking between objectives
  • Combat encounters are described by some reviewers as repetitive, losing their initial shock value and comedic impact well before the campaign concludes
  • The game's deliberately extreme, provocative content is a genuine barrier for players sensitive to that kind of material, and this review can't soften that reality regardless of the satire's underlying intent
  • At least one detailed reviewer argues the satire doesn't always land as intended, describing some content as closer to shock value than genuinely effective commentary
  • Mission and objective variety is limited relative to the size of the open world, with several errands following similar structural patterns throughout the week

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Progression 5.5 / 10
  • Performance 7 / 10
  • Value 8 / 10
  • Originality 8 / 10
  • Story 6 / 10