POSTAL 2 Redux Developer on Censorship, Mods, Smarter NPCs and VR: “If the Cat Silencer Isn’t in the Game, We’re Doing Something Wrong”
At gamescom 2026, VGTimes spoke with POSTAL 2 Redux developer and Flat2VR Studios Director Tom Raudys. He discussed mod support, smarter NPCs, the move to Unity, the VR version, new content, the team's approach to censorship, and its close collaboration with Vince Desi and Running With Scissors.
POSTAL 2 Redux is a major reworking of the cult 2003 game. The team is upgrading the visuals and lighting, modernizing gameplay systems, improving NPC behavior and introducing new content while trying to preserve the identity of the original.
During gamescom 2026, we spoke with Tom Raudys about how POSTAL 2 Redux is being made and how far the developers are willing to go when modernizing the classic.
Mod Support and New Content
VGTimes: Will the PC version of POSTAL 2 Redux support mods?
Tom Raudys: Yes, absolutely. Depending on how the tail end of our production goes, this might not be available at launch, but we fully intend to support mods. Team Beef also has a strong background in modding, so mod support is definitely important to us.
VGTimes: Why did you decide to remake POSTAL 2 instead of making a completely new game?
Tom Raudys: That's tough. I think you're going to get a different answer depending on who you ask in the company.
Personally, I like the series, I like POSTAL 2, and we wanted to bring that experience back.
VGTimes: Will POSTAL 2 Redux contain completely new content?
Tom Raudys: Of course. If you've been following the Kickstarter, there are a lot of additional things tied to the different tiers. For example, some people will be able to have physical scans of themselves in the game, their pets and other things like that.
All of that is being added. I don't think we're ready to talk about everything yet, but there's always more.
VGTimes: What about the expansions for the original game? Will they be included in Redux?
Tom Raudys: Not at launch. One of them was a Kickstarter stretch goal. We're very close to reaching it, so once we do, it will be added.
"We Want It to Feel the Way You Remember It"
VGTimes: What do you think long-time POSTAL 2 fans will notice first when they play Redux?
Tom Raudys: Wow, you've got me there. I think they'll notice just how much better everything feels.
You know that feeling when you play a game from your childhood and think, "That's how I remember it"? We want to capture that memory and give players that same experience again.
We want POSTAL 2 Redux to feel the way you remember the original.
How POSTAL 2 Redux Changes in VR
VGTimes: You're also working on a VR version. How different is POSTAL 2 Redux in VR compared to playing it normally?
Tom Raudys: The game itself is the same. We're building both versions in parallel, but the interactions in VR are very different.
Take peeing, for example. You're no longer just pressing a button and watching it happen. In VR, you actually have to interact with the mechanic differently.
The same goes for the cat silencer. In the original game, an animation plays. In VR, you've got to do that yourself.
There's much more interaction with objects. You can pick things up, throw them around, dual wield weapons and do things like that. It's a very long list, and we can't wait to share more.
VGTimes: Can you tease any surprises or new content?
Tom Raudys: I think peeing is going to be very interesting. We're also going to have some nice upgrades.
Modernizing the Original Without Censoring It
VGTimes: How did you decide what should stay exactly like the original and what needed to be modernized, aside from the graphics?
Tom Raudys: There were a lot of discussions. Censorship is not what we want to do. That's very clear.
When we're talking about mechanics or design decisions, we discuss them with Running With Scissors, Team Beef and the community.
The community is very passionate and gives us a lot of feedback, and we try to consider all of it. That doesn't mean we automatically listen to every single YouTube comment, because there are a lot of them. But overall, it's very much a team effort.
Working with Vince Desi and Running With Scissors
VGTimes: How closely do you work with Vince Desi and Running With Scissors when making major decisions?
Tom Raudys: Very closely. The team talks to them almost every few days. When it comes to major design decisions, we have weekly meetings and do a lot of consultation.
There are also smaller decisions where we have more freedom. Something like, "Which texture do you prefer for this piece of underwear?" Those are the kinds of things where we can make the decision ourselves and then let them know.
Can You Still Release a Game Like POSTAL 2 Today?
VGTimes: POSTAL has always been a pretty violent and provocative series. The industry has changed over the last two decades. Is it harder to release a game like this today? Do you have to worry about bans or restrictions in certain countries?
Tom Raudys: I wouldn't necessarily say that it's harder. Of course, there are things we have to deal with when coming to new platforms and markets, including places like Germany.
But I think both existing fans and modern audiences will like this version.
There are also things that seemed extremely violent 20 years ago that would now be considered pretty standard in video games. And that's okay. In some ways, it simply makes the game accessible to many more people.
NPCs Will Be Smarter and Remember What You Do
VGTimes: You've modernized not only the graphics and gameplay, but the NPCs as well. How much smarter are NPCs now?
Tom Raudys: This is one of the reasons we moved to Unity, because it allowed us to really spice things up.
One of the things we have is persistence as well, in both environments and NPCs. I think we'll have a bit more details on that later.
But NPCs will really remember what you're doing. So you'd go into a room, mess it up, and then the next day you come back. It won't just reset like you were never there. No, that's something we've fundamentally changed.
The Most Important Question
VGTimes: Can you still use the cat as an attachment for your weapon?
Tom Raudys: If that's not in the game, we're doing something wrong. So yes, absolutely.
Bringing POSTAL to a New Generation
VGTimes: How do you expect a new generation of players to react to POSTAL 2 Redux?
Tom Raudys: I think I first played POSTAL when I was around 12 years old.
I remember how incredible it felt to eventually meet the people behind the series. It was amazing.
I really hope the new generation gets to have that kind of experience too.
POSTAL 2 Redux Pre-Alpha Footage
During our meeting, Tom Raudys also showed us footage from an in-development build of POSTAL 2 Redux. He stressed that the footage came from a pre-alpha version and did not represent the final quality of the game.
Tom Raudys: We have some pre-alpha footage running here.
It's a combination of assets we're upgrading, improvements to the lighting systems and other things we're still working on. This isn't final.
We're working very hard to make it look even better, but I think this footage already shows some of the direction we're going in.
Who Is Making POSTAL 2 Redux?
Several teams are involved in POSTAL 2 Redux. According to Tom Raudys, Team Beef is directly involved in development, while Running With Scissors and Vince Desi remain closely involved in discussions surrounding major mechanics and design decisions.
The teams regularly meet to discuss important elements of the project, while the POSTAL 2 Redux developers retain some freedom when handling smaller details.
POSTAL 2 Redux aims to preserve the familiar foundation of the original while upgrading its visuals, lighting, artificial intelligence and several gameplay systems. The team also intends to support mods, although Tom Raudys cannot yet guarantee that mod support will be available on launch day.
What do you think about the Redux update for POSTAL 2?
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VGTimes has been operating since 2011 and over that time has attended dozens of exhibitions and festivals, where our journalists have gathered a wealth of exclusive material. For example, in 2019 we attended a closed showing of Cyberpunk 2077 at gamescom, in 2017 we prepared a photo report from WG Fest, in 2020 we were at the largest gaming event in Central Asia — CAGS, and we have visited IgroMir several times, where we met Hideo Kojima and other famous developers. In 2024 we traveled to the Land of the Rising Sun for TGS 2024, where we were amazed by the scale of the Tokyo event. In 2025 we witnessed one of Asia's premier gaming exhibitions — ChinaJoy in Shanghai. We also made it to the Thai edition of gamescom 2025 in Bangkok, and at the start of this year attended CES 2026 in Las Vegas and later Computex 2026 in Taipei.
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