
POSTAL: Brain Damaged is a new, action-oriented take on the Running With Scissors’ cult game series with throwback graphics, and fast-paced, modern gameplay. Take a wild roller coaster ride through the twisted wonderland encased in the POSTAL DUDE’S messed-up mind.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 323.8/day in the week to Jul 16 → 7.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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, Nintendo 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 | 11.2Kreviews | 95% | — | $4.1M |
| $19.99 | 822ratings | 92% | — | 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 921 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
arada sırada cinsel şeyler geliyo azıyom ama oyun çok güzel
Until RWS fixes this game's framerate on PCs with 8gb of ram, I can't recommend it even if it's the greatest game of all time. I like this game, a lot. But older PCs struggle with modern Postal games for some reason.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Hungarian*languages with full audio support
| $19.99 |
| 91ratings |
| 84% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 921 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Es como si a un fan de doom le gustase mear en cadáveres y fumar crack mientras dispara a transeuntes sin ningun tipo de consecuencia con flechipollas, y yo soy ese fan de doom
I went into Postal Brain Damaged with fairly high expectations because of how often it gets praised, especially compared to other entries in the series, and after committing to a full completion run, unlocking everything and pushing through all of its content, I came away feeling underwhelmed more than anything else, not because the game is broken or poorly made, but because it feels limited, repetitive, and ultimately less engaging the longer you spend with it, which becomes very clear when you aim for 100 percent completion instead of just playing through it once, and that distinction matters, because on a first playthrough the fast pace and tight shooting can carry the experience, but over time those strengths stop being enough to hide the lack of depth in its design, and one of the biggest issues I noticed early on is how narrow the gameplay loop is, since most levels follow the same pattern of moving forward, clearing rooms, and repeating that process with very little variation in objectives or structure, and while the combat is responsive and the weapons feel solid, there is only so much satisfaction you can get from doing the same thing over and over without meaningful changes in how you approach each encounter, and that repetition becomes more obvious the deeper you go, especially when you are trying to complete every challenge and unlock every upgrade, because instead of discovering new mechanics or interesting scenarios, you are mostly refining the same actions in slightly different environments, and those environments, while visually distinct at a glance, often lack the interactivity or complexity needed to keep them interesting over long sessions, and I found that many levels blend together after a while, not because they look identical, but because they play in such a similar way that they fail to leave a strong impression, and that is a problem for a game that relies heavily on momentum and engagement to keep players invested, and another issue is the progression system, which initially seems rewarding but quickly loses its impact, because upgrades tend to offer incremental improvements rather than meaningful changes to how you play, and as a result, unlocking them does not significantly alter your strategy or open up new possibilities, it just makes you slightly more efficient at what you were already doing, and that lack of transformation makes the grind for 100 percent completion feel less satisfying than it should, because you are putting in the effort without seeing a strong payoff in terms of gameplay variety, and I also noticed that the challenge design leans heavily on increasing difficulty through enemy numbers and damage output rather than introducing new mechanics or smarter enemy behavior, and while this can create intense moments, it also leads to situations where success depends more on memorization and reaction speed than on creative problem solving, and that can make repeated attempts feel tedious rather than rewarding, especially when you are replaying sections to complete specific objectives, and the checkpoint system, while functional, does not always support this kind of repetition well, because it can place you in situations where you have to redo sections that you have already mastered just to get another chance at a specific challenge, and over time that adds friction to the completion process, and I found myself losing motivation during certain segments because the path to progress felt more like a routine than an engaging task, and the humor, which is a defining element of the Postal series, also feels less effective here, not because it is completely absent, but because it takes a back seat to the action, and when it does appear, it often feels less sharp or less memorable than in other entries, and that shift in tone might work for players who prefer a more action focused experience, but for me it made the game feel less distinct within the series, and more like a standard shooter with a Postal skin rather than a fully realized entry with its own identity, and I also think the game’s structure works against it in the long run, because while the level based design allows for quick sessions and clear progression, it also limits the sense of exploration and player choice that can make a completion run more engaging, since you are always moving forward along a defined path with little room to experiment or approach situations differently, and that lack of flexibility reduces replay value, which is important when you are trying to justify the time investment required for full completion, and even though the core mechanics are polished, they do not evolve enough over the course of the game to maintain long term interest, and that is where the experience starts to feel flat, because you reach a point where you have seen everything the game has to offer, and from there it becomes a matter of execution rather than discovery, and that shift makes the remaining content feel less exciting, especially when you are pushing through the final stretch, and by the time I finished everything, I felt more relieved than satisfied, which is not what you want from a completionist run, and while I can understand why some players rate it highly, especially if they value tight controls and fast paced combat above all else, I think those strengths have been overstated to the point where they overshadow the game’s limitations, and when you look at the full experience, not just the highlights, it becomes clear that it does not offer as much depth or variety as its reputation suggests, and that is why I would describe it as mid overall, because it sits in the middle ground where it is clearly competent and occasionally fun, but not strong enough to stand out or justify the level of praise it often receives, and it does not fail in a dramatic way, but it also does not excel in a way that leaves a lasting impression, and for a game that is often recommended so strongly, that gap between expectation and reality becomes more noticeable, especially during a full completion run where every weakness has time to surface, and I also think that the focus on constant action comes at the expense of pacing, because there are very few moments where the game slows down or gives you space to reset, and while that might sound like a positive on paper, it actually makes the experience feel more exhausting over time, since there is little contrast between intense and quiet moments, and that lack of balance reduces the overall impact of the action, because it never has a chance to build or release tension in a meaningful way, and instead it stays at a similar level throughout, which can make long sessions feel draining rather than exciting, and in terms of value, the game is not a bad purchase if you enjoy straightforward shooters and want something you can pick up and play in short bursts, but if you are looking for a deeper experience or planning to complete everything it offers, you should go in with realistic expectations, because the strengths that stand out early do not necessarily carry through the entire experience, and the repetition, limited progression, and lack of variety become more apparent the longer you play, and while it is not a bad game, it is also not the standout entry that it is often made out to be, and after spending the time to fully complete it, I can say that it is competent, occasionally enjoyable, but ultimately overrated, and that is the main takeaway, because it does enough to be considered decent, but not enough to justify the level of praise it consistently receives.
Just buy ultra kill
Пахне барбекю і тихим екзистенційним жахом у повітрі
painkiller oyunlarının biraz daha uçmalı kaçmalı versiyonu ama mizahını seviyorum oyunun
Doom Eternal + piss mechanic + what the hell is going on = peak gaming
It lacks story and humour of the second game of the series. It`s just uly shooter without iconic dialoges and with mostly random and flat enemies to shoot
Типичный день в Саратове (как житель Саратова подтверждаю)
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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Related
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|---|---|---|---|---|
| $4.1M | 7.9K | 97% | $14.99 | |
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| $4.1M | 4.1K | 92% | $29.99 | |
| $4.1M | 8.9K | 97% | $19.99 | |
| $4.1M | 10.1K | 76% | $24.99 |