Running With Scissors CEO on self-publishing, creative freedom, and surviving 30 years as an indie
Summary
Vince Desi, Founder and CEO of Running With Scissors, reflects on nearly 30 years of independence with the Postal franchise.
The studio has survived industry cycles by staying self-funded, creatively autonomous, and focused on making games they want to play.
Postal has expanded to PC, Steam, PS, and Switch - with a Postal 2 Redux VR release planned for later this year.
"We made the decision a long time ago to simply make games that we wanted to play ourselves and games that are not ordinary."
01
Origins - from barbecue firings to a franchise
Running With Scissors was founded in 1996 after Desi decided to stop making kids' games and swing for something original.
The Postal concept was inspired by the cultural phenomenon of "going postal" - exploring survival, morality, and the line between hero and villain.
The original Postal was the first game to allow killing unarmed pedestrians, include a suicide button, and set characters on fire.
It was banned in over 10 countries but built a loyal global fanbase that has grown multigenerationally.
02
Technology as a tool, creativity as the real barrier
Postal 2 was built on an early version of Unreal Engine, enabling an open sandbox with intelligent NPCs and liquid physics.
Desi draws a clear line between tool access and creative talent - tools lower barriers but do not manufacture originality.
"Just because you can go to an art supply store and buy brushes, paints, and a canvas doesn't make you an artist."
The same creative challenge that defined 2000s game dev remains the core bottleneck today, regardless of engine or AI availability.
03
Self-publishing as a strategic identity
Running With Scissors has self-published for the majority of its existence, maintaining full creative and commercial control.
Desi argues mainstream publishers like Activision or EA would never have greenlit Postal - independence was the only viable path.
Digital storefronts like Steam and Epic have been critical enablers, giving niche titles global reach without gatekeeping.
The studio's brand uniqueness - built in 1997 - remains its primary competitive moat nearly three decades later.
04
Industry realities - overcrowding, closures, and the creativity deficit
The democratization of game dev tools has created thousands of games that will never find an audience, even quality ones.
Recent layoffs and studio closures are unsurprising to Desi - the industry has long ignored that it is fundamentally creativity-driven, not technology-driven.
"The numbers are against you, not in anyone's favor. Look at movies, books, music - there's only a handful of successful titles every year."
The rise of AI-assisted development reinforces the risk: more output, less differentiation.
05
What's next - VR, Redux, and staying the course
Postal 2 Redux is planned for release later in 2025 across key platforms, including a VR version.
Desi's advice for indie developers mirrors RWS's own strategy: build what you genuinely enjoy, not what you think will be a hit.
The studio's long-term outlook is described as stronger than ever, backed by a growing and diverse Postal community.
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