Deliver At All Costs Review: A Delivery Game That Should Have Been Returned to Sender

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Deliver At All Costs wants to be chaotic, quirky, and stylish. It wants to channel the wild energy of 1950s pulp, throw you into the driver’s seat of a barely-functional delivery vehicle, and let you wreak physics-based havoc across a retro-futurist city. Unfortunately, wanting to be fun and actually being fun are not the same thing. Despite its bold aesthetic and flashes of personality, this game rarely functions as an enjoyable experience. It is shallow, inconsistent, and, more than anything, a frustrating waste of potential.

Deliver At All Costs Review: A Delivery Game That Should Have Been Returned to Sender

You play as Winston Green, a hot-headed courier trying to survive the madness of 1959’s St. Monique, a fictional city bursting with pastel cars, neon signs, and a vaguely Cold War air of paranoia. The premise is promising: dash through exploding buildings, dodge rival couriers, deliver packages while avoiding traffic, and try to uncover a conspiracy hidden behind your increasingly dangerous assignments. If that sounds like a lot, that is because it is. The game is crammed with tone and ideas, but it fails to develop any of them in a satisfying way.

First and foremost, the core gameplay loop does not hold up. Driving is clunky. Collisions feel floaty or inconsistent. Mission design often devolves into fetch quests with little variation or tension. You might be given a timer or a vague obstacle like “hostile delivery robots,” but there is rarely any challenge in the mechanics themselves. The game tries to build momentum from chaos, but there is no finesse to it. You crash into things because the controls are unreliable, not because the level design is daring.

Even the destruction, which is supposed to be a highlight, lacks impact. Yes, the game features destructible environments, but they do not feel dynamic or meaningful. Smashing through a building should feel satisfying. Here, it often feels like breaking cardboard cutouts. The physics system is more messy than fun, with debris often glitching or simply vanishing. The game cannot decide whether it wants to be a slapstick arcade experience or a gritty retro-noir. As a result, it lands somewhere in the middle, failing at both.

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Visually, Deliver At All Costs has moments of flair. The 1950s-inspired aesthetic is colorful and occasionally striking. The menus and loading screens carry a cool midcentury vibe. But that presentation quickly falls apart when you actually play. Texture pop-ins, stiff character animations, and a bland city layout turn what could have been a stylized world into something flat and forgettable. St. Monique is supposed to be a living, breathing city. Instead, it feels like a lifeless sandbox filled with set dressing and looping pedestrian chatter.

The story does not help. The game begins with an intriguing setup: rival couriers, a city on edge, and whispers of strange technology being hidden in your packages. But the plot quickly devolves into sci-fi incoherence. Dialogue is stilted. Plot twists arrive out of nowhere and vanish just as fast. Characters are introduced, teased as important, then forgotten. The tone whiplashes between pulp adventure, clumsy satire, and dry technobabble. What starts as promising worldbuilding becomes a jumble of half-developed ideas.

Mission variety is another problem. Despite a city filled with potential routes and obstacles, the game does not make use of them. Deliveries rarely change in design or structure. There are a few boss-style encounters with rival couriers, but even those feel poorly paced and mechanically dull. You are doing the same thing repeatedly, and the game never introduces enough new systems or challenges to justify its runtime.

It is also riddled with bugs. Some are small annoyances, like sound glitches or clipping. Others are more serious. Missions fail to load. NPCs vanish. Your vehicle gets stuck in geometry, forcing a restart. Even after a recent patch, these problems persist, and they compound the feeling that Deliver At All Costs was rushed out the door half-baked.

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In the end, it is not just that Deliver At All Costs fails to deliver a good game. It fails to function as a coherent or enjoyable experience. The driving is poor. The mission design is lazy. The humor is thin. And while the aesthetic shows promise, the game does nothing meaningful with it. It is the kind of project that feels like a pitch that never made it past the concept art stage.

Deliver At All Costs has style, but style alone does not make a game work. With frustrating mechanics, empty world design, and a broken sense of narrative momentum, it falls apart at every turn. There is no joy in playing it, no discovery in exploring it, and no tension in mastering it. This is a delivery you are better off refusing.

RATING: 1.0 out of 5.

Deliver At All Costs is available for PC, PlayStation 5 and Xbox Series S/X.

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  • Super Mario RPG

    Wish I could watch these movies everyone else gets to see but I'm too busy playing games 24/7. Thanks Dad for the trust fund!

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1 Response

  1. Wild Hair says:

    Yeah, I tried this game and honestly felt the same way. The controls were clunky and it just didn’t feel fun after a while. Disappointed.

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