When Deliver At All Costs first wowed players during Steam Next Fest, it seemed poised to be an explosive hit. A madcap mix of GTA, Crazy Taxi, and The Simpsons: Hit & Run, the game plunges players into outrageous courier missions across a destructible 1950s small-town America. But while its wild premise, nostalgic aesthetic, and slapstick delivery chaos set the stage for something special, the final product is an overstuffed sandbox brimming with clashing ideas.
At first glance, Deliver At All Costs is a blast. You play as Winston Green, a former science prodigy turned delivery driver, cruising around in a bright yellow stepside truck. Early quests have you transporting a flailing marlin, drifting through farmland with helium-filled statues, and dodging birds mid-shipment. The humor lands more often than not, and the sheer absurdity of the missions makes for a great two-hour demo experience. But unfortunately, that’s where the consistency ends.
What unfolds next is a confusing collision of gameplay styles and tone. The game clearly wants to be two things at once: a chaotic open-world arcade driving game and a heartfelt narrative journey. The problem is, it doesn’t fully commit to either. The result is a title that, while filled with personality, feels like it's constantly at odds with itself.
Voice acting and dialogue add another layer of dissonance. While the main cast fares reasonably well, side characters often fall flat, with wooden deliveries and occasionally baffling subtitle errors—such as “pouch” being mistaken for “poach.” The writing, meant to lean quirky, often comes off as filler or even AI-generated.
The sandbox mechanics themselves are simple and shallow. NPCs repeat the same lines like a broken record, and while secret vehicles like ice cream trucks are fun to discover, they often lead nowhere. Hitting NPCs causes chase mechanics to kick in—until they simply give up or fall off your car. Police presence is similarly toothless: cause too much mayhem, and you can hop in a dumpster to reset the chaos without consequence.
Despite this, the game’s world is visually enchanting. The 1950s Americana aesthetic is lovingly crafted with a pastel palette, vintage storefronts, and a soundtrack of original swing and jazz that nails the vibe. It feels like a place you want to be—even if you’re not quite sure what you’re supposed to do once you’re there.
The story, meanwhile, drifts in and out of focus. Most of the first two acts avoid real narrative, only starting to come together in act three—by which time many players may have already checked out. Emotional moments and journal entries hint at deeper themes, but the game struggles to land them effectively. A sudden sci-fi twist toward the end, including a mysterious sweet fox from Winston’s past, feels unearned and poorly integrated.
Ultimately, Deliver At All Costs is a game brimming with potential that loses itself in trying to do too much. It delivers some laugh-out-loud moments, a beautiful setting, and chaotic driving thrills. But it also underdelivers on story, systems, and coherence. In trying to merge two wildly different ideas—an arcade driving game and an emotional story-driven experience—it ends up diluting both.
Verdict: 5/10
With refinement, each half of Deliver At All Costs could have made a great standalone game. But mashed together, it’s an uneven and confusing ride through a town that deserved better directions.

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