Among the growing niche of package-delivery video games, Deliver At All Costs is less about meticulous logistics and more about joyful chaos. Rather than carefully balancing loads and plotting routes like in more serious entries of the genre, this game throws all sense of realism out the window. You’re tossed into the driver’s seat of a bouncy pickup truck and told to get your cargo from point A to B—by any means necessary. That might include barreling through buildings, mowing down fences, and occasionally launching pedestrians into the stratosphere. It’s wildly entertaining at first, like an unhinged rollercoaster of mayhem, but the high-speed fun eventually loses steam as the narrative fumbles and the gameplay fails to evolve.

You play as Winston Green, a new recruit at the We Deliver company. He’s an affable protagonist with a murky past, but any investment in his story quickly becomes a struggle. What begins as a quirky workplace comedy abruptly shifts gears into bizarre corporate drama and then barrels headfirst into science fiction territory—yes, complete with time travel. It’s a tonal mess. The writing tries to be clever and mysterious, but the whole narrative feels hastily assembled, like a secondhand IKEA bookshelf missing key pieces. Interesting ideas are present, but they never come together in a satisfying way.

The real draw, and the most consistently enjoyable part of the game, is its world’s destructibility. Viewed from one of two top-down perspectives, everything you see is ripe for smashing. Houses, cars, lampposts, tennis courts—you name it, you can drive through it. It’s a little weightless, more like driving through papier-mâché than concrete, but there’s no denying the thrill of plowing a truck through a grocery store aisle without slowing down. The only real reason to ever ease off the gas is to protect fragile cargo or to avoid being jarringly transitioned into the next section of the map via one of the game’s many abrupt loading screens.

The core gameplay loop spans around 20 main missions, and they’re delightfully destructive—at least at first. The absurdity of each delivery scenario brings an unpredictable charm. One moment you’re soaring above rooftops thanks to a bundle of helium balloons tied to your truck; the next, you’re dodging an ever-growing trail of flames caused by a leaking napalm tank. There’s even a mission involving a mayor’s statue and some very targeted seagull bombings. These missions stand out for their creativity and comedy, though not all deliveries are as inspired. Some lean too heavily on the chaos without offering anything new, and others rely on simplistic objectives that feel tacked on.

The game begins to lose its momentum in its second half, mostly due to the lack of meaningful challenge or consequence. Mistakes are nearly irrelevant—flip your vehicle and it rights itself, blow a tire and it’s instantly patched up, attract police attention and you can vanish by hopping in a dumpster. Even delivering a nuclear warhead lacks the urgency you’d expect. There’s no ticking clock or intense pursuit. You’re free to leisurely cruise across town with one of the most dangerous items imaginable, which sucks the tension out of what should be a thrilling sequence. It’s hard to feel invested when the stakes are nonexistent.

Off the beaten path, the game offers some side content, but it rarely justifies straying from the main delivery jobs. Ten side missions are sprinkled throughout the open-world map, yet most are uninspired filler. A basic race here, a search for a missing person there—it’s all been done before, and better. One notable exception involves driving a demonic sports car that seems lifted straight from a horror movie, providing a brief flash of the personality the rest of the side content sorely lacks.

The promise of unlockable vehicles is also disappointing. Though the map clearly marks their locations, discovering them feels more like running errands than unearthing hidden treasures. They can’t be stored or used in regular missions, and they all handle similarly. It’s a missed opportunity that makes these vehicles feel like background props rather than rewards worth chasing. Similarly underwhelming are the upgrades for your main truck, which seem ripe for sandbox experimentation but are mostly locked behind specific missions. The crane and winch appear in only a few moments and can’t be freely used outside those contexts. Even quirky features like the horn that shatters windows or a catapult that hurls cargo are frustratingly restricted, limiting player creativity and spontaneity.

For a game that clearly takes cues from titles like Goat Simulator and Just Cause, Deliver At All Costs never fully embraces its potential for open-ended chaos. It introduces several fun tools but rarely lets you play with them beyond scripted moments. That lack of freedom is one of the game’s biggest letdowns.

Verdict
At its peak, Deliver At All Costs is a hilarious ride through absurdity, with some genuinely creative and entertaining missions. But for every moment of brilliance, there’s another weighed down by repetitive design, missed opportunities, or weak storytelling. While the destructible environments and slapstick scenarios make for a fun first impression, the novelty doesn’t last. Once the excitement fades, what’s left is a vibrant but hollow world where you’re rarely given the freedom to fully enjoy the madness. It’s a delivery that starts strong but ends up feeling half-empty.