Deliver At All Costs
Charts
63

Players in Game

154 😀     39 😒
73,69%

Rating

$29.99

Deliver At All Costs Steam Charts & Stats

Being let go should have been a blessing. Sitting behind the wheel of your old pickup truck on the way to your last day of work, you can hear the booming voice of your boss in the back of your head: ”I don’t care about excuses. Deliver at all costs!” This time, you decide to take it literally.
App ID1880610
App TypeGAME
Developers
Publishers Far Out Games
Categories Single-player, Steam Achievements, Full controller support, Captions available
Genres Action
Release DateTo be announced
Platforms Windows
Supported Languages French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, English, Korean

Deliver At All Costs
63 Players in Game
463 All-Time Peak
73,69 Rating

Steam Charts

Deliver At All Costs
63 Players in Game
463 All-Time Peak
73,69 Rating

At the moment, Deliver At All Costs has 63 players actively in-game. This is 0% lower than its all-time peak of 462.


Deliver At All Costs Player Count

Deliver At All Costs monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-06 64 -52.43%
2025-05 136 0%

Deliver At All Costs
193 Total Reviews
154 Positive Reviews
39 Negative Reviews
Mostly Positive Score

Deliver At All Costs has garnered a total of 193 reviews, with 154 positive reviews and 39 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Deliver At All Costs over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1173 minutes
Quite an enjoyable game. I enjoyed the story and the cut-scenes that went along with it. Game play is fun and the driving feels good to control. The graphics, setting, and over all theme of the game are wonderful! I would of liked to have seen more camera angles when walking and driving as sometimes I didn't get a good angle to jump on a box or drive and see obstacles in my way. There are some side quests but not as many as I would of liked to see. Though the game still gives a good amount of various content to do. Overall, great game and I enjoyed every minute of it. Can't wait for more from this studio!
👍 : 1 | 😃 : 0
Positive
Playtime: 709 minutes
Played for the fun Stayed for the plot ( a wild, twisted and unexpected plot)
👍 : 2 | 😃 : 0
Positive
Playtime: 683 minutes
lovely game, funny missions, has actual lore. A DLC perhaps?
👍 : 2 | 😃 : 0
Positive
Playtime: 605 minutes
The game is not that long, but truly fun and creative. Good music, story and humor. Really relaxing to destroy everything to reach your destination of the next quest. I like that game has three different islands you are discovering over time within the story. Each of the island maps are divided into smaller areas. Entering each of them though gets you to a short load screen to load new area. This was made to clear cache of everything you destroy while riding through the previous area. For such a small-weighted game it is a good compromise and it is not too irritating. Played on Steam Deck.
👍 : 1 | 😃 : 0
Positive
Playtime: 298 minutes
this game was buggy, boring, and uninspired.
👍 : 0 | 😃 : 0
Negative
Playtime: 280 minutes
Youre quite the driver, Winston. Cool, satisfying destruction physics, satisfying gameplay loop. Wacky storytelling of an even wackier story. Cool world to inhabit. Great humor. Most if not all the voice acting sounds like its AI and that makes for some strange pronunciations and cadence during dialog. I dont know if its all AI written, but i wouldnt be surprised. Cool art style and it runs great. Solid 170 to 240fps at 3440x1440 on a 4090. Its a silly, fun for the fun of it kind of game and I like that.
👍 : 1 | 😃 : 0
Positive
Playtime: 687 minutes
A great game that blends elements of Crazy Taxi and GTA with its own unique style and ideas. The story is a letdown, but the focus on the hilarious missions and their creative design makes it worth playing. If anyone asks for a fun PS2 game, I’ll say Deliver at All Costs
👍 : 0 | 😃 : 0
Positive
Playtime: 801 minutes
While the destruction can be fun for a few hours that is pretty much all this game has to offer. Wait for a sale if you just want to cause chaos.
👍 : 3 | 😃 : 1
Negative
Playtime: 821 minutes
Look don't take the story seriously. It's campy and a bit out there. It also tonally is sometimes at odds with the actual missions and game play. That being said I had a TON of fun with this game. It is rather nonsensical overall but I had a blast just driving around, destroying things, while searching for secrets. Some of the upgrades are also very fun - like the Wheel Spikes - which I really wish I had used during my YouTube videos because they just lay absolute waste to any vehicles around you. The mission with the Bomb or the one with the Giant Marlin are also pretty over the top ridiculous. So if you like driving around causing mayhem with honestly very little penalty for doing it you should probably check this one out. If you want a story neatly tied in to the minute to minute gameplay maybe look elsewhere. I recommend it as a just for fun experience and really enjoyed it. As always your mileage with the game may vary - Happy Gaming w/e you play.
👍 : 5 | 😃 : 0
Positive
Playtime: 502 minutes
This leans more toward "mixed feelings," and I’d argue the game’s structure is the enabler. People might not dwell on this as much, but we’re still starved for game-ass games. This could’ve been a strong step in that direction, were it to understood its own capacity and where it would situate itself. Like many, I found the game didn’t quite match what I had in my mind for it but that’s alright. The first third was quite fun until it gradually decreased and the studio should have known better. Surprisingly, I ended up more invested in the story than I anticipated. The issue, however, is one common in modern media: it tries to do too much (also telling too much) and doesn’t execute any of it particularly well. On paper, it’s strange to label a physics-based destruction game as "story-rich," yet it genuinely fits. The problem lies in how the narrative is structured. There’s a recurring mystery paired with a semi-satirical take on 1950s America, which works until the third act’s abrupt tonal shift. [SPOILER] The story essentially drops a time-travel device, stripping away much of the gravitas it had built earlier. We are taking revenge on somebody because... We are an borderline liar but there's also too much on stake? But we, the people who experience the story as it unfolds, don't know any shit about it, at all? Is Jack *whatever his surname is* even a good folk in the common sense? In a game that you can drive over people? Idk, though questions. Harald's death is never fully realized, there's a rather cheap twist with Bertha and the conflict with Donovan is not resolved, who am I to say anything when we don't have closure to any character other than -sort of- Norman. [/SPOILER] The ending feels half-baked, leaving too many questions unanswered. Worse, this could’ve been avoided with better pacing and structure. I don’t understand why any creator would go for unsatisfying, sequel-bait endings over delivering a satisfactory resolution in a self-contained piece of work. As for the gameplay, it’s fascinating that this started as a school project and that the team inked a deal to partner with Konami, of all people. The core idea is great, though I’ve often felt destruction-based games like Red Faction and Just Cause (despite it's not as much as the focus like it's here) miss the mark. That's often associated with me not getting the 'point' of those games. Here too the novelty wears off quickly, and the lack of structure actively hurts engagement though it does allow for quirky moments. That said, I never experienced a true "wow" moment that felt uniquely rewarding or unexpected. Regardless I just have that hunch that destruction games are better experienced when they are either true sandboxes without a much purpose other than challanges or they are a neat part of a game but is not the focus (e.g. Control). The game introduces police only when the plot demands it; otherwise, you’re free to mow down pedestrians (they don’t die, don’t worry) and demolish anything and everything in sight. Besides your trailer because poor guy has nowhere else to sleep. Ludonarrative dissonance isn’t new, and I’d overlook it if the gameplay were fun enough to justify it but it really isn’t. At least not that much. Yes, it’s impressive that 95% of the world is destructible, but why would I want to destroy it? The game touts varied destruction angles, but the felt experience doesn’t meaningfully change, it’s just… angles. The ideas are just mere ideas after all. When experienced, they might get reduced. There’s a lack of objectives or dynamic events to encourage exploration or experimentation. A classic "3-star" mission rating system (based on completion time, retries, etc.) might’ve helped, though it wouldn’t have drastically altered my overall verdict. The driving is intentionally wacky, with loose handling which fits the tone. Some missions, like delivering watermelons without dropping too many or transporting a nuke that annihilates the town if you bump into anything (which is quite a juxtaposition to the game itself), play to this strength. But others, like the UFO photo hunt or toy car missions, feel out of place and tedious. The nuke mission, for instance, took me 30+ tries due to awkward camera angles and traffic, turning it into almost a rage bait. Luckily the developers were too generous with the checkpoints although it removes a portion of the tension I cannot think otherwise, it would have been a complete annoyance to go through. The world looks beautiful, though its sections are tiny, loading times are fast nowadays, but frequent transitions still disrupt the flow. I wish it were a full open world, but the developers likely had reasons for their approach. I don't like the whole idea of having 250 cash crates scattered around the world so you can collect them and unlock upgrades either. It's probably the most aggravating way to unlock stuff that could potentially alter your gameplay experience for the better. I saw some people complaining there are no waypoints which is exactly not true. You do a lot of pathfinding in this game and there are no fast travel points, you'll be going from your bed to work after each and (almost?) every mission. You'll eventually memorize and get familiar with the town although it does indeed waypoints and it shows you the way with ''yellow direction signs'', it's a good way to hint the player where to go without making it too distant to how the game looks and plays. Similar issues remained with other isometric games like Rustler or American Fugitive, but at least they gave players more freedom to engage with their worlds. It’s especially frustrating here because Far Out Games crafted such a dense, handcrafted, destructible world yet failed to fully leverage it in meaningful structure. ★ ★ ½ ☆ ☆ ☆ [url=https://steamcommunity.com/groups/theDeusExFox/curation] Please take a moment to check out my curator for more in-depth reviews [/url]
👍 : 16 | 😃 : 0
Negative

Deliver At All Costs Screenshots

View the gallery of screenshots from Deliver At All Costs. These images showcase key moments and graphics of the game.


Deliver At All Costs Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system

Deliver At All Costs Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system

Deliver At All Costs has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

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