Deliver At All Costs
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: 544 minutes
Really enjoy playing this game while follow the story, really recommend this game to all of you!
👍 : 3 | 😃 : 0
Positive
Playtime: 143 minutes
It's not a bad game in terms of bugs or issues in my experience. However, it I just don't care enough to complete it. I feel like I would have loved it 20 years ago. A solid *meh* from me.
👍 : 0 | 😃 : 0
Negative
Playtime: 3041 minutes
This game has lots of activity to do in a way it has a vibe of playing The Sims game but RPG with elements of GTA, due to the graphic looking like a Simish art style. You'll understand what I mean if you give this title a try. Rating this: 9.4/10 & 4/5
👍 : 5 | 😃 : 1
Positive
Playtime: 695 minutes
The story of this game is great, a little cheesy when you first start but once you get into it, its amazing. Looking forward to "Deliver At All Costs 2."
👍 : 3 | 😃 : 0
Positive
Playtime: 958 minutes
What a great game! Reminds me of the original GTA. Lot less violence and fun for the family. I did have a few moments of frustration with a chapter and avoiding obstacles but it was due to lack of controller. I recommend trying the ASWD setup on a keyboard for the nostalgia.
👍 : 3 | 😃 : 0
Positive
Playtime: 88 minutes
It's... okay? Not bad, but not great. The happy-go-lucky tone gets tiring after awhile, and the map is mainly just NPC quests pickup and hidden loot. The driving itself is fine but most cars behaves similarly. But the most frustrating thing is the traffic. All the slow and bulky cars on the road means whatever delivery or race you are trying to do, there's always something in your way. The map itself is already pretty cluttered, and the added traffic is not helping at all. It seems like a GTA-lite, with decent writing and NPCs... but the gameplay itself gets samey real fast.
👍 : 0 | 😃 : 0
Negative
Playtime: 58 minutes
I have not laughed so hard while playing a game in such a long time. It had a GTA 1&2 feel to it. Graphics 10 out of 10. Fun level is off the charts. It may not be for everyone, but it’s definitely a well made game. Made by an indie company and published by Konami. Very impressed with this game.
👍 : 7 | 😃 : 0
Positive
Playtime: 803 minutes
[b]TL;DR[/b] First 2 hours: interesting with rather creative game play mechanics mixed with humor. Rest of game: slog-fest with frustrating camera controls. Not my cup of tea, to say the least. Context: I bought the game hoping for some laughs with goofy driving shenanigans since the demo showcased humor at the forefront. I did not buy the game for any sort of 'skill' oriented challenge. The following is just my brief OPINION and experience. Specific game sections or mentions are spoilered. Controls were easy enough to adjust to. (I play with an Xbox One controller.) That side of the frustration was mostly my skill issue of not being coordinated enough to remember left and right when the truck is at a different orientation. I'm basing the rest of my complaints without that in consideration. I had several good laughs with some of the missions but then there would be some snags that made the game frustrating to get through. Being as brief as possible- [spoiler]I heard some complain about the Volcano- The volcano mission wasn't THAT bad for me but the level was a bit confusing to navigate. I like the game's directional arrows on the roads but I'm the idiot who prefers the mini-map. But the "set fire to the falling crates full of flyers" mission and the UFO cow mission were annoyingly bugged. Things not spawning like they should, falling boxes disappearing as they touch your truck (even if you don't have a full stack in your truckbed), lasers appearing from across the map to murder you... so on so forth. I almost quit the game completely after them.[/spoiler] I got so bored in general that I just stopped collecting side mission stuff in the hopes the game would end sooner or I'd find some sort of interesting thing to admire. I had already passed the 2 hour mark so I couldn't get my money back via steam might as well salvage what I can, right? Some 'chase' scenes basically require you to die over and over again to 'learn' the correct path. Which makes it even MORE frustrating since you only have TWO camera angles to work with. [spoiler]I stopped playing at the chase scene where Gordon is in the semi running you down in the sewer. Apparently the only thing that would help you in that section is a missable "time stop" item? [/spoiler] Normally, I'd be able to push myself to finish the game but it just didn't feel WORTH it to me. Even yapping here in the review feels like a waste of time. It's disappointing. The demo was great.
👍 : 3 | 😃 : 0
Negative
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]
👍 : 10 | 😃 : 0
Negative
Playtime: 724 minutes
Fun for the first hour or so, but it gets repetitive. The number of hours spent in a game is not solely the reason for why it is a good/enjoyable game, but having 100% this game in 12 hours, I'd say it was a very mid experience. Full price is not worth, get on sale if you truly want to play this game.
👍 : 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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