
Deliver At All Costs is a single-player delivery game set in the late 1950s on the fictional island of St. Monique. Developed by Studio Far Out and published by Konami, it follows Winston Green, an out-of-work engineer who takes a job at a local courier service. That job quickly turns chaotic, throwing Winston into increasingly absurd missions across a city that seems peaceful at first glance.
At its core, the game focuses on delivering cargo through unpredictable conditions, using exaggerated physics and destructible environments to create a messy but entertaining ride. While some parts of the game feel more polished than others, Deliver At All Costs keeps its focus on humour, mayhem, and the simple goal of getting the job done, no matter how strange things get.
Signed, Sealed, Delivered
The story in Deliver At All Costs centres around Winston Green, an engineering graduate with no job, living in a run-down motel on the outskirts of St. Monique. He joins a delivery company called We Deliver after responding to a local ad. The company is far from trustworthy, taking on odd jobs like repainting spoiled fruit or towing dangerous cargo. Still, Winston takes the work, hoping it will lead to something more stable.
The narrative plays out across three acts, starting off with a light tone before shifting into more serious territory. By the second act, the story explores themes of corporate overreach, including a mining operation tied to local earthquakes. Tonal shifts become more noticeable as the story progresses, blending oddball missions with unexpected turns in the plot. While some character appearances feel sudden, the overall arc keeps things moving with enough intrigue to hold your attention.
For me, the story worked best when it leaned into the weirdness. One moment I was delivering a box of fireworks that kept exploding mid-drive. The next, the game was dropping hints about a conspiracy involving mining rights and volcanic tremors. It made the world feel unpredictable, even if the pacing was uneven. The serious parts didn’t always work, but they gave the deliveries a purpose I didn’t expect.
Chaos in the Cargo Bed
Deliver At All Costs is built around physics-driven delivery missions, viewed from a top-down isometric perspective. You’ll spend most of your time behind the wheel of a truck, navigating tight streets, dodging hazards, and trying not to lose whatever bizarre cargo you’ve been assigned. The campaign is structured across three acts, with most missions launched from your vehicle’s radio. Each mission has a clear objective, and while the map isn’t fully open, the world is large and broken into zones with short load times between them.
Missions range from simple deliveries to chaotic tasks like hauling oversized marlins, repainted watermelons, or malfunctioning balloon machines that send your truck floating through the air. Many missions include moving objects that react to every bump or turn, so driving carefully becomes part of the challenge. There’s also a selection of optional side missions that reward you with money, blueprints, or upgrades for your truck, including cranes, winches, and power-ups like a time-slowing device.
Physics are the real focus. Most of the world is destructible, and driving through fences, trees, or buildings is not only possible but often encouraged. Hitting too much, though, can trigger limited consequences like angry pedestrians or a lone police car chasing you down. Despite that, there’s no combat or real punishment. Missions rely more on precision driving, planning routes, and occasionally accepting that things will go wrong.
During one delivery, I was dodging falling volcanic rocks with a truck full of crates. I barely finished with two left, and I still don’t know how they stayed in the truck. It wasn’t about perfect driving. It was about managing the chaos just enough to get through. That sense of controlled messiness made each mission feel unpredictable in a good way.
Retro Roads and Rough Edges
Deliver At All Costs leans into a 1950s aesthetic, with bright colours, compact architecture, and a cartoon-like feel across the island of St. Monique. Environments are filled with small details that stand out more when you’re crashing through them. Most of the world is destructible, and when buildings fall apart, you can see individual pieces fly across the screen.
The isometric perspective gives the game some personality, but it also causes a few small issues. Buildings and scenery can block your view of the road during tight turns or steep hills. The game isn’t trying to be a serious driving sim, but the camera angle can still get in the way sometimes.
On foot, movement and animations feel stiff. Jumping on scaffolding or trying to land on small platforms doesn’t always feel accurate. Cutscenes are stylized, but mouth animations look dated, with character models moving like older polygon-based games. Dialogues can’t be skipped line by line, only as full scenes, which makes repeat viewings feel longer than they should.
The soundtrack is one of the strongest parts of the presentation. Each area has its own music, from upbeat rock to jazz and country, giving every part of the island its own vibe. Even though there’s only one track per zone, the music is distinct enough that it doesn’t wear out too quickly. Voice acting is solid and helps sell the game’s mix of strange situations and grounded delivery work.
Making a Mess and Loving It
Deliver At All Costs is a chaotic delivery game that finds fun in unpredictability. Whether you’re dodging debris, floating on balloons, or watching fruit bounce out of your truck, there’s always something unexpected waiting around the next turn. The missions are creative, the destruction is satisfying, and the world of St. Monique has enough personality to carry the experience.
Some parts of the game feel less polished, especially the camera angles, character animations, and platforming sections. The lack of local or online multiplayer is a bit disappointing, especially given how much of the gameplay feels like it would be perfect for a shared laugh. Still, what’s here works well.
For me, this was one of those games where the messiness was part of the charm. I didn’t always know how a mission would go, but I usually ended up smiling by the end of it. If you’re looking for something that doesn’t take itself too seriously but still offers plenty to do, Deliver At All Costs is easy to recommend.
Deliver At All Costs

Summary
Deliver At All Costs is a physics-driven delivery game packed with wild missions, destructible environments, and a strong sense of chaos. Its 1950s island setting and unpredictable cargo create plenty of memorable moments, even if camera issues and rough platforming hold it back. While the lack of multiplayer is a missed opportunity, the single-player campaign offers creative variety and consistent laughs. It’s an easy recommendation if you enjoy messy, mission-based games that don’t take themselves too seriously.
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