VGChartz's Evan Norris: "Going into Deliver At All Costs, you would understandably assume it was mostly about driving, destruction, and Grand Theft Auto-esque high jinks. And for its opening hours — its best hours — it is. But the game quietly and gradually moves away from open-world mayhem toward a more focused, intimate narrative adventure, gaining emotional heft but losing some ingenuity and player freedom in the process. One wonders how Far Out Games could have sharpened both the gameplay loop and the narrative if the two weren't jockeying for position."
WTMG's Leo Faria: "Deliver At All Costs is filled with creative mission ideas, an awesome physics engine and an emphasis on an above-average story, but it’s also marred by technical and design issues, as well as an overall repetitive nature. Its presentation is also a mixed bag, but then again, I don’t think the game is that bad. In fact, there’s a lot to enjoy in it. It is a very unique experience, and it’s so devoid of urgency, it almost feels relaxing at times. You can’t say no to driving through entire houses, destroying them in the process, whilst listening to some good old surf rock from the 50’s."
MonsterVine: "Deliver At All Costs is a hilarious and chaotic delivery game set in a zany 1950s-inspired world full of destruction, gadgets, and offbeat charm."
Deliver At All Costs is a physics-based delivery game with chaotic missions and destructible environments, all set on a retro island.