Delivery & Beyond artworkFree to play90%Very Positive

Delivery & Beyond Heist Deliveries Gone Sideways

Grab your friends, wreck the place for parts, and get the package there however you can.

Is Delivery & Beyond worth it?

Delivery & Beyond is worth it if…

  • you want a co-op game where the plan falls apart in the funniest possible way
  • you like physics mayhem and turning office furniture into a vehicle
  • you enjoy fast runs with permadeath, where one bad jump can cost everything
  • you prefer active, scrappy chaos over slow horror tension
  • you want a game you can mod and tinker with in the Workshop

Screenshots

Prop surfing: the elevator is for cowards

Bridges are slow. Ladders are worse. So the game gives you PhysTech, a system that turns any random piece of junk into a high-speed launch vehicle. File cabinets, barrels, office chairs: if you can stand on it, you can ride it straight across a chasm.

Picture it: you hop onto a wheeled office chair, pick up speed down a slope, and launch off the edge with a barrel under your feet, hoping the physics land on your side for once. Sometimes they do. Sometimes you and the chair part ways mid-air, and that is funny too.

The whole game runs on wobbly physics like this, so plans fall apart constantly and the mess is the point. Grab the next piece of junk and try again.

Scrap first, deliver later, ask never

The job is simple and completely unhinged. Anything that isn't nailed down is raw material: tables, chairs, electronics, whatever junk the randomly generated maps throw at you. Smash it, grab it, haul it back.

Then the Delivery Maker 3000 takes over. Throw scrap in one end, pull out a delivery from the other. It doesn't ask questions, and neither does your employer. Pay off your debt run by run, or don't, and find out how much the company loves failure.

With five procedurally generated maps and permadeath, every run plays out differently. One wrong jump can cost the whole haul, so a run can end with all your scrap lost in a pit you were sure you could clear. The next contract is one click away.

Bring friends, lose friends

This is a game built for a lobby. Up to five players can run a delivery together, and if your friend group is truly ambitious, the game allows up to fifteen, which is less a heist crew and more a natural disaster with a quota.

Cooperation here means something looser than usual: one friend scraps a table while another surfs a barrel over the edge and a third throws the loot into the machine. The physics make sure nobody's plan survives contact with the map, and the comedy comes from watching it all wobble sideways together.

Sessions are short and rounds restart fast, so a lost run turns into an argument about whose jump it was, and then into one more go.

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