Compare Delivery INC prices across 50+ stores and find the best deal. Developed by DIGIFOX. Published by Games Operators. Released on 7/27/2023. Available on PC, Mac. Genres: Casual, Simulation, Strategy.

A lightweight dispatch sim that gets the core routing puzzle right but runs out of meaningful decisions faster than its customer patience timers run out.

I went into Delivery INC expecting a stripped-down cousin to Transport INC, and that is more or less exactly what it is - for better and worse. You are managing a fleet of drivers across a real-world city map (the game pulls actual road data, so Tokyo feels like Tokyo, at least in terms of road layout), simultaneously juggling passengers, parcels, and food orders. The core loop asks a genuinely interesting question every few seconds: which driver do you reroute, which delivery do you chain, and which impatient customer do you sacrifice to save a higher-rated order? For the first couple of hours, that is a satisfying puzzle. The driver and vehicle systems add a thin but functional layer of management. Each driver carries personality traits that nudge their performance up or down, and each vehicle has specific capacity trade-offs - you cannot throw a large sofa into a sedan, and the Large Cargo DLC pushes that constraint further. A customer reputation mechanic ties it all together: negative reviews erode your company rating, which cuts incoming orders, which snowballs into a cash crunch. That feedback loop is the closest the game gets to a proper strategy layer, and it works. Random event pop-ups - a driver calling for advice mid-shift - add occasional decision nodes that break up the point-and-click rhythm. The co-op mode is a genuine differentiator: each player commands a separate fleet but shares a company budget, which forces coordination and creates natural moments of blame-assignment when someone blows the profit margin. Here is where a spreadsheet-minded player will start fidgeting. The progression system is shallow. Skill and smart routing do not directly unlock better vehicles or upgrades in any dynamic way - you grind campaign stars and the market occasionally surfaces new options. Critics in the community have noted that playing well does not feel like it earns you anything meaningful beyond the next tier unlocking on schedule. The sandbox mode compounds this: you cannot set a starting budget, vehicle availability feels random, and the mode exhausts its novelty faster than a campaign run does. The UI is small with no scaling option, which becomes genuinely punishing when you need to read a customer's special requirement during a busy shift. Stability complaints also surface regularly in community threads, including hard freezes on certain maps. For pure strategy depth, Delivery INC sits firmly below titles like Mini Metro or even Overcrooked 2 in terms of systemic richness. What it offers instead is a low-barrier entry point: the real-world map hook is a nice novelty, the co-op works well for a session or two with a friend, and the campaign at roughly eight hours gives casual players a complete arc without overwhelming them. If you have already played Transport INC or the 911/112 Operator series from the same publisher, you will recognize the engine immediately - and that familiarity cuts both ways. New players in the tycoon-lite space will get more mileage here than veterans expecting a leap forward. Diego, Scout Team

Delivery INC
CasualSimulationStrategy

Delivery INC

Jul 27, 2023DIGIFOXGames Operators
GamerScout Says

A lightweight dispatch sim that gets the core routing puzzle right but runs out of meaningful decisions faster than its customer patience timers run out.

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Screenshots & Media

Screenshot

About Delivery INC

I went into Delivery INC expecting a stripped-down cousin to Transport INC, and that is more or less exactly what it is - for better and worse. You are managing a fleet of drivers across a real-world city map (the game pulls actual road data, so Tokyo feels like Tokyo, at least in terms of road layout), simultaneously juggling passengers, parcels, and food orders. The core loop asks a genuinely interesting question every few seconds: which driver do you reroute, which delivery do you chain, and which impatient customer do you sacrifice to save a higher-rated order? For the first couple of hours, that is a satisfying puzzle. The driver and vehicle systems add a thin but functional layer of management. Each driver carries personality traits that nudge their performance up or down, and each vehicle has specific capacity trade-offs - you cannot throw a large sofa into a sedan, and the Large Cargo DLC pushes that constraint further. A customer reputation mechanic ties it all together: negative reviews erode your company rating, which cuts incoming orders, which snowballs into a cash crunch. That feedback loop is the closest the game gets to a proper strategy layer, and it works. Random event pop-ups - a driver calling for advice mid-shift - add occasional decision nodes that break up the point-and-click rhythm. The co-op mode is a genuine differentiator: each player commands a separate fleet but shares a company budget, which forces coordination and creates natural moments of blame-assignment when someone blows the profit margin. Here is where a spreadsheet-minded player will start fidgeting. The progression system is shallow. Skill and smart routing do not directly unlock better vehicles or upgrades in any dynamic way - you grind campaign stars and the market occasionally surfaces new options. Critics in the community have noted that playing well does not feel like it earns you anything meaningful beyond the next tier unlocking on schedule. The sandbox mode compounds this: you cannot set a starting budget, vehicle availability feels random, and the mode exhausts its novelty faster than a campaign run does. The UI is small with no scaling option, which becomes genuinely punishing when you need to read a customer's special requirement during a busy shift. Stability complaints also surface regularly in community threads, including hard freezes on certain maps. For pure strategy depth, Delivery INC sits firmly below titles like Mini Metro or even Overcrooked 2 in terms of systemic richness. What it offers instead is a low-barrier entry point: the real-world map hook is a nice novelty, the co-op works well for a session or two with a friend, and the campaign at roughly eight hours gives casual players a complete arc without overwhelming them. If you have already played Transport INC or the 911/112 Operator series from the same publisher, you will recognize the engine immediately - and that familiarity cuts both ways. New players in the tycoon-lite space will get more mileage here than veterans expecting a leap forward. Diego, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementscloud-savestier:sub-5Driver TraitsReal-World MapsShared-Economy Co-opReputation ManagementDispatch PuzzleFleet BuildingRandom EventsCampaign Mode

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7
Memory
6 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Graphics
NVIDIA GeForce GT 650
Processor
2 Ghz

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Graphics
NVIDIA GeForce GTX 1050
Processor
2.6 Ghz, multi-core

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Game Info

Developer
DIGIFOX
Publisher
Games Operators
Release Date
Jul 27, 2023

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Price History

2026-06-082.19(lowest)

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What platforms is Delivery INC available on?

Delivery INC is available on PC, Mac.

When was Delivery INC released?

Delivery INC was released on 27 July 2023.

Who developed Delivery INC?

Delivery INC was developed by DIGIFOX and published by Games Operators.