Totally Reliable Delivery Service
Four drunk friends, one forklift, zero delivered packages: that's the actual promise here, and for a single chaotic evening it delivers exactly that.
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About Totally Reliable Delivery Service
My Saturday night co-op radar lit up the moment I heard 'ragdoll physics' and 'split-screen for four' in the same breath, but after spending real time with Totally Reliable Delivery Service I need to give you an honest read before you pull the trigger. The core loop is simple: pick up a package, get it from A to B without destroying it, and repeat across a set of open-world islands that range from beachside resorts to snowy mountain peaks to a downtown city block. Deliveries are graded on two axes, speed and package condition, which sounds orderly right up until your co-driver launches the forklift off a cliff and the parcel bounces into the ocean. The controls are the whole joke, and whether that joke lands depends entirely on who you have in the room. Each arm is grabbed independently via triggers, bumpers raise the corresponding limb, and getting your wobbling courier to hold a package while also steering a vehicle is genuinely, intentionally absurd. It sits in the same neighbourhood as Human: Fall Flat and Goat Simulator: intentional jank as the gameplay. Gamepad is essentially mandatory here; keyboard and mouse pushes the clunkiness from funny into punishing in a way the developers did not intend. The good news for couch sessions: the game supports up to four players in local split-screen, which is the mode where this whole concept makes the most sense. Online lobbies also exist if your crew is remote, with quick-play and hosted private sessions available. Beyond the delivery missions there are side modes baked in: Hovercraft Derby (last vehicle standing), Windy Wings (fly through rings), Laser Barrage (dodge alien fire), Teddy Hunt (co-op scavenger hunt), and Booster Club, which is basically Rocket League with fire extinguisher cars. These mini-games add a burst of variety when the delivery routine wears thin, and it does wear thin. The open sandbox world is a genuine toy box for the first couple of hours, but the novelty has a ceiling. Once you have laughed at the fart-knockback mechanic and sent a helicopter spiralling into the sea three times, the mission structure reveals itself as fairly low-effort, and the world feels a bit sparse. Glitches still surface, characters clip into geometry, and the respawn button becomes a frequent companion. Solo play exists but serves mainly as a tutorial for the real thing. The frustration-to-laughs ratio inverts completely when you add a second player, and reaches peak value at three or four. One person drives, one guards the package, everyone screams. That dynamic is genuinely fun for a session or two. The honest ceiling for most groups is one solid evening, maybe two if you dig into the mini-game modes. The post-launch update in 2025 bumped the player cap to five and added cross-platform play and online leaderboards, which gives the online side a bit more longevity than the original release offered. If your crew plays together regularly, that extra player slot and the leaderboard hook could stretch the value further. Bring a full lobby of four, grab controllers, lower your delivery expectations, and you will have a good time. Come in solo expecting a fleshed-out sandbox and you will be back on the Steam store within ninety minutes. Riley, Scout Team
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Game Info
- Developer
- We're Five Games
- Publisher
- tinyBuild
- Release Date
- Apr 1, 2021