![]() ![]() Controlled Noodly Chaos: Unpredictable ragdoll physics meets snappy platforming. Single Campaign and Online Multiplayer: Go it alone to ensure the safety of your deliveries, or join your friends and put your teamwork to the test. Delivery attempted, that's a Totally Reliable Delivery Service guarantee! Brand new vehicles and characters are waiting for you, so come quick and start your delivery now.īuckle up your back brace and fire up the delivery truck, it's time to deliver! Join up to three of your friends and haphazardly get the job done in an interactive sandbox world.Get the best delivery game, make big orders and earn a bunch of money.Create your sandbox world, choose one play mode you love and have fun.customize your vehicle and let's your crazy delivery begin! I’m totally excited about it arriving on Xbox One and day and date with Xbox Game Pass on April 1.Free to play Totally Reliable Delivery Service. I can see how parents will be playing it with their kids in living rooms, and how gamers will be playing it online with their friends. Totally Reliable Delivery Service is truly a game for everyone. And I believe you’re in for a treat for the full game – we’ve added a lot of new content. You’ve probably seen your favorite Youtuber make a series of Totally Reliable Delivery Service videos. Media builds showed that influencers who typically play horror games or shooters love jumping into an online match together, creating for some really interesting and emergent narrative. Showcasing the game at PAX showed that families love playing it together. What we didn’t anticipate is how wide of a family audience it would be. We were pretty sure the game would find a wide audience. With the idea verified, we set on to developing it with the team at We’re Five Games behind the steering wheel. I’m a huge believer in emergent gameplay, having spent thousands of hours in Minecraft. The difference though is that gameplay is emergent. We had an overall goal, and just side-tracked into activities like in any good old open world game. ![]() ![]() We noticed we’d just wander off into the world to do different random adventures. We quickly did some testing with gameplay that revolved around local multiplayer, and it was insane fun – you’d have one player piloting a plane, while the other three are daisy-chained together and the final one is holding a package. One that mostly everyone could relate to. I’ve lived in The Netherlands and around Eastern Europe before, and seeing how the delivery industry works in the U.S. I had only recently moved to the U.S., and it was kind of wild to see that you’d get Amazon packages just dropped off on your porch. “This should be an open world multiplayer game about terrible delivery drivers.” Totally Reliable Delivery Service! We were a go. Having seen a compilation video the day before, one of terrible postage deliveries - of drivers throwing boxes onto porches, suddenly the game’s vision formed. “This should be a multiplayer game about boxes,” we said. This would be absolutely fun in online multiplayer. You pick up a box, and your character’s weight shifts with it. “This should be a game about boxes,” was the idea. The joy came from comedy surrounding how accurately the character controller interprets weight - the weight of objects you pick up. Instead, my character was completely OK with picking up a bunch of boxes and stacking them. There was a puzzle that involved using a vehicle to build a bridge to get over an obstacle. I felt this wonderful joy of playing a video game. And then suddenly, in the middle of the call, I started giggling like a kid. ![]()
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