
Take on the role of Onigiri, a feline witch who lives in a cottage and delivers packages flying on a broomstick. Customize your cottage, explore new worlds, forage plants and fungi, and meet quirky villagers along the way, while enjoying music by Mark Sparling, the composer for A Short Hike.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 8 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 33reviews | 61% | — | $13.3K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
I have seen the comments about people struggling to drive their broom/car and here is how to fly on PC: W is your accelerator, and S is your brake. ↑ ↓ → ← is to move in different directions. The tutorial was too confusing for my small brain so I hope this helps some flying cat drivers out there! Also my only gripe with the game is Onigiri's scary eyebrows, that is all, cute game, I enjoy being a delivery cat very much :)
とても可愛くて期待してたんですがめっちゃくちゃ操作がしづらい! 慣れてないだけかもしれませんが、思ったように飛べなすぎて酔ってきてしまったので、 数回アプデが来るまで触らないでおこうかと思っています。 3D酔いする方はおそらく秒殺なのでおすすめできません。 しかしながら世界観は可愛らしく、PVで見た通りの楽しさがありそうなので 今後のアプデに全力で期待しています。 日本語訳も(最初の方しか見られていませんが)おかしなところはなく、 問題なくプレイできると思います。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese
Hours played at review time, across 33 reviews with recorded playtime.
This game is amazing. If you're looking for depth, you're not going to find it here. If you're looking for a chill time with relaxing music, good flight mechanics (when you get used to them), and a cute cat? Can't be beat! After a long work weekend this was the perfect way to just relax, kick back, and enjoy the vibes.
Lieber Herr Fractal Phase. Was zum Teufel?..
The game is quite cute and fun, highly recommend it! :) Warning: will say that it can be addicting!
빗자루로 날아다니면서 상자 배달하는 게임. 쇼트하이크 작곡가분이 이 겜 브금도 만들었다길래 호기심에 사서 해봄. 먼저, 조작감이 직관적이지 않아 적응이 필요함. 방향 전환키랑 가속/브레이크로 움직이고, 비행 중 아래로 내려가면 부스터가 발동됨. 그런데 브레이크(감속) 기능이 심히 이상하게 느껴짐. (예 : 내려가려고 브레이크 누르고 아래방향으로 내렸더니 갑자기 부스터가 발동됨) 착륙하려면 위나 앞을 보고 가속하지 말아야 함. 재미는.... 딱히? 재미있고 잔잔하고 소소한 배달게임이란 느낌이 아니었음. 어떻게 운전을 하든 수하물 손상같은 패널티가 없는 잔잔한 게임이지만 배달하는 그 과정을 견디는 무언가가 없는 듯 했음. 배달? 박스 받아서 배달하고, 돈 벌고 업그레이드해서 다음 맵 넘어가고, 또 박스 받아서 배달하고. 반복. 비행은 처음에나 점프도 해보고, 달을 보면서 구름과 하늘을 가르다가 에너지 다 떨어져서 재충전 하러 내려가고, 자판기 있는 건물을 보고 잠깐 서서 녹차 하나 사마시지 조금만 있으면 하강 부스터 + 저공비행시 에너지 꽉참이 사기적이란 걸 깨닫고 바닥만 보면서 땅을 가르는 내 고양이를 보게 될 거임. 이벤트? 배달 목록에 동물친구 얼굴 아이콘이 있는 배달이 있음. 그거 해보면 정작 동물 친구들은 자기가 주문한 거, 누가 보내준 거 적당히 말만하고 집으로 들어갈 뿐임. 하트 다 채우면 뭐가 더 있을까? 했는데 "이제 님은 내 베프임!!!"정도만 말하고 사라짐. 그 캐릭터의 썰이나 깊은 사연같은 것도 없고, 어떤 교훈도 없었음. 이걸 왜 배달해야 하는지도 모르겠고, 그냥 돈 주니까 배달할 뿐임. 편지는 무슨 멘토가 생겼다는 장문의 내용 이후로는 안 왔고. 배경은 구경할 거리가 적었음. 호기심 가는 것도 별로 없고, 어설픈 오브젝트 복붙의 향연과 높이값만 바꿔놓은 민둥산 지형 뿐이라 웅장한 느낌도 없었고 별로였음. 재료가 있나 없나 보는 것에 그쳤음. 아트 담당이 가구만 만들다가 배경까진 신경을 못 썼나? 음악은 좋은데, 배달 중 경쾌한브금에서, 배달 끝내고 기본브금으로 넘어갈 때 자연스럽지 않음. 경쾌한 나팔 브금이 막 나오려는 순간 중간에 툭 끊기는 경우가 잦았음. 불쾌했음. 그래픽은... 취향 차이라서 뭐라 말하기 힘듦. 다만 내 취향이 아닐 뿐이고, 뭔가 부족하다는 느낌이 들었으며, 이런 그래픽으로도 자연스럽고 예쁘게 만들어놓은 게임 많음. 결국은 내가 왜 이걸 하고 있나, 이걸 더 해야할 이유가 있나 싶어서 껐음. 그래서 결론은, "아 이거 인디게임이었지"라는 생각을 하게 만드는, 추천하기는 어려운 게임. 적어도 2만원까지 주고 살 게임은 아니라고 봄.
So this game has its upsides and downsides. Main downside being that the game feels very unpolished and unfinished, especially for the price listed (though it does seem to go on sale pretty often). The main upside being the concept is interesting and the design is generally charming (if a bit rough around the edges). Tips and facts I learned: -Each shop and delivery pickup has a separate inventory that resets (I believe at midnight) -The furniture (couch icon) and cosmetic (witch hat) shops open at 9am and seem to close at 10pm (not sure about the closing time) -When trying to decorate the walls in 'your' house, the wall selected is based on where the camera is facing, and you can't swap walls without selecting the floor (meaning shelves and other wall stuff have to be stored and replaced to move between walls) -Rivers are super good for moving fast (to the point I've often had the fov zoom out enough to clip through the ground) -Please enable "reduce motion" in settings, it makes seeing whats happening when moving so much easier (and thus helps reduce crashes) -If you use the jump right before hitting the ground when dive bombing it will set you up to fly along the ground much faster than you can in the air, rather than just bouncing you upwards Issues I had: -There is no such thing as fine control in this game, you can either move at a snails pace or top speed (both of which are hard to control and have bugs) -Flying has issues. Between the modes there's some form of ground movement mode, which is kind of hard to activate and only lets you move at a snails pace, plus it liked to launch me decently far away at random times and it was annoying to crawl back to the area I was trying to be with the low speed. Then there's the actual flight which has some quirks, namely turning is difficult, especially when you aren't moving too fast like when trying to drop a package off. In fact you can't turn at all without moving forwards at some speed. When I was moving fast my character would sometimes just jerk in a random direction and I have to stop and reorient, losing all speed and other times my package would clip into the floor and while it wouldn't get stuck there, it did slow me down. Finally there's just that there is no inbetween speeds. You can snail crawl or blaze away, and whenever you start moving the acceleration is fast and caps off early so you feel too fast when you want to be slow and too slow when you want to be fast. -There's very little progression, you're barely limited by anything and can quickly get tons of money and just buy everything, blazing through the short story in only a few in-game days) -Jumping was both weird to use, especially because of the weird, inconsistent cooldown it had, and annoying since it seemed to instantly slow your forwards speed to around the max you can get just accelerating straight forwards, which is not a lot. Though I might be wrong about it slowing you down and it just lowers the fov for some reason but the issue is that it feels like it does -The whole food system and foraging felt useless. I literally only gathered food for the races and I only did that much to outweigh the difficulty I had with precise maneuvering from the terrible flight controls -Maybe this issue was only present on controller, but whenever I was walking around in 'my' house the look controls were inverted (so I would try to look up and look down instead) and the only way to fix it was to go through the painful process of switching my controls every time I entered and left the house. In the end I just didn't bother switching them because I barely ever had to go home -There's also not much reason to go the new areas, the npcs and scenery are neat but they aren't really unique enough to go out of your way for when you can make money quicker than you can use it anyways -There's no variety in the gameplay. The little you do aside from delivering packages tends to have unsatisfying, if any, results and doesn't last long at all. Like raising friendship and talking to the npcs is cool, but you barely do any of it and nothing comes out of it aside from the few short lines you get when dropping the package off. Stuff like decorating the house is incredibly tedious (constantly running shop to shop trying to find any nice decorations and only being able to buy 1 maybe 2 at a time due to the limited quantity in shops) and is kind of disappointing even once you're finished since a lot of the furnishings just don't look good in your one room allotment. There isn't even anything decent to use to section off areas of the room since all the floor decorations are stuff like dressers, chairs, and desks which look weird in number and don't tend to fill the space enough -Shops overall, they weren't really explained (open/close times would've been nice to know), the open/close window felt really restrictive since the day goes by so fast and there really wasn't anything else that got affected by the time of day so it just felt like a random restriction, and the random nature of them was a bit frustrating, especially when added to the minimal variety and low purchase limits. Overall I enjoyed the game and think it has a lot of potential, it's just early in its development (not even having had two years yet). I look forward to seeing how it turns out in the future. I like the characters and hope we get to interact with them more in the future. The art is endearing and the general concept feels generic in the best way possible. Even though it feels generic it really isn't. Like the only other game I can really think of to compare it to is Totally Reliable Delivery Service (wonderful game btw) and they're really not that similar (though I do hope this game takes some inspiration from the silly fun that game is made of). Would recommend :3
This game is kinda bad. It controls badly, the graphics are meh, and the story is forgettable. It should be less than 5$.
Flying Neko Delivery, developed and published by Fractal Phase, is a whimsical and pleasantly low-stakes adventure that leans into the cozy-game movement with sincerity. You play as Onigiri, a young cat witch who takes to the skies on her broom to deliver packages across a collection of small magical islands. Rather than focusing on combat, complex mission structures, or narrative twists, the game centers its identity on gentle exploration, light parcel-delivery tasks, and the satisfaction of gradually turning your little cottage in the woods into a personalized home. Its tone is soft, earnest, and intentionally simple, inviting players to drift from place to place at their own pace rather than pushing them through demanding objectives. The game’s most immediate charm lies in its aesthetic. Flying Neko Delivery uses clean, low-poly visuals with bright colors and rounded shapes, giving each island a friendly, comforting feel. The world is composed of distinct biomes, each accessed through portals: quiet forests, snowy fields, pastoral meadows, and tiny villages populated by equally charming characters. Flying between them feels almost meditative, as the game’s relaxed controls and gentle motion create an easy glide through open skies. Movement is forgiving rather than precise—clearly designed to encourage relaxation rather than mastery. The soundtrack reinforces this mood with soft, looping melodies that evoke the peaceful rhythm of running a small magical courier service. Gameplay revolves around three major loops: delivering packages, gathering materials, and improving your cottage. Deliveries form the backbone of progression. Onigiri receives parcels destined for villagers or local drop-off spots, and completing these deliveries earns currency, upgrades, and sometimes deeper connections with the residents. The more you help the inhabitants, the more portals and areas open up, allowing you to expand your route network. Along the way, you can forage for mushrooms, flowers, and herbs scattered across the landscape, which can be used to craft small consumables or traded for decorative items. The cottage-building system, though simple, offers a nice sense of ownership—you can furnish the interior, place decorations, and slowly turn the once-empty house into a reflection of your personal style. Flying Neko Delivery succeeds most when treated as a gentle, slice-of-life experience. The game is designed to be soothing: no timers punish slow travel, no strict fail states threaten your progress, and tasks can be approached whenever you feel like them. This creates a comfortable, wandering pace that encourages exploring every nook of each island. The delivery system offers just enough structure to anchor the experience without making it feel like work. For many players, this balance of light responsibility and open exploration becomes the game’s strongest feature, offering moments of tranquil enjoyment as they glide over hills and treetops. However, the same simplicity that defines the game’s charm also limits its long-term depth. The flying mechanics, while pleasant, can feel imprecise or awkward in mountainous regions where terrain interferes with the speed-boost gained from low-altitude flying. The worlds themselves, though cute, are fairly small and lack dense points of interest, making exploration feel somewhat thin once the novelty wears off. The segmented structure of the islands—each accessed individually rather than forming a seamless world—may also disappoint players hoping for more expansive or interconnected environments. The crafting, delivery, and cottage systems, while enjoyable at first, remain shallow and do not meaningfully evolve as you progress. Despite these constraints, the game’s intentions are clear: it aims to provide a peaceful, magical escape rather than a mechanically complex simulation. It is a cozy game first and foremost, designed for players who find comfort in soft visuals, easygoing tasks, and the joy of incremental personalization. The experience is reminiscent of taking a leisurely stroll rather than embarking on a grand adventure—and that’s precisely where its charm lies. Those seeking depth or challenge will likely find it lacking, but those wanting a warm, relaxing experience may be delighted by its gentle world. In the end, Flying Neko Delivery offers a sweet, non-demanding adventure built on atmosphere and mood rather than elaborate systems. Its whimsical premise, soothing flight mechanics, and small but heartfelt progression loop make it a pleasant choice for players who enjoy cozy, meditative games that let them drift rather than rush. It may not be large, deep, or mechanically rich, but it provides a serene escape into a magical sky where being a delivery witch is less about efficiency and more about enjoying the journey. Rating: 6/10
This game is gorgeous and reminds me of the anime film Kikis delivery service. I love the music and the concept of making friends. The controls on the xbox works really smoothly and I love the graphics. It's a really relaxing chill game to play before going to bed. There is always a day for a wholesome game to be played!
Players by region
Where this game's players are, estimated from review languages.
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