
No Delivery is a procedurally generated CRPG, pizzeria simulator where you are the newest in a long line of employees for a local decrepit pizza parlor. Despite the rumors and shady history, you sign up for the night shift… Luckily, it’ll just be a boring job in an empty pizzeria… right?
Modeled estimate, not a reported figure. How we estimate →
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 Aug 25 → 0/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
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Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty interesting concept, i do like that this game follows a kind of "saga" from past oates's games. While it may be a little short i do believe that it's one of the best examples of what you can do in RPGMaker and how much creativity can impact the feeling of a game.
For five dollars it is a good, niche game. It is rouge like in the fact that you can cycle through different characters with different attributes but you still keep the items from previous runs. I really like the aesthetic of the game alongside its horror elements. It is a nice few hour long experience.
Great!... im too tired to leave a real review but play this
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I don't even know how to describe this game, it is an extremely surreal experience. But I HIGHLY reccomend the game
a good time :)
Like button
fun
fun game but relatively short with not much to do, but it is really cheap so that more than makes up for it
No Delivery, developed and published by oates, is an atmospheric indie horror RPG that transforms the familiar setting of a pizzeria into a surreal, unnerving descent into madness. Beneath its unassuming retro exterior lies a game that fuses psychological horror, roguelike mechanics, and cryptic storytelling into a singular, haunting experience. At first glance, it resembles a lighthearted job simulator, tasking you with working shifts at a struggling pizza restaurant. However, as you delve deeper into the nightmarish corridors and decaying side rooms of this establishment, it becomes clear that the job is far from ordinary. No Delivery uses nostalgia and simplicity as a disguise, concealing a deeply disquieting narrative about exploitation, decay, and the horrors that lurk behind a smiling mascot. From the moment the game begins, the atmosphere is heavy with unease. The pixel art and VHS-style visual filters evoke the look of an old, damaged recording, as though you’re watching a game that shouldn’t exist. The visuals flicker, distort, and occasionally blur in ways that make the world feel unstable. The pizzeria itself is both familiar and alien—an empty dining hall, a broken arcade, a flickering kitchen—all rendered in a style that recalls retro RPGs but tainted by grime and static. There is something inherently wrong about everything you see, yet the game rarely resorts to outright jump scares. Instead, it cultivates dread through absence, through the quiet moments between actions where the player feels most exposed. The sound design amplifies this tension with distant hums, looping background noises, and unsettling silences that stretch longer than they should. When the music does emerge, it often feels dissonant or warped, enhancing the dreamlike quality of the experience. The core gameplay combines elements of traditional turn-based RPG combat with roguelike progression. You play as an employee navigating shifts and “Wrong Turns,” which function as procedurally generated dungeons. Each shift presents a new layout filled with hazards, strange NPCs, and cryptic objects that hint at the pizzeria’s sinister secrets. Combat encounters play out through a familiar turn-based system, but resources are limited, and every action feels consequential. Characters can die permanently, and losing one means hiring a replacement to continue the job. This mechanic reinforces the game’s themes of disposability and corporate dehumanization, as employees are treated as interchangeable assets rather than individuals. The system creates a subtle form of tension that goes beyond traditional horror—every decision carries weight, not because of fear of a monster, but because of the cost of survival in a system designed to consume its workers. Exploration in No Delivery is equally compelling and unnerving. The pizzeria serves as both a hub and a labyrinth, filled with locked rooms, strange machines, and hidden areas that only reveal themselves after multiple playthroughs. The “Wrong Turns” serve as excursions into nightmarish distortions of familiar places, where enemies and scenery morph into grotesque versions of normal life. These sequences are not only the game’s combat arenas but also narrative devices, representing the deeper psychological rot beneath the pizzeria’s cheerful surface. Each new area feels like peeling back another layer of a corrupted memory. The writing leans heavily on implication rather than exposition, leaving players to piece together the fragmented story through item descriptions, environmental clues, and strange encounters. This lack of explicit direction can feel disorienting, but it also invites curiosity and engagement. The more you explore, the more you sense that the horror isn’t just about what’s happening inside the restaurant—it’s about what the place represents. The game’s retro aesthetic works to its advantage, bridging nostalgia with discomfort. The low-resolution sprites and dim lighting create a claustrophobic sense of place, while the VHS overlay adds an uncanny authenticity, as if the game itself were an artifact from a forgotten era. Every detail, from the flickering neon signs to the looping animations of mechanical mascots, contributes to the sense of unease. There’s a deliberate contrast between the cheerful, colorful branding of the pizzeria and the decaying reality of its interiors. It’s a visual metaphor for the way the game presents its horror—not through overt violence, but through the rot that festers beneath a smiling façade. The attention to aesthetic detail is remarkable, and it captures a kind of analog dread rarely seen in modern horror games. Mechanically, No Delivery rewards patience and experimentation. Because much of the game’s content is hidden behind procedural generation and player choice, no two playthroughs feel exactly the same. There are multiple endings, secret areas, and subtle variations that only reveal themselves through repeated exploration. Some runs might feel manageable and even optimistic, while others descend into complete chaos, with new enemies and corrupted spaces replacing familiar ones. This replayability gives the game a sense of mystery that persists long after completion. At times, however, this design can feel opaque or even frustrating. The lack of clear guidance, combined with the game’s intentionally cryptic systems, can make it difficult to discern how to progress. Yet this ambiguity feels purposeful—it mirrors the confusion of the protagonist and reinforces the feeling of being trapped in an environment that refuses to make sense. Thematically, No Delivery goes beyond surface-level horror to explore the dehumanizing effects of modern labor and consumer culture. The endless cycles of work, replacement, and failure reflect a grim satire of corporate life. The pizzeria becomes a microcosm of a system where human effort and identity are consumed in the pursuit of meaningless productivity. Even as you succeed, the game constantly reminds you that your victories are temporary and your survival inconsequential. This undercurrent of existential dread gives the game a philosophical weight that elevates it above standard horror fare. It’s not just about monsters or jump scares—it’s about the quiet horror of being trapped in an unending loop of expectation, failure, and erasure. No Delivery is a haunting and unconventional experience that challenges the boundaries of what an RPG can be. Its blend of psychological horror, surreal world-building, and roguelike mechanics creates an atmosphere that is both deeply unsettling and strangely compelling. It’s a game that doesn’t explain itself easily, demanding players engage with its mysteries on their own terms. Though it may frustrate with its opacity and rough edges, these imperfections contribute to its authenticity and charm. For those willing to embrace its strangeness, No Delivery offers a truly original exploration of fear—not the fear of the unknown, but the fear of familiarity twisted into something grotesque and unrecognizable. It’s a modern cult classic in the making, a surreal nightmare that lingers long after the credits roll. Rating: 8/10
Had fun playing this one. Fun exploring the spooky pizzeria.
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Players by region
Where this game's players are, estimated from review languages.
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