Dustland Delivery on Steam - User reviews, Price & Information

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Dustland Delivery is a post-apocalyptic survival business simulator. Scour the wastes for profit, complete missions to grow your trading empire, and assemble a rag-tag band of adventurers to turn your city into the capital of the Dustlands. Danger lurks around every corner—but no risk, no reward!

Dustland Delivery is a simulation, rpg and strategy game developed by Neutron Star Studio and published by Lilith Games.
Released on November 05th 2024 is available only on Windows in 3 languages: English, Traditional Chinese and Japanese.

It has received 972 reviews of which 869 were positive and 103 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 7.79€ on Steam, but you can find it for 3.50€ on K4G.


The Steam community has classified Dustland Delivery into these genres:

Media & Screenshots

Get an in-depth look at Dustland Delivery through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows , Vista, 7, 8/8.1, 10
  • Processor: 2.0 Ghz
  • Memory: 4 GB RAM
  • Graphics: 256mb Video Memory, capable of OpenGL 2.0+ support
  • Storage: 3 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2026
The rudimentary graphics in this game are really misleading because it has a surprising amount of depth that goes beyond simply buying goods and taking them to another location to sell them for a profit. You have to manage fuel, food, water, tires, character relationships, combat, weather, crafting, and many other things. There are quests with unusual twists, deliveries you can make for other factions, bounties to pursue, items you can craft to improve your crew and truck and an overarching storyline. You can also take control of and develop your own cities to increase your wealth. Those cities produce their own goods and need to be defended. You can deal with other factions and set up trade deals with other cities in the area. With all the above being said, the developers made some odd decisions that keep the game from becoming as good as it could have been. Most of those issues don’t cripple the game but instead add a level of annoyance that could have easily been avoided. Some examples: Weather – Nobody would dispute that managing weather is an important aspect of a game that involves driving. However, some of the weather events occur so often and last so long that they just get frustrating rather than adding to the challenge of the game. Pressing the “Rest” button twenty times in a row while waiting out a dust storm doesn’t add any fun to the game. Character relationships – While potentially an important mechanic, they often don’t make any sense and are impacted so frequently by RNG events that it isn’t really practical to manage them. Crafting – Potentially one of the best parts of the game but the mechanics are entirely too clunky. Building higher end items requires building lower prerequisites first. However, if you are missing a resource the game just tells you, “not enough materials” and you are forced to walk back through each step just to find you are missing one piece of iron. Experience – XP increases are balanced very strangely. You might get 100XP for meeting a new person in a bar and 10XP for winning a battle. The farmers in your cities will develop rapidly while the guards in the city will rarely increase their levels even though they are engaging in combat. Minor annoyances aside, I would rate this game between 6.5 and 7. That may not seem great, but for a game that sells for $8.00 (as of this review) it’s really a good buy. With some small improvements, it could easily be an 8+, which would truly be phenomenal.
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Feb. 2026
I really enjoy this game, and the fact that I've logged over 50 hours within just a few days of buying it should show as much. I have quite a few notes for the devs and for players. 1. The initial difficulty curve is effing brutal. Most players are going to quit within their first 30 minutes as there is basically no effective guidance on how to be successful. I will break this down. a. There are no in interface tooltips, particularly on the character screen that explain what various stats do, or why you might want one stat vs. another, or what decisions might mean beyond the posted skill checks in the "choice" screens. b. Save scumming is encouraged. Any game that makes you feel like your quicksave/quickload keys are part of your toolbox is doing something wrong. Why even have, for example, various grades of crafting results? Instead, have it so your results are directly tied to say, "how far over a certain level of crafting" your crafter might be. The RNG on crafting, especially given how resource heavy it can be, has resulted in me personally spending many sections of my game time hitting quicksave/quickload to save scum for "legendary" crafting results. I can assure you from the multitude of posts on the internet that this is not a rare strategy. 2. Player choice. You have very limited control over your starting character, but it would seem to be in your interest to, in every instance bar trying to do a "bad guy" play, to build your main driver up to be a speech dude. While I'm sure that there are people who will disagree with me, in my experience having a "main character" with high speech and some driving traits seems to be the easiest way to play an otherwise difficult game. a. Factions. Why does it feel like I'm picking a buff? b. Factions PARTE DOS. Why does my faction choice have no associated questlines? c. Factions III: Why do the mil-sec and the dustwolves hate each other? Why is it not talked about outiside of "you picked this side so other side no likey you now."? d. Factions SECTION 7980-6b: I just completed a Mil-Sec questline on the second map, and while I was aligned with the faction, joined, with a rep of 100, the quest did not respond to those facts in any regard whatsoever. Why are things like this not considered in the game? 3. Player agency. I understand having quest events that have right and wrong answers, but when those events are presented with little to no guidance in advance on what the correct vs wrong choice is, you wind up with yet another reason to abuse save scumming behaviors. Before I go into any "quest zone" I always slap that quicksave, because I do not want to wreck my current play because the game decided that, IN THE GAME HELP'S OWN WORDS, "a decision that worked last time might not work next time." This means that a LOT of your choices are under the perview of the RNG, which means they literally mean nothing. If the point is to encourage players to think about things, but the correct choice is determined by a hidden dice roll, was there really any choice in the first place? I want to think there was, but outside of a few obviously scripted events, it seems to fall under that RNG category in over 3/4 f all occasions. I cannot go much further here without spoilers, so I will leave it as. 4. Endgame? While the game does not end when you complete the main quest, everything seems to grind to a screeching halt at that point. Far better for some sort of ongoing play, or the ability to import your previous characters AS THEY WERE, or some sort of roguelike elements to keep things interesting for future playthroughs. I am on the second map now, and while I was having fun on the first map, once the main quest was finished I felt little desire to remain and continue to play with those characters. My connection to them was minimal if not purely cosmetic, the game offered me nothing to incentivize a continuance, and no bonus for a future play. This game SCREAMS for some sort of roguelike elements, especially given the high-failure nature of it. While this seems like I am unhappy with the game, I merely want it to be better. The concept is great, the loop is fun, and I am sure I will get ~100 hours out of it, there seems to be little to no reason to replay completed maps beyond "hey that was fun lets do it again" nostalgia trips. There is a great concept here, but it is hindered by lack of vision towards what it *could* have been. I do hope the developers are still working on this title, and if they should happen across this review, PLEASE know that I do enjoy what you made, I merely see what it could still become. Edit: A second thought, this game also seems like it would very easily adopt procedurally generated maps. Something else for development consideration. 8.5/10 overall, big recommend from me on this one if you enjoy the genre.
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Oct. 2025
Immediate feedback after an hour of play. I can definitely immediately see that there is good ground for another recent reviewer's criticism that the game UI is tedious. Follow UI conventions. Do not induce UI fatigue and annoyance in players. Some tips: • ESC should ALWAYS be a "back" button. ENTER should ALWAYS accept the basic affirmative option. NEVER have ESC take you to the main menu if some other interaction of any kind is up; it should ALWAYS cancel any open interaction before it goes to main menu. Example 1: I should not have to scroll down to find the "leave" button in the Inn menu. You have it right in the bar menu, though. Example 2: If I click on a little guy in town and a speech bubble comes up, ESC should close that speech bubble. Example 3: ESC does not back out of the town clout menu, or on interactions with people in the bar. The latter (bar people) I can tell is going to get extra tedious over time. Make ESC and right-click cancel out of it. • Mouse interaction is slow, tedious, and fatiguing. ALWAYS have a reasonable keyboard shortcut. AVOID making interactions require mouse control if at all possible. DO allow cursor/arrow key selection with ENTER. • BONUS: If it's not doing anything else, many players appreciate RIGHT-CLICK as a good back/cancel key. It would do well here. Example: Combat should have basic and obvious keyboard shortcuts (R for run, M for melee, V for volley, ENTER for end turn, for example.) The follow-up screen should likewise have them (R for Just Run, D for Decoy, B for Burn Fuel, etc.). • If I see visual representations of options in town (bookstore, bar, etc.), then clicking on them should work. • DON'T be creative, unique, individual, or quirky with key-command convention. It's not clever to make F4 quicksave and F5 quickload. Decades of convention have conditioned players to F5 as quicksave, and no one wants to have to keep accidentally doing the wrong command because one developer decided to switch things up to be unique. (I appreciate that hotkeys can be changed, but don't default to expectation-frustrating intial settings.) The game looks interesting so far, but leaving this review immediately in the hopes that the developers will act on this advice. Failure to follow player-expected UI convention makes a game look amateurish and low-quality. Remember: a lot of players are not very conscious of this as an issue; it just makes the game "feel" less interesting and tiresome, and they quit it and leave a "meh" review.
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June 2025
Not for me - it's well made, detailed, deep enough and looks pretty, good chance you will probably enjoy it if you think you might, so I fully recommend. I however hate it because any character can just die because of a dice roll. You cant get attached to anyone no matter how much you invest in them because they'll probably die during a quest story sequence outside your control. This is just a personal taste thing for me but I hate when games do this, but for some people it's the whole point, so I cant fault it for that.
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June 2025
I am so glad I found this game. It’s Lo-Fi which suits me because I was looking for games to run on an old machine. I had a chance to play it on a friends computer and then was sure I wanted it. So it has a mix of elements which I love Crew/team development (up to 8 crew) Open world (lots of stuff to discover around the map) Main and side quests Develop your vehicle (like homeworld your main vehicle is your base and can be upgraded as you go) Random encounters (encounters that happen randomly and outcomes are based on chance vs skills) City development (outposts that you develop yourself, as well as the NOC towns and cities) Karma/alignment (small actions contribute towards your interactions from various alignments and factions) Crafting (upgrades, useful resources, food, guns etc) I found the game to be very well balanced, the sense of urgency and tension is great and the inventory management is not frustrating (which is rare for me). There’s a workshop with some cool mods and I can see this game becoming a modding opportunity because it’s just so much fun to play. On that note: my absolute favourite mod - or perhaps the devs can make another similar game - would be all of this in space. Travelling between stations and moons etc upgrading your spaceship etc. Well that’s the game I’ve been dreaming of (yes I know there are some space games like that) but somehow this nails the formula I would love to play in a space game. Better than any of the space games I’ve played. For the price it was a no-brainer. I’d recommend anyone who likes strategy games with tension and mobile base building - get the game. Best is you’ll have a great game and worst you’ll support a dev so they can make a spaceship game in the same vein. lol I better get to modding this thing myself: “tattooine delivery” would be so great, who am I kidding. That would take so much effort lol still, would be awesomeeeeeeeeeee
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Frequently Asked Questions

Dustland Delivery is currently priced at 7.79€ on Steam.

Dustland Delivery is currently not on sale. You can purchase it for 7.79€ on Steam.

Dustland Delivery received 869 positive votes out of a total of 972 achieving a rating of 8.44.
😎

Dustland Delivery was developed by Neutron Star Studio and published by Lilith Games.

Dustland Delivery is playable and fully supported on Windows.

Dustland Delivery is not playable on MacOS.

Dustland Delivery is not playable on Linux.

Dustland Delivery is a single-player game.

There are 3 DLCs available for Dustland Delivery. Explore additional content available for Dustland Delivery on Steam.

Dustland Delivery is fully integrated with Steam Workshop. Visit Steam Workshop.

Dustland Delivery does not support Steam Remote Play.

Dustland Delivery is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Dustland Delivery.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 28 April 2026 07:03
SteamSpy data 23 April 2026 01:46
Steam price 29 April 2026 04:50
Steam reviews 27 April 2026 11:57

If you'd like to dive deeper into the details about Dustland Delivery, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Dustland Delivery
  • SteamCharts - Analysis of Dustland Delivery concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dustland Delivery compatibility
Dustland Delivery
Rating
8.4
869
103
Game modes
Features
Online players
94
Developer
Neutron Star Studio
Publisher
Lilith Games
Release 05 Nov 2024
Platforms
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