For someone who has been playing this game since the very first demo versions, I’d like to review it with a slightly critical lens. I’ll divide this review into three parts: overall impression, strengths, and weaknesses. As for the game overall, I think it has its own distinct identity and does not blend into party slop games like Lethal Company or Content Warning. The game does a good job of building a unique identity, but because it is so tightly bound to its design direction, it becomes a bit hard to fully understand the meaning behind the different map layers and why they are built that way. Also, based on the game’s description as a delivery job in the underworld, I do not feel that it is convincing enough yet. To take Lethal Company as an example, its worlds and maps all have a concept tied to each planet. For instance, the first planet is a place that has been abandoned and turned into a desert, and they executed that idea very well. You can feel the rust, the oppressive atmosphere of an abandoned factory, and the emptiness of a lifeless planet. Of course, this is not a major issue yet. It only becomes a bigger one when the developer wants the game to reach an international scale. It will need something that feels approachable while still giving off a distinctly Vietnamese identity in its development direction. The items and monsters are also quite distinctive, but in my opinion they still do not feel oppressive enough. The monsters in the game do not truly give me that heart-pounding sense of tension that I was hoping for. Gameplay is probably the game’s strongest point. It still uses a quota-based system like Lethal Company, but the game allows players to upgrade themselves through buffs in addition to items. In practice, this creates two possible situations for the player: either they are very weak, or they become extremely powerful. If you are facing zombies or spiders and you have a melee weapon, then congratulations, the monsters are basically done for. But if you have no weapon at all, then the player becomes easy prey for the monsters unless they have some heavy object to throw at them. The fact that stamina regenerates very slowly forces players to carefully manage their actions so they do not end up running into enemies while exhausted. To sum it up, the game has solid gameplay: old in structure, but not repetitive. The concept is approachable, and the map design has a sense of consistency. But there are still many limitations in technical execution, worldbuilding, and level design. Strengths: -The game has a diverse map system, many types of monsters, and a unique upgrade system. -The interaction between the player and the stamina bar is tight, requiring careful planning to avoid running out of stamina at the worst possible moment. -The gameplay does not feel like a simple rehash; it is more like if Lethal Company were a very strong spirit drink that hits hard, then Night Shippers is a rice wine: light, sweet, easy to get into, but not simplistic. -The quota and salary systems, separated from the beta version, help keep the game’s pacing intact without making the player too overpowered. Balancing whether to buy buffs or buy items in order to complete the stage is very important. -The effort to get 4 stars rating and reach the VIP room gives players a strong motivation, and also acts as a reward for completing all deliveries. It really captures the spirit of being a shipper. -Memes. A lot of memes and references. This is both a strength and a weakness of the game. Weaknesses: -The game is still poorly optimized. I attached my PC specs to the review. While my setup is not top-tier, hitting 98% CPU usage in a game like this is definitely not acceptable. -Too many memes make the atmosphere feel diluted. It is a little lacking in horror. -There are still quite a few bugs at the time this review is written. The developer will need to keep releasing fix patches in the future. -Once an order is completed, monsters spawn immediately. I honestly think the developer should add about a 10-second delay so players have time to move. I had a case where, right after finishing a delivery, three zombies spawned right in front of me along with several other monsters. -The difficulty of the maps is not balanced at all. Some maps are honestly ridiculous, like the Dan Phuong map. We were playing on the difficulty for 4–6 players, at quota day 1 or 2. We went into Dan Phuong, and guess what? There were three Tung Tung Sahur enemies standing right at the spawn point. And this was only quota day 1 or 2, when players barely even had buffs yet, let alone weapons to deal with them. I believe the developer will need to make some changes to the spawn system in the near future, especially for some extremely strong monsters like Tung Tung Sahur. -Some items have unclear hitboxes, such as the chair. When the stink bomb explodes, it also fails to stun both enemies when they are standing right next to each other. Overall, this is an okay game, good for casual fun. Comparing it with Lethal Company is hard to say. The reason is not really as gameplay or any major issue, but rather the game’s internal potential. Lethal Company has a much larger playerbase, and most importantly, it has excellent mod support. I think this game should learn from that in order to build a fanbase and let the game grow on its own without depending too much on the developer. As for whether this is a good game or not, honestly, it is not at the level of being truly excellent or outstanding yet. But it is not a bad game either, especially considering it comes from a Vietnamese studio, where game development is still not a very common field. I’d like to be generous to the game as a Vietnamese player and give it a score of 7.25/10. Very fun to play with your friend if you want some thing is same but different from other same type game like REPO, Lethal company or Content Warning.