![Pizza Delivery [zebaxx]](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2683610/header.jpg?t=1755792492)
You are a young Spanish woman who has just moved to the outskirts of Venice, and has just found a job in a newly opened pizzeria...
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Languages: English, Spanish - Spain
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no hate to the developer, but this needs tremendous improvements before it should be sold for money as it is. Lots of missing quality of life- effects. The looks of it aren't so bad, but the lack of thought behind the player experience seems to be its main downfall. I won't refund this product as I hope for this developer to improve it and its experience in reflection to their own experience and expression of progression in their own mastery. The dialogue could use improvement as well, also I understand that I am jumping into the story midway as this is a second chapter so it may help for the developers to have that in mind when creating this game into a series. Not everyone will want to start from the beginning to understand the whole story. I see the thought behind the development I just think more work needs to be done to flush out its user experience better. Main pain points- Lack of audio cues, lack of ambiance, lack of quality or sound at all. Dialogue, interactions between the player and the objects.Lack of saving points, lack of assets in some rooms and areas. The overall game seems rushed. Main good points- The idea behind it is good and somewhat interesting and I can tell that the developer really wants to make it work, just unfortunately short sighted on quality of life artifacts and effects.
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very cool, nice, short indie game. Enjoyed both chapters(The House, Pizza Delivery). Can't wait for chapter 3. https://www.youtube.com/watch?v=vKKFdvqUOyk&t=951s
GOTY
It's Alright. I Recommend It If You Like Short Horror Indies. My Gameplay: https://youtu.be/rfzv-oRM4gA
Review – Stories to Tell – Pizza Delivery Stories to Tell – Pizza Delivery, developed by zebaxx, is a striking and unconventional entry within the Stories to Tell series, demonstrating the developer’s continued exploration of psychological horror through everyday scenarios. As with previous installments, the game draws its strength not from complex mechanics or high-end production values, but from its ability to transform a mundane situation into an experience filled with tension, discomfort, and lingering unease. In this case, the simple act of delivering pizza becomes the foundation for a deeply atmospheric and psychologically charged narrative. 8 At its core, Pizza Delivery takes a universally familiar concept and distorts it into something unfamiliar and unsettling. The player assumes the role of a delivery driver navigating dimly lit streets, quiet residential areas, and increasingly strange environments. This premise is deceptively simple, yet it proves highly effective in establishing immersion. The familiarity of the task contrasts sharply with the growing sense that something within the environment is fundamentally wrong, creating a persistent tension that defines the experience. One of the most impressive aspects of the game is its atmospheric execution. The VHS-inspired visual style returns once again, but here it feels particularly effective due to the contrast between ordinary suburban settings and the distorted, grainy presentation. Streetlights flicker, shadows stretch unnaturally, and distant buildings appear slightly unstable, as if reality itself is being filtered through an unreliable memory. This visual approach reinforces the psychological tone of the game, making even the simplest environments feel uncertain and potentially threatening. Sound design plays a crucial role in amplifying the game’s impact. The experience is dominated by ambient noise—wind brushing through empty streets, distant traffic that feels oddly disconnected, and subtle environmental hums that never fully resolve into identifiable sources. Silence is used with precision, allowing moments of stillness to become just as tense as moments filled with sound. This careful balance ensures that the player remains in a constant state of anticipation, never fully comfortable with what might happen next. From a gameplay perspective, Pizza Delivery continues the series’ tradition of minimalist design. The player’s actions are straightforward: navigate environments, follow objectives, and interact with key points along the route. However, this simplicity is not a limitation but a deliberate design choice. By reducing mechanical complexity, the game shifts focus entirely toward atmosphere and emotional engagement. The result is an experience that feels more like an interactive narrative than a traditional game, where the journey itself carries the primary weight of meaning. The pacing of Pizza Delivery is particularly well-executed. Unlike more static horror experiences, this installment introduces a sense of progression through movement and task completion. Each delivery location subtly escalates the tension, gradually shifting from ordinary environments into increasingly surreal and uncomfortable situations. This slow escalation is handled with care, ensuring that the player is never fully aware of when or how the atmosphere will shift, which significantly enhances the psychological impact. Technically, the game remains consistent with the indie nature of the series. Certain animations and interactions may appear simple or unrefined, but these elements rarely interfere with immersion. In fact, much like previous entries, these minor imperfections contribute to the overall uncanny feeling of the experience. The slightly artificial or rigid quality of movement reinforces the sense that the player is navigating a world that is not entirely stable or natural. A key strength of Pizza Delivery lies in its use of environmental storytelling. Without relying on explicit exposition, the game conveys narrative through location design, visual cues, and subtle contextual hints. Each delivery site feels distinct, yet all share a common thread of unease that suggests a deeper underlying narrative. This approach encourages interpretation, allowing players to construct their own understanding of events based on observation and intuition. In terms of artistic direction, Pizza Delivery stands as one of the more grounded yet unsettling entries in the series. By anchoring its horror in a familiar modern setting, it achieves a different kind of psychological impact compared to more isolated or symbolic environments like cemeteries or abandoned houses. The horror here is closer to reality, which in many ways makes it more effective. The idea that something is wrong in an otherwise normal world is a powerful and enduring theme within psychological horror, and this game executes it with notable skill. Overall, Pizza Delivery reinforces the creative identity that zebaxx has been steadily building across the Stories to Tell series. It demonstrates a strong understanding of how atmosphere, pacing, and subtle environmental design can be used to create meaningful horror experiences, even within technically simple frameworks. Conclusion Stories to Tell – Pizza Delivery is a highly effective psychological horror experience that transforms an everyday task into something deeply unsettling and memorable. Through its strong atmosphere, minimalist design, and consistent artistic vision, it delivers a cohesive and immersive experience that stands out within the indie horror space. For players who appreciate horror rooted in realism, subtle tension, and environmental storytelling, Pizza Delivery offers a uniquely engaging and unsettling journey. It is yet another example of the developer’s ability to extract psychological depth from simple concepts, further solidifying the identity of the Stories to Tell series.
Jogo horrível
Норм, игра минут на 15.
me gusta mucho, bun juego, Lo recomiendo :)
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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