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Truck-kun Review: Yes, You Actually Run People Over for XP

  • Writer: Niels Gys
    Niels Gys
  • Jul 29
  • 5 min read

Quick Verdict

Yes, the joke is real.


Truck-kun Is Supporting Me from Another World?! genuinely lets you drive the legendary isekai delivery truck, mow down pedestrians, smash property, attract police attention and turn the resulting carnage into progression for an elf warrior fighting monsters in another world.

This is not an anime gag stapled onto an ordinary driving game.


Running people over is part of the progression system.


Pedestrians you hit become enemies for Carissa to fight. Destroying objects helps charge her special attack. Causing chaos increases police heat. The game rewards behaviour that would normally end with three helicopters, seventeen lawyers and a documentary narrated in a disappointed voice.


The problem is that the joke has more legs than the game underneath it.


The roughly three-to-four-hour campaign takes place on one relatively small city map and repeatedly asks you to perform variations of the same destruction, delivery and driving objectives. Some critics loved the lunacy. Others found the loop shallow and increasingly repetitive.


Brilliant premise. Real playable menace. Very funny systems. Limited depth.

This is a wonderful little traffic offence, not a criminal empire.


Still hungry for financially irresponsible behaviour? The GTA Online Weekly Grind tells you exactly what’s paying this week, what’s wasting your time, and where Los Santos has accidentally left the money unattended.




What the Hell Is This?

Carissa Ward is accidentally run over by Truck-kun and transported into another world, where she becomes an elf warrior who needs to defeat the Skeleton King and obtain a resurrection scroll.


Naturally, the driver decides to help.

Not by finding a wizard. Not through interdimensional diplomacy. Not by developing even a rudimentary understanding of remorse.


You help by running over more people.


Those unfortunate pedestrians are transported into Carissa's fantasy world as enemies she can kill for XP.

Every successful vehicular assault becomes outsourcing.

You aren't killing pedestrians. You're providing overseas employment opportunities.



What You Actually Do

Most of the game takes place during timed runs around Wenvale. You drive, boost, drift, jump, make deliveries, smash cars and environmental objects, complete randomized objectives and turn unsuspecting civilians into involuntary participants in the fantasy economy.


Completing objectives earns stars and extends runs. Destroying the environment charges Carissa's special attack. Running over pedestrians produces enemies in her world.


Cause enough trouble and police heat increases. The police chase you, interfere with objectives and can themselves be dealt with using your truck.


The result is closer to an arcade destruction game than a conventional delivery simulator. Crazy Taxi went through a difficult adolescence and came home wearing bloodstained anime merchandise.


There's also free roam for anyone who considers objectives an irritating restriction on their constitutional right to flatten municipal infrastructure.



The Villain Fantasy Is Real

This is where Truck-kun becomes much more interesting for CRIMENET than its ridiculous title suggests.

Plenty of games advertise being dangerous or morally questionable, then spend forty hours asking you to save farmers and reunite lost children with emotionally supportive goats.


Truck-kun does not suffer this identity crisis.

The game mechanically rewards antisocial behaviour.


Run someone over? Useful.

Destroy property? Useful.

Escalate police attention? Part of the loop.


The protagonist's motivation isn't straightforwardly evil because the rampage is supposedly helping Carissa return home. Mechanically, however, you're still operating a delivery vehicle as an interdimensional meat catapult.

Intent is doing heroic amounts of legal work here.


That makes Truck-kun a natural fit beside CRIMENET's Games Where You Play As The Villain coverage.


You aren't watching somebody else behave appallingly. The game repeatedly makes being a monumental public menace materially advantageous.

The fantasy isn't cosmetic.


Truck-kun sits beside a city park while a gigantic frightened pedestrian towers over the buildings, with the game's driving, combat and wanted-level HUD visible.


The Dark Humour Is the Real Star

Running pedestrians over could have been nothing more than shock humour. Instead, the game builds an absurd progression system around it.


Victims become enemies.

Enemies become XP.

Property destruction fuels attacks.

Police attention becomes another arcade obstacle.

Casualties are resources. Property damage is mana. Police attention is difficulty scaling.


Somewhere, Satan has opened Excel.

That's why the comedy works. The darkness isn't merely sitting in dialogue waiting to say something naughty. It's built into what your hands are doing.



Where the Joke Runs Out of Road

The biggest concern is repetition.


The campaign uses one relatively small city environment, and its core loop doesn't evolve dramatically across its short runtime. You're repeatedly driving, destroying, delivering and completing variations of familiar objectives.

That simplicity works while the chaos remains entertaining.


Once the novelty fades, the structure becomes much easier to see.

And the structure is wearing very little clothing.


Randomized objectives can also frustrate when the necessary target or opportunity isn't conveniently available.


That's particularly dangerous in a game built around immediate arcade gratification. When your fantasy is “drive through civilisation like a caffeinated insurance claim,” hunting around for the correct billboard or delivery target is rather like stopping halfway through a bank robbery to complete a customer satisfaction survey.


Police interference creates a similar problem. Pressure can make the destruction more exciting, but it can also disrupt specific objectives at exactly the wrong moment.


That's the difference between chaos enhancing a sandbox and chaos sitting on your keyboard.



The Reception Is Already Split

Early Steam reaction is strongly positive, but the launch-day sample remains too small to call that settled consensus.


Professional reviews are much less united. Some praised the humour, writing, arcade destruction and commitment to the premise. Others argued that the game runs out of meaningful mechanical ideas before its roughly three-to-four-hour campaign ends.

Both reactions fit the same game.


If boosting around Wenvale, smashing things and weaponising pedestrians stays funny, Truck-kun can sustain its modest runtime. If you need systems to meaningfully evolve, those familiar objectives may start feeling old remarkably quickly.


There is no strong evidence of widespread catastrophic technical problems. Criticism instead centres on things such as steering sensitivity, frustrating police interactions and the lack of button remapping at launch, with remapping reportedly planned.


So this doesn't appear to be broken.

It's simply a small game with one magnificent joke and limited places to drive it.



Who Should Play It?

Play Truck-kun Is Supporting Me from Another World?! if the phrase “Crazy Taxi, except pedestrians become fantasy XP” immediately improves your afternoon.


Its strongest audience is anyone who enjoys short arcade experiences, destruction and dark humour where the joke is mechanically reinforced rather than merely shouted from dialogue boxes.


Skip it if repetition ruins games quickly for you, if you need substantial mechanical progression, or if one small map sounds claustrophobic.


No amount of vehicular manslaughter can manufacture additional systems.


Truck-kun drifts at high speed through Wenvale during a timed run, with destruction objectives, police heat, minimap and Carissa's fantasy battle displayed on the HUD.


Verdict

Truck-kun Is Supporting Me from Another World?! is exactly as stupid as its premise sounds, and I mean that as genuine praise.


The developers took one magnificent idea, turning Truck-kun into an actual gameplay system where flattening pedestrians directly helps somebody grind XP in another dimension, and committed to it.


The limitation is that the game apparently doesn't build enough beyond that idea. The small map, repetitive objectives and limited mechanical evolution leave the novelty carrying an enormous amount of weight.


For some people, it clearly does.

For others, the tyres will be bald before the credits arrive.


CRIMENET Verdict: Recommended for the premise, dark humour and genuine playable-menace fantasy. Just don't mistake an excellent joke for a deep game.


Truck-kun has discovered that vehicular homicide can be funny, useful and narratively heroic.

Insurance companies will be thrilled.


This Week in CRIME is CRIMENET’s weekly underworld briefing: GTA money worth stealing, new crime, villain and horror games worth knowing about, plus industry disasters requiring public humiliation. Get the briefing delivered weekly, and if CRIMENET has saved you from buying garbage lately, there’s always Ko-fi for feeding the investigation budget.

 
 
 

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About the Editor
Naamloos3.png

I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

THIS WEEK
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No corporate fluff. No fake hype. Just the underworld report.

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

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