Photo Courtesy: Steam
THERE’S something deeply wrong with the people in Water Delivery.
Most don’t even look at you when you arrive. They sit motionless, eyes glued to the static glow of the television. They wait for you to finish your job, indifferent to your presence—to the dingy state of their dark, crumbling homes.
Indifferent to the quiet violence pressing in from all sides.
Asian horror games are all the rage right now—and of course, Filipinos wouldn’t pass up the chance to showcase our own culture through the genre.
If there’s anything to learn from games like Hapunan, which became a sensation among indie developers and gamers worldwide, it’s that Filipino culture is rich with horror—sometimes drawn from the most mundane, everyday moments.
And Water Delivery by Frozen Lake Software picks up the same thread, turning the ordinary into something sinister.
The premise of the game is simple: you play as a water delivery guy who is on his last shift for the evening. Someone drives you from house to house, you pick up the empty jugs, and replace them with full ones.
Here’s the catch: nighttime is when the scariest creatures come alive.
The game presents you with 13 houses to deliver to. Each one holds fragmented stories of violence and haunting, pieced together through subtle evidence left behind—blood drying on the floor, offhand remarks from NPCs, and the occasional flicker of something ghostly watching from the shadows.
As a laborer— a meager water delivery boy— you must continue working despite the lurking dangers that only grow worse in every house.
But although each house presents a different story of haunting and horror, they all weave the same narrative in the end— Water Delivery is a tale of poverty and the quiet violence that comes with it.
In one scene, the delivery boy meets a man running a sari-sari store who can’t afford insecticide to fight off the swarm of roaches overrunning his home. It’s a small moment, but it captures one of poverty’s harshest realities: even basic needs, like maintaining a clean and livable space, become luxuries when you simply don’t have the money.
The game also offers a harsh commentary on how religion preys on poverty, turning faith into just another tool for survival—and exploitation.
nside, a large crucifix looms over the room, along with an angel statue meant to evoke holiness and safety. A choir sings in the background, their voices imitating the angelic, as if to comfort.
But then, everything shifts. In a later sequence, the church transforms—the floor now soaked in blood, pooling beneath the pews. The once-pristine marble angels drip red, their blank faces stained as if bearing silent witness to the violence they failed to prevent.
When it flickers back to its original state, the illusion of safety feels impossible to believe. The spotless floors, the white marble angels, the soft glow of candlelight—none of it looks the same after you’ve seen the blood.
The player is left unsettled, realizing that this is what the church really is: not a sanctuary, but just another place trying—and failing—to hide the violence rotting beneath the surface.
But perhaps the most unsettling part of the game isn’t the ghosts, the blood, or even the cultists revealed in the end. It’s the apathy that hangs in the air—a quiet, suffocating indifference shared by the residents of the small rural town where the delivery boy works.
No one reacts. No one resists. They simply exist, going through the motions as if the horror around them is just another part of daily life.
Most of the NPCs sit silently, staring into the static glow of their televisions, surrounded by the squalor of their poverty—as if helplessness is something they’ve been taught to accept, a habit worn down over time.
In one scene, a man collapses and dies from smoking, right in front of his children. His wife and kids wail over his body, grief spilling into the small, cramped room. But you, the player, are still expected to finish the job—reaching into the dead man’s pocket to collect payment, as if it were just another ordinary delivery. Another day. Another house. Another body.
This is the reality of poverty that the game captures—and where its true horror lies. Not in the ghosts or gore, but in a world where death is routine, grief is background noise, and survival means carrying on, no matter how brutal the scene in front of you.
In the end, Water Delivery leaves you with a chilling truth: in a place hollowed out by poverty, horror doesn’t always wear the face of a monster. Sometimes, it looks like silence. Like resignation. Like people who have learned to live with the unthinkable—because they have no other choice.
The game itself might not be as polished as titles backed by big studios, and its mechanics may feel repetitive at times, but it carries a distinct retro charm. And more importantly, it doesn’t flinch. What it lacks in refinement, it makes up for with a story that lingers—one that cuts deep, and bites hard.
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