Press Kit

Fact Sheet

TitleParcel Punk
Developerİsmail Volkan Gülüm (solo developer)
Release dateJuly 2026
PlatformsiOS (iPhone) — Android in development
PriceFree — no ads, no pay-to-win; optional cosmetic & convenience IAP
GenreArcade driving × business tycoon (hybrid)
EngineGodot 4
App Storeapps.apple.com/app/parcel-punk/id6788001515
Websiteparcelpunk.com
Press contactsupport@parcelpunk.com

Short Description

Parcel Punk is a neon-cyberpunk courier game for iPhone where arcade drift-driving funds a logistics empire. Deliver packages against the clock on your motorbike, then hire couriers, build hubs, and wage territory wars against rival AI firms — your driving skill literally pays your employees' bonuses.

Long Description

You are one courier. One motorbike. One neon-drenched city that never sleeps. Parcel Punk starts as a pure arcade game: top-down drift physics, near-miss cash combos, day/night cycles and weather that change grip and payouts. Every dollar earned feeds a second, deeper layer — a delivery empire where you hire NPC couriers, sign B2B contracts, contest city zones against rival firms, and push toward market domination. The two layers stay connected: your live driving performance boosts your hired couriers' earnings in real time, and when a rival contests your territory you can drive the defense yourself.

Key Features

Screenshots

Click any image to open the full-resolution file. Free to use in coverage.

Driving and delivering across the neon city
Street action — drive, drift, deliver
Chasing the shift multiplier through evening traffic
Shift multiplier through evening traffic
Job board with B2B courier contracts
B2B contracts and empire management
Badge board tracking progression
Progression badges — courier to CEO

Logos & Art

Review Copies & Promo Codes

The game is free to download, so you can review it directly. Writing about the IAP/season content? Email support@parcelpunk.com and we'll send promo codes — please include your outlet or channel link.

About the Developer

Parcel Punk is built by İsmail Volkan Gülüm, a solo developer. The game was created over roughly a year of nights and weekends with Godot 4, an offline-first Supabase backend, and an economy tuned by headless simulations of thousands of in-game days.