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Turbo Overkill screenshot
PC PS4 XONE Switch PS5 Series X Gog Steam
Genre: Shooter, Indie

Turbo Overkill

New Endless Map

To celebrate the FPS Fest, we have released a new Endless map called Syntek! The patch also comes with various other bug fixes and balance changes. Full changelog below.





  • New Endless map "Syntek"
  • Spitters no longer leave acid on the ground after death if burnt alive or destroyed with Ion Blaster
  • Plasma Gun: Microwave beam has slight increase on its damage chargeup
  • Plasma Gun: Increased speed slightly while using the microwave beam
  • Twincendiary now does more damage the longer it is fired
  • Twincendiary damage slightly increased
  • Fixed hands on credits sequence
  • Splits can now be staggered
  • Splits can now be electrocuted with the Waster alt fire (3x charge only)
  • Leapers can now be staggered
  • Napalm Blitz, fixed fog volumes for lower graphics quality
  • You can now skip the last cinematic in Napalm Blitz
  • Fixed Chip respawn bug on Teratek HQ
  • Fixed missing geometry in Open Season
  • Fixed missing geometry in Terminal Eclipse
  • Added a warning to Murder Machine difficulty (are you sure?)
  • New loading screen, now works nicely in 4k and on ultra-wide monitors
  • Credits sequence bug fixed where it sometimes would not return to the main menu
  • Fixed incorrect track name in Endless
  • Weapon wheel no longer can be activated while entering cinematics
  • Instagibber now saves its supercharge with quicksaves/checkpoints
  • Fixed bad Battle Alley geo on platform
  • Updated colouring on some parts of the end credits monsters/Johnny
  • Fixed credits sometimes not loading into main menu
  • You can toggle the main menu hud with Left Shift + X
  • Daddy melee damage reduced from 85 to 55
  • Blecher no longer insta-kills players with their flamethrower
  • RGB sliders for changing the hud tint

Steam Deck Verified + Trading Cards!

As you may have noticed for a week now, we are Steam Deck Approved! For those that are already playing on Steam Deck, a graphics quality setting has been provided to keep Turbo Overkill running as close to 60FPS as possible.

We've also rolled out Patch 1.2, which replaces most text prompts with controller glyphs. Controller rebinding is now also available. Anyone experiencing any issues with gamepads, please check that Steam Input is disabled or set to a profile that uses the games gamepad inputs.

Trading Cards are also now available!




We are also rolling out Patch 1.2 for the game. Some notable features include...

  • Custom Difficulties
  • Save File backups (can restore older saves via the Settings menu)
  • Custom framerate limiter
  • A snazzy new intro sequence
  • Infodex has been optimized for gamepads and the Steam Deck


Full changelog below!

  • Steam Deck Verified!
  • Custom Difficulties added
  • Added slider to change how long the Weapon Wheel hold time is
  • Save file backups can now be accessed via the Settings menu
  • Rebinds for gamepads have returned
  • Photomode working with gamepads
  • Custom framerate limiter
  • Added a new intro scene
  • Added more tips to the loading screen
  • Added music track to Splice Machine battle
  • Added Plasma Hazard to the level editor interactive menu
  • You can now change your test difficulty in TurboEd
  • Infodex now has larger text so its more easier to read on Steam Deck
  • Updated Infodex visuals and made navigation a bit more friendly
  • Tidied up Infodex status panel to be less cluttered
  • Fixed tiny text in Tutorial prompts
  • Added gamepad bindings to leaderboards
  • Added gamepad icons to most UI elements
  • Fixed Final Purge Arcade issues
  • Fixed bug with the Telefragger aim (green glowing enemies)
  • Fixed Dualshock support
  • Fixed end of Teratek Factory bugging out on final encounter
  • TurboJuice panel now works on multiply languages and correctly with gamepads
  • Fixed loading screen audio transition issues
  • Fixed aspect ratio issues with videos in the Codex
  • You can no longer headshot enemies with the rocket launcher
  • Potential fix for cinematics automatically skipping
  • Custom Maps: Fixed corruption zone trigger having two of the same weapon
  • Potential fix for Rooftops soft lock door
  • Fixed bug where Security Drone's would shoot themselves
  • Fixed Boomer level 2 upgrade video not playing
  • Fire and Electrocution effects now show up on lower graphical settings

Steam Awards Are Here!

It's been an awesome year for Turbo Overkill. The reception to the final episode and the 1.0 release has been incredible to see. While we believe Turbo could contend for a few categories in this year's Steam Awards, we think the soundtrack to Paradise is a particular standout and based on what we've heard, a lot of you do too!

If you liked Turbo's soundtrack, please consider nominating us for the Best Soundtrack category!

Thanks to everyone who has played Turbo Overkill, recommended it to friends or even left a review. None of this could have been possible with you!

New Turbo Prodeus Bundle!

Attention all retro FPS fans! We're thrilled to announce the ultimate adrenaline bundle: Turbo Overkill x Prodeus! Grab both at a 28% discount and dive into a double dose of chaos and carnage. With Turbo Overkill's latest patch bringing you Arcade Mode and Custom Maps, and Prodeus's AAA-quality retro action, it's a no-brainer for any shooter enthusiast. Lock and load for a blast from the past with a modern twist. Don't miss out!

https://store.steampowered.com/bundle/36285/Turbo_Prodeus_Bundle/

Patch 1.1 - Arcade Mode Has Arrived

Patch 1.1 has arrived! Featuring a ton of new features and QOL improvements.

Arcade Mode


Arcade Mode is a new way to replay existing levels. We've extended the Endless mode's medal and score system into the campaign! Along with this, global leaderboards have been added.

Play something new with the Custom Maps overhaul!


Check out the new map browser with vastly improved navigation and visual flair. Want to create your own arena of destruction? Take a look at the all new Voxel Level Editor. Easily carve out your arena in seconds and publish for all to play!



Full changelog



  • Arcade Mode added
  • Massive level editor overhaul
  • Dualshock controller support
  • Episode 3 monsters added to Endless
  • Graphics settings expanded, added Shader Quality and Lighting Quality
  • Games file size reduced by half
  • Made world triggers far more reliable
  • Photomode now available for all languages
  • You can now remix some audio channels in the audio menu
  • Riding car hood no longer bugs out when respawning
  • Fixed respawn issues on Pressure Point
  • Reduced potential softlocks
  • Endless: Chainsaw Arms added to the shop for 50,000
  • Endless: Most augments from Episode 3 now available
  • Fixed potential softlock on Rooftops tower encounter
  • Fixed buggy augment descriptions in the shop
  • Fixed inverted gamepad option for vehicles
  • Fixed Ascension teleport trigger issues
  • Fixed Magnum spin animation
  • Fixed Sloth's firing upon death
  • Fixed Heavy Duty on Maw Abberations
  • Telefrag medal now gives 200 points instead of 150
  • Instagib medal now gives 250 points per kill instead of 750
  • Fixed geo disappearing in Sunset Synthetica
  • Fixed Teratek Factory checkpoint bug on final arena
  • Episode 3 enemies added to Endless
  • Fixed Triple Kill medals
  • Added missile description to car tutorial
  • Splash damage no longer clips through walls
  • Microwave Beam damage on Plasma Gun resets between deaths
  • Fixed a hole in Vector-4
  • Teddy slam no longer damages players multiple times per single impact
  • Fixed Telefragger typo in Open Season
  • Fixed fog in Ascension on rooftop
  • Fixed Space bar bug making secret levels reset multiple times
  • Shells/Rockets will no longer pickup if you are charging the Waster or Rocket Launcher (fixes issue where ammo would go missing)
  • Fixed Run the Gauntlet achievement not working as intended
  • Fixed Pressure Point killcount in regards to boss arena monsters
  • Fixed Toxin Refinery killcount in regards to Slimers
  • Fixed several menu typos
  • Fixed bug where holding the gamepad jump button would not ascend vehicles
  • Fixed Micro-Missile launcher getting stuck when using toggle mode and running into Corruption Zones
  • Jacked Junkies and Belchers now only need 2 charges from the Waster shotgun to get electrocuted
  • Drone collision volume increased
  • Kills added to level time text ingame

1.0 is FINALLY here!

Sup.

1.0 is out.

To celebrate, there's a final 15% off launch discount before the price raises to the planned $24.99 for 1.0. Get it now!

Selections from the original soundtrack are now available on several major music streaming platform. Steam version coming soon!

Thanks to all the fans from day one for their support throughout Early Access. This wouldn't have been possible without each of you.

1.0 Delayed until August 11

Okay so, bad news I'm afraid.

We gotta delay, LAST TIME, I SWEAR. But trust us, it will be totally worth it.

In short, the game is complete from start to finish. We technically could release now, but we felt we need a little more time to resolve a lot of other things. We are not 100% there with some of the optimization and level flow. The multiplayer suite is still a little rusty (needs more options) and the amount of bugs I've encountered in the campaign I feel are a little much.

That, coupled with the last delay of Ep 3 Part 1, had a flow on effect with this one

Another reason for the delay, and I usually don't bring up my personal life, but my partner and I recently had a baby girl! No, we didn't call her Ripper in case you were wondering. Any time I had left till the 18th deadline has been slowly sucked away as I've been coming to grips with fatherhood (babies are hard)!

Apologies for those eager to play, we are looking forward to a 1.0 release in mid-August. The final 3 levels of the game are fucking epic (and long).

- Wadaholic

The Final Episode: Part 1 -- OUT NOW

The neon-lit dystopia known as Paradise has been overrun by Syn, an all-seeing artificial intelligence dead-set on destruction. Paint the town red with dual chainsaw arms and rev up fresh carnage with a second chainsaw leg.

Cleanse the streets. Purge Syn.

Turbo's 1.0 launch will conclude the narrative with the second half of Episode 3 on July 18.

Full patch notes below.

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HEADLINE
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- Beginnings of a Codex added! Containing lore, monster killcounts and tutorials. Some descriptions are still a work in progress
- Exodus 2.0, motorbike replaced with a hover bike. Map completely revamped and extended.
- Vastly improved gamepad support (no support for the built in level editor however)
- You can now rebind gamepad buttons
- Option to toggle micro missile launcher
- Augments now have letters displaying which slot they belong to (in the Splice shop)
- More polish on Jazz and Ripper boss fights
- Fixed custom maps, players no longer fall through the floor on start
- Car now fires rockets

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ENDLESS
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- Highlight added to last remaining enemies in a wave
- Armor now shows up in all difficulties
- Option to have enemies drop health and ammo on death added to options
- Slider to set the monster starting wave offset
- Fixed map collision issues
- Prompt added to let players know their Zhen intake is multiplied
- Endless: Items will respawn at the end of waves
- Fixed ammo placement in regards to Hazard Zones

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CUSTOM MAPS
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- Fixed navigation issues where TurboScape geometry was not generating navigation meshes

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BOSS FIGHTS
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- Ripper fight: She now fires Micro Missiles
- Ripper fight: Improved Jetpack effects
- Ripper fight: Sound effects pass
- Ripper fight: Larger hitbox on Ripper
- Ripper fight: Improved decoy spawn effects
- Ripper fight: Fixed bug where Ripper decoys could be targetted past their death
- Ripper fight: Telefragger now fires 3 shots, and they are devastating!
- Ripper fight: Ripper now only spawns health and ammo when she enters the Jetpack state
- Ripper fight: Ripper shotgun blast is super effective up close, but will only trigger when the player gets too close
- Jazz fight: You can now electrocute Jazz
- Jazz fight: Health increased from 4000 to 9000
- Jazz fight: He will no longer activate Turbo-Time if he is on fire
- Jazz fight: Made hitbox larger (he more thicc)
- Jazz fight: Added environmental traps that will cause Jazz to flinch
- Jazz fight: The frequency of time Jazz taunts the player is reduced by half
- Jazz fight: Reduced spread and increased damage of uzi shots

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BALANCE
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- Rockets reduced from 28 to 18
- Changing difficulty will now reload the last checkpoint and will reconfigure the level to spawn items correctly
- You can no longer change difficulty to one higher than what you have selected ingame (prevents level breaking)
- Virgin Blood balancing: Damage reduced to 0.3 from 0.55
- Virgin Blood balancing: Projectile Speed values reduced to 0.5 from 0.75
- Enemies now run 2x faster on the difficulty 'Serve Me Pain'
- The Teddy's slam attack has been completely refactored, now makes a ring of damage around his position, rather than a tracking attack
- Removed Teddy shockwave warning, since the attack has been refactored
- Belcher grenade explodes with the pink explosion if its been grabbed (far more effective)
- Belcher grenade aligns correctly when released from Plasma Gun projectile grab
- Slightly slowed down Sloth rocket speed after Projectile Grabber grab
- Drastically increased enemy readability through spotlights
- Flamethrower spread speed increased from 30 to 38, giving it more range and making it faster
- You can telefrag the Technopede's severed head
- Instagibber on Magnum's now consume 5 bullets per shot when in Instagib mode
- Heavy Grizzler now takes chainsaw damage (this was breaking Chainsaw only runs)
- Slightly slowed down Meatballs
- Armor now provides more damage reduction
- Projectile Grabber can no longer grab Thug or Turret projectiles, since they always got in the way of more powerful projectiles
- Reworked the Plasma Gun projectile grabber ammo consumption
- Telefragger now consumes 3 cells per shot

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BUG FIXES
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- Collision improvements to the cars projectiles (had to slow them down a little too)
- AI Navigation radius tweaks to make sure they don't run into walls as often
- Fixed Meatballs going through world geometry (mostly)
- Fixed bug on Rooftops where vehicles would not work correctly on respawn
- Fixed bug on Rooftops where the car tutorial would stop the UI and interactions working
- Fixed a bug where secret levels were saving/accessing save data
- Fixed a hole in the ceiling in the acid arena in The Wastes (by Ion Cannon spawn)
- Fixed killcount on The Wastes
- Rammer can now die when lit on fire
- Fixed Rammer flame effects
- Fixed kill count in Toxin Refinery
- Damage numbers doubling up fixed
- 3x Enemies Tech Chip will respawn enemies correctly on loading
- Car will correctly load from save data, even if you have left it somewhere else on the map
- Telefragger aiming issues regarding frame rates resolved
- Fixed a bug where projectiles grabbed by the Plasma Gun would sometimes remain in the air
- Fixed a bug where if you play the game after playing the demo, shops will fail to close
- Fixed a bug where the Projectile Grabber will corrupt Sloth rockets, making them always self destruct
- Fixed a bug where the confirmation box would sometimes not appear when using a gamepad
- Grapple Hook no longer works when locked in a lift sequence
- Barges in Syn now go forward instead of sideways
- Tutorial prompts are a lot more consistent between playthroughs and will only pop up once
- Change Profile button now works with the gamepad
- Accolades screen now works with the gamepad
- The gamepad cursor will now be invisible while interacting with confirmation boxes
- Reduced the chances that an enemy will push players through world geometry

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MAP TWEAKS
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- Added some monsters on the bridge before the lift in Pressure Point
- Pressure Point skybox improvements
- Added a skybox and more neon elements to Outskirts
- Added a skybox to The Wastes and fixed a lightmapping error
- Added more neon elements to Paradise Lost
- Added a skybox to The Wastes, showing the powerplant in the distance
- Emergence: Pathing improved, also added some more lights around doors
- Battle Alley: Extended wall running section, improved pathing

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CONTROLS
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- Improved auto-aim features for controllers
- Add hood riding tutorial to the Codex

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VISUALS/AUDIO
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- New will pop up on items that are newly added to stores
- Increased item visibility
- Spread Reduction is less green when equipped
- Reverted to single colored Augment buttons, but now there is text displaying which augment slot the augment belongs to
- Fixed footstep audio having a clipping sound
- Lowered voice overs by 2db
- Increased default music volume slightly
- Rain fx no longer render on ceiling
- Brightened up some doors
- Switches are now a lot more obvious
- Telefragger now has a X display on what cannot be teleported into

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TURBO-ED
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Fixed menu UI bugs not displaying some elements

Updated Content Roadmap

New content roadmap time! Episode 3 is still on its way with some slight changes.

Most importantly, May will now bring the first half of episode 3 with a new weapon, 5 new enemy types and new augments. The rest of episode 3 and the full 1.0 release will come in July. The full roadmap is below.

We appreciate everyone's continued support of Turbo! To stay up-to-date, you can also join the Turbo Overkill Discord.

New Content Roadmap

If you've looked at the Steam page recently, you've probably seen this, but we wanted to post the updated content roadmap as an update here for everyone to see too.

Endless Mode is already out but even more content is coming with the Episode 3/1.0 release in May! Better get those chainsaws ready.