Endless is a new mode for Turbo Overkill! Survive a never-ending gauntlet in a dynamically changing arena. Upgrade your arsenal and augments the more you progress. Earn medals for skill kills and top your high score!
Endless Mode Features
Matches are highly customizable. You can chose your difficulty, starting load-out and augments.
The player progresses through multiple environments the longer they play. You only have 1 life, so be careful!
Players start with nothing but their trusty Magnums and the Waster Shotgun (along with their Chainsaw Leg of course)!
Kill enemies to collect money, use the money you collect in Timeout, where you can access shops and augment stations.
Timeout happens every 3 waves. You are automatically restocked on ammo and health during Timeout.
Every six waves, after Timeout, players are granted one free major augment (Grapple Hook, Wall Running, Turbo Time or Micro-Missiles).
Enemies get stronger the longer you play.
Players are given medals based on certain kills (killing monsters that are on fire, triple kill, chainsaw kill, etc).
There is a high score counter and score multiplier that rises on every kill. If you stop killing monsters, the multiplier goes down.
PATCH CHANGELOG
HEADLINE FEATURES
Endless mode added
BALANCING
Paradise Lost: Reduced ammo drop count
Toxin Refinery: Reduced ammo drop count
Teratek Factory: Slightly reduced ammo drop count
Outskirts: Added a wall to stop secret breaking
Outskirts: Reduced ammo drop count
The Wastes: Raised Vista arena armor more in the air, requires more skill to acquire.
The Wastes: Reduced ammo drop count
Pressure Point: Reduced ammo drop count
Light Bullets now grant 8 bullets on pickup instead of 15
Reduced Ion Blaster alt fire charge time from 8 seconds to 5
Decreased Ion Blaster ticket usage to 15
Ion Blaster max ammo increased from 40 to 45
Ion Blaster no longer can fire multiple alt-fires, thus wasting ammo
Ion Blaster gives back ammo if player changes weapon before using it
Ion Blaster consumes ammo slightly slower on its primary fire mode
Boomer shotgun slightly flies you into the air if you are airborne and shoot downwards
Chainsaw leg now correctly captures all enemies inside damage radius, making it much more effective
Rebalanced health in Jazz fight
Reduced the amount of bullets Jazz fires
MAP CHANGES
Syn: Fixed acid pool hurting players when they slide along it
Syn: Added objective marker to help new players chainsaw slide
Syn: Added correct teleport triggers
Emergence: EXEC voiceover tweaks
Battle Alley: Added wallrun platforms to assist players in where to go
Battle Alley: Added more objective markers
Open Season: Fixed enemies in intro cinematic not firing on the car
Rooftops: Added a Vehicle Recall station to the first tunnel
Napalm Blitz: Fixed Maw navigation mesh issues
Napalm Blitz: Maw Boss fight, added a checkpoint between phase 2 and 3
Napalm Blitz: Can now 100% kills on this level
QOL
If on fire, an enemies flinch threshold is greatly reduced
Fixed interactives so they only work if you are looking at them
Projectiles despawn on cinematics
Meatballs show up on telefragger scope
Added I-frames after you take damage, reducing the chance of having health reduced by a barrage of bullets
If you already have the augment from a Teratek crate, it will be inactive when you load the level
'giveall' console command in console really gives you everything
Fixed a lot of Profile selection inconsistencies
Cleaned up how First-Person/Third-Person vehicle camera perspectives are handled (in the options menu)
1360x768 resolution added
Fixed a bug where Ripper would sometimes get stuck on the ceiling
Added a tutorial explaining how the Weapon Wheel works
Added a tutorial explaining how Quicksave/Quickload works
Difficulty displayed on end screen
In no-clip you can hold down shift to speed up
You can now kill Security Drones with the chainsaw leg
Added option to disable grapple hook crosshair
BUG FIX
Crosshair information now displays when using the dot or cross crosshair options
Fixed bug where a progress bar would get stuck on the players UI
I-frames added after respawn/shop usage
Telefragging enemies will no longer break wave progression
Fixed Waster error where it would be invisible sometimes when going from Level 2 to Level 1 upgrades
Rain now renders on Open Season
Teddy no longer spins while he is dead
Toxin Refinery: Fixed red key skip
Fixed shop screens breaking in secret levels
Fixed explosive damage making players float when they're locked in a lift
The car UI no longer renders through the car when in third-person
Improvements to how grapple target is rendered
Fixed water FX switching on and off on lower framerates
You will no longer float in the air if you use a shop while jumping
Disabled problematic projectiles from being grabbed
AUDIO/VIDEO
Anti-Aliasing added to options menu (graphics)
Made wood more shiny
Nominate Turbo Overkill for the Steam Awards!
Vote for us in the Steam Awards!
We've all had to fight through the challenges of Paradise. Sometimes this does just feel like the Best Game You Suck At, doesn't it?
You can vote here for us up above or on the store page itself.
Update 0.31 also went live last night.
The full changelog:
Additions
Added all enemies to the bestiary
More bestiary camera controls (zoom with other arrow keys)
Added difficulty selection to secret levels
Rebind for weapon switch (projectile/microwave)
An objective marker has been added to Rooftops to help new players
Bugfix
Turbo-Time ammo now gives you plasma ammo
Fixed Ripper fight roof collision
Fixed exploit where plasmagun could be used to climb walls
Fixed Artifact-Zero collision in boss arena
Rebaked Viper Den occlusion
Fixed an out of bounds bug on Emergence
Disabled mouse rotation when opening console
Corruption warning no longer shows up in pause/photomode
Respawn point on Toxin Refinery near start has fixed respawn position, preventing falling into acid
Fixed a hole in world geometry in Toxin Refinery
Exodus, can softlock if rocketlauncher hits switch in sewer onfoot section
Subtitles toggle in options menu now works
Tracers no longer stop mid-flight when selecting the Micro-Missile Launcher
Fixed buggy wallrunning platform on secret level 'Collapse'
Fixed unlimited ammo bug in secret level 'Viper Den'
Fixed floating lamp in 'Paradise Lost'
Fixed jittery Ion Blaster aiming
You can no longer use a shop while you are dead
When using the No Drops techchip, Kites will now self-destruct on death as intended
Player zoom target gets reset upon death
Console can no longer be toggled in pause menu
Fixed overlapping UI widgets when erasing profiles
UI menu buttons no longer bleed into the 'Return' button (was happening on some menus)
Turbo-Time now drops health/ammo on levels that don't use Zhen (mostly secret level stuff)
You can now pickup Cassette tapes on the bike
Fixed faulty collision on flamethrower fire
Quality of Life
"Exit and apply settings" in main menu
Changed Instagibber on Magnums sound effects to be less high pitched
Fixed Instagibber on Magnums to be linked to sound mixer
Added plasma ammo and tickets to vending machines
Shrunk skip cutscene prompt size
Skip cutscene prompt now has a half a second delay before appearing
You can now change difficulty mid level
Virgin Blood is slightly easier
Ability to add an onscreen timer
Ghost Techchips and Cassette Tapes now appear if you've already collected it
If you die a lot in a quick amount of time, you will be given the option to chug some Turbo Juice
Multiple weapons can now be assigned to the same key via the Weapon Group system
You can now trash keybindings by pressing Backspace or Delete while hovering over a control
Improvements made to key rebindings, you are now prompted if you want to override another key
Teratek Factory softlock fixed with grapple area
Surgeon augment now works with bike health pickups
You can now rebind the scroll wheel to select specific weapons
Episode 2 Out Now!
Episode 2 of Turbo Overkill is out NOW!
Picking up right after Episode 1's cliffhanger, Episode 2 sees Johnny take the fight straight to Syn, the omnipotent AI laying siege to the world.
This major update features
EIGHT new campaign levels
The new grappling hook
New weapons like the Plasma Gun, Ion Blaster and Telefragger sniper rifle
Upgrades for both new and old weapons
The introduction of Turbo Time, an ability that allows you to move and shoot faster than enemies
New music
New characters
New voice acting featuring veteran talent Patricia Summersett (The Legend of Zelda: Breath of the Wild), Jon St. John (the Duke himself), Tay Zonday (“Chocolate Rain”), Gianni Matragrano (Genshin Impact, ULTRAKILL, SMITE) and DB Cooper (Monster Train, Bless Online)
THE CHAINSAW BIKE
Turbo has a 10% discount until November 14 to celebrate the launch. Enjoy the update and let us know what you think!
Development Update - October 2022
Hey y'all! It's been a while.
Episode 2 drops NEXT MONDAY! October 31! If you haven't already, check out the trailer.
While the update drops next week, that doesn't mean we can't give you a last-minute sneak peek at some of the stuff you'll see in it.
Weapons
Last time we showed off the plasma gun. This time? Telefragger.
A sniper rifle that teleports you into the enemies to gib them from the inside out. Why would you ever use anything else? Oh, right. Because you'll also be able to ride this beauty.
Duke's bike ain't got nothing on this.
Are we sure this is Paradise?
Not much to say here, but here are some of the places you'll be sliding and shooting your way through on Monday.
Target Practice
And some of the enemies.
Remember the blade-legged runner from a few months ago? This is what he looks like now.
This fella's got a fresh coat of paint too.
You may also meet someone else out in Paradise...
In case you missed it, we also released an Episode 2 commentary with the developer, some of the audio staff and the legendary GmanLives. Check it out to tide yourself over until Monday.
See you in Paradise on October 31!
Content Update #1
Custom mapping tools have arrived in Turbo Overkill! Now you can create and play custom levels straight from the main menu.
Turbo Overkill Custom is implemented with Steam Workshop. You can subscribe, download, rate and publish directly inside Turbo Overkill. This is only the beginning of mod support for Turbo Overkill.
The current tools are still considered Alpha. We will be taking on feedback from now until the 1.0 release on how we can improve and extend this feature set.
We've overhauled the save system to be a bit cleaner. Steam Cloud support has also been added.
Launcher Level 2 Upgrade
The upgrade to the Launcher is brutal, allowing the user to preload up to 4 rockets for maximum damage. You can acquire the rocket launcher by purchasing it from a Weapons Station in the levels Ascension, Rooftops and Artifact-Zero.
Bestiary Added
Want to know more about those fools you keep gibbing? Check out the Bestiary from the main menu!
Don't forget to smile
We've added 5 new Photo Mode poses, along with a few minor tweaks to the Photo Mode system. Much more to come!
You can view the full patch notes below:
Main Features
Rocket Launcher Level 2 Upgrade
Gore slider/Overkill Gore Tech-Chip added
Steam Cloud saves added
Level Editor added
Custom Mods menu added, tied with Steam Workshop Support
Bestiary added
5 new Photomode poses
Improved mouse sensitivity options
Razor Chroma Support
Bug Fixes
Fixed doors not restoring their saved positions correctly
Fixed triggers on Rings secret map while driving
Fixed bug with last cinematic not being skipped correctly
Secret level 'Rocket Jump Arena' no longer keeps the Agile augment on after death
Fixed a bug on Artifact-Zero where audio channels weren't hooked up correctly to doors and movers
Photomode won't activate while in car, revealing broken rigs
Quality of Life
Secret levels now instantly start, removed the intro screen
Level progress is now displayed in the loading screen
Added warning marker for when Artifact-Zero will unleash the green wall of death
Added option to disable low health sound effects
Crosshair hit marker UI
Vehicle FOV slider
Patch 0.16 Live - Featuring Artifact-Zero Remixed!
This patch includes a big refactor of the last level, Artifact-Zero.
After receiving a lot of valuable feedback, we decided to go back to the drawing board on a few things. The level has been stream-lined for more clarity on where to go, and a lot of the frustrating sections have been replaced with something a bit more fun. We hope you have a blast!
The full changelog:
New Features
Artifact-Zero REMIXED: Completely refactored the last level to be a lot more exciting and clear on where to go
Quality of Life Changes
Reduced fog in Ascension
Reduced camera shake on the Uzis
Subtle improvements made to explosion thrust physics
If you get stuck from chainsaw sliding into a small gap, you will teleport to the position you were before chainsaw sliding (instead of dying)
Balance
Magnum tracer damage increased from 30 to 34
Waster tracer damage increased from 21 to 25
Uzi tracer damage increased from 15 to 23
Twincendiary tracer damage increased from 18 to 23
Visual/Audio
When equipping the Uzi's alt-fire, you will physically throw the Uzi (more combat related mechanics coming for this in future updates)
Bug fixes
Low health effects are restored on quickload
Fixed death walls in Artifact-Zero
Fixed 100% enemies killed, when its not actually 100%
Fixed frame-rate dependant explosion jumping
Fixed crate in Syn where the player can get stuck (after the dash jump)
You can no longer enter water while driving your car
Fixed Rooftops checkpoint near the start to prevent players from constantly falling
Coins no longer disappear on cinematics
Quicksave related: When buying the flamethrower and dying before saving, the gun will return to its previous state
Bit of a band aid until the collection system is refactored, but collecting a Tech-Chip or Cassette will save your progress
Fixed a bug where the Twincendiary would fire inconsistently on lower framerates
Patch 0.15 Live
This patch introduces the much requested Quicksave/Quickload system, along with cleaning up a lot of progression related bugs. Enemy flinching is now added, allowing for more combat strategies!
Note of caution: This patch will scrap current checkpoint progress, forcing you to play from the beginning of the level. Persistent progression like levels completed, weapons/augments collected etc will remain intact.
New Features
Quicksave/Quickload system added
Completely refactored save and trigger systems to make it far more reliable
Checkpoints are far more frequent
AI flinching added, heavier enemies will flinch if they sustain a large amount of damage really fast. Uzi's are really effective at this
Bug Fixes
You can continue progress on Syn if you haven't finished the first level
Fixed bug where one cassette will always unlock on end of level
Fixed juttering effect when entering/exiting car, feels a lot more polished now
Fixed Teratek crate key icon not showing up in inventory
Exiting the car in water will no longer get you stuck in a permanent swimming state
You can no longer jump on a Techno-Junkie head and have it miss its melee attack
Fixed enemy kill counts in the stats screen
Fixed shop item preview saying 'You can't afford this' even if you have enough money
Enemies now consistently respawn after reloading a checkpoint (sometimes they wouldn't, breaking triggers and a bunch of other stuff)
You can no longer die/finish a level with with shop UI open
UI prompt now appears when collecting collectables inside a car
Can no longer climb out of train-crash section
When dying right after finishing off Artifact-Zero, he no longer respawns in the middle of a cutscene
Visual & Audio Tweaks
Fixed spelling mistake on Further Grace augment
Fixed animation export issues on weapon hud models
New forcefield shader
Low health breathing sound volume reduced
Correct name set to Twincendiary in shop
Slightly reduced fog amount on Ascension
Added message prompt warning players of scrapping Checkpoint data
Development Update - June 2022
Hey everyone! We’ve got a bunch of new WIP content and other sorts of previews for you.
Hope you all have enjoyed the changes and features that have been implemented into the game so far like controller support, enemy outlines and the difficulty adjustments.
Let’s get onto the fun stuff.
(All notes and previews are WIP and therefore subject to change!)
Weapons
The new weapons in Episode 2 are looking sick. All three of them. First off we’ve got the plasma gun.
The plasma gun’s primary fire fires plasma balls while the secondary fire lets loose a stream of electricity that can lock onto 3 targets. You can shoot the primary projectiles with another gun to make them explode (shock combo, anyone?). You can also shoot the electric stream at a plasma ball to charge it up and change its trajectory.
Here’s a preview of all the weapon models as they currently stand. Any guesses on what the other two guns do?
New enemies
We showed off one of the new enemies on Twitter already. We asked for some name ideas (which revealed that many of you need to go touch grass). So meet Meatball.
Here are a couple of others we haven’t shown before. The Slimer:
And this poor fool.
One more.
We’ve also got a bestiary coming!
me too, grizzler. me too.
E2M1
The first mission of the next episode is almost done! The aesthetic for Episode 2 is shaping up to be much different than the levels in Episode 1. See for yourself:
Buildings got bones now.
And even the shacks in E2M1 are metal.
You’ve had a chainsaw leg but are you ready for a chainsaw motorcycle?
That leaked Duke Nukem Forever build got us like
General updates
We originally had these awesome enamel pins made for PAX East but weren’t able to receive them in time. We’re giving them away occasionally on our social media channels so make sure to follow @turbo_overkill and @Apogee_Ent on Twitter to catch our next giveaways.
The next update, patch 0.15 is currently planned to drop Monday, June 27. If you find any bugs, want to give feedback or just want to keep up with the game’s development, make sure to join the official Turbo Overkill Discord.
The next major content update will come in August, including modding and the rocket launcher upgrade. See the roadmap for the full timeline:
One more teaser. We’re also working on ḁ̷͔̺̾̈ ̴̧̫̙̒̓͘ṅ̷͙e̵͖̭̗͑̏w̷̜̖̾ ̶̧͚̓̈́s̶̝͖̐̈́ỳ̴̮̈́͒s̵͉̓̄̋t̶̢̤͠è̸̢̗m̶̝̀͐̐ ̵̼̀̓̎͜f̴̝̐͆ò̴̡̘̌r̵̡͙̽͗̿ ̵͓͒̈́͂t̸̳̖͈̑̋h̷̼͊̎e̴̹̹͌ ̷͚̍a̶̠̹͊͗ȓ̷͈͝e̷̖̤̙̚͝n̷̼̐͋a̵̭̝͕͛̋̎s̷͉͊ ̷̨̬̯͂̿̂į̴͕̩̐n̵̡͉͖̽̄͐ ̵̭̳͠Ë̶͎͖̣́p̵̥̰̄͜i̸̯͂ş̵̲̝͗o̶̠̻̫͗̄d̶͔̑̋͘e̴̪͉̱͒ ̸̾̊͆͜2̴̳̻͎͒͗ ̴̫̦̃̑̃…
Today's patch fixes a lot of known bugs and includes suggestions/requests from the Steam Forums, Twitter and Discord communities.
Highlights in patch 0.14 include projectiles no longer going through walls, a big difficulty re-balance, on-screen damage indicators, car surfing and much much more!
The full change-log can be found below:
Accessibility
Wallrunning has option to disable screen roll
Outline options added for enemies
Option to show outline around enemies when they are shot
Bug Fixes
Enemy projectiles no longer go through walls
Fixed bug where you got stuck in your car when entering near a shop
Fixed bug where Ascension jumppad shortcut wouldn't activate
Made audio fade in/out correctly between loading checkpoints/levels
Fixed consistentcy of Teratek Crates between saves
Fixed one of the Leapers not spawning after the green key arena in Battle Alley (post death)
Fixed a bug on Artifact-Zero where the Syn Mech would appear before the crate is lifted
You can no longer switch weapons while the game is paused
You can no longer activate your chainsaw in the car (or when you enter the car)
Fixed rendering bug where 3D UI elements would render incorrectly against particles and transparent objects
Cooldown added preventing micro-missile selection spam, thus locking all your other weapons
Fixed street server in Emergence not having collision
Chainsaw grace is no longer affected by explosive barrels
Fixed bug where when jumping on a ladder while tracers are animating, they will no longer get stuck midair
Fixed a bug where enemies would lose their target if the player enters a shop
Can no longer change weapons while in the shop
Fixed a bug where the Waster shotgun would get jammed sometimes
Fixed inconsistency in the Secret Level select menu
Fixed a bug where the flamethrower cone wouldn't always disappear
Fixed a bug where the Magnums alt-fire would get stuck on sometimes
Fixed bug where the car can drive through forcefields on Rooftops
Fixed collision on boats in Battle Alley so players don't get stuck under the lip
Fixed Magnum alt fire zoom bug
Rain settings are now maintained between loading levels
Fixed jumping off projectiles while using the Agile augment
Fixed UI so the selection range doesn't take up the entire screen
Can no longer click 'Return' or press escape while in the resolution confirmation window
Fixed a poorly placed teleport trigger on the map Syn
Fixed a trap door not saving correctly between checkpoint loads in Dead Plaza
Fixed pain screen effects not showing up after dying
Fixed a collision bug in Dead Plaza where the player would get stuck on a fan
Fixed a button in Ascension having no binding to the master audio mixer
The post-processing effect on rain is now disabled correctly via the settings
Zooming now works in Photomode
Quality of Life changes
Micro Missile load times are maintained between saves
Collision pass done on most maps to stop players getting caught on geometry while chainsawing
Added a platform on Dead Plaza to assist with wall running section
Added a platform to Battle Alley to assist on directions
Your current mod configuration is now shown when holding Tab (default keybinding)
You can now dash into jumppads
Flamethrower remembers configuration between switching and respawns
Uzi remembers configuration between switching and respawns
Gameplay geometry tweaks to the train level to help guide players more and provide cover
Fixed a lot of the settings descriptions in the menus
Onscreen damage direction rings now added
Improved UI on confirmation boxes significantly
Capped the Weapon FOV so its values don't go crazy high
Sold out message added to shops when all stock is taken
Objective markers added to chains in Rooftops
Visual/Audio
Ultra-wide Support now working correctly with UI elements
Weapon Wheel on certain resolutions is no longer massive
Low health breathing sound effect added
A screen effect is now applied when you are underwater
Objective Markers now have a pulsating effect to make them more apparent
Portraits added to skill screen
Pitch increased on big head mode enemies (Tech-Chip)
Cinematics have big heads if its turned on (Tech-Chip)
Another pass done on the fog in Ascension
Balance
You can now jump on the hood of your car and ride it around like a surfboard
Big tweaks to the difficulty settings, making the values a little more sane. Damage outputs increased, projectile speeds reduced
Much more consistency on Waster electro shot stunning enemies
Syn Mech's blast radius from the shield bash is now more obvious
Artifact-Zero boss: Reduced eyeball health to make the boss feel less like a bullet-sponge
Artifact-Zero boss: Made green-beam walls more obvious on where damage is applied and slightly reduced damage
Artifact-Zero boss: Delay at start before enemies spawn in, and reduced numbers of enemies spawning in
Artifact-Zero boss: More ammo added to the arena
Artifact-Zero boss: Final phase beams have a damage cooldown
New Enemy Sneak-Peek
Just wanted to drop by and share a couple previews of a new enemy in Episode 2. Enemies in Episode 2 are drawing a little more inspiration from horror.
Knife legs!
He's pretty freaky when he's running at you. 🔪
Would you like to see more previews of WIP models (enemies, guns, levels, etc.) in the future?