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

Turbo Overkill

Endless Mode is Here!

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.

Check out our official guide on how to setup custom maps.

Steam Cloud Saves


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 ̴̫̦̃̑̃…



T̸̠̺̔̆h̸̘͒͜a̷͍͖̓̎̆ṅ̴͔̤͑k̴̙̣̥̐̄s̴̘̞̋ ̵͉̞̈́f̶̩̹̈́͜ǫ̷̉ŗ̴̥͂ ̷̗̫̳̑̓̀r̶̦̥̓͋̊ē̴͓̹͝ằ̷͔͘d̷̢̲͚̓̓̆i̸͓̕n̷̜͇̗̄̅͊ǵ̶̜͔̖́!

Patch 0.14 Live



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?