About the Game
"Turbo Overkill is the best Tony Hawk game in years."
- Fanbyte
"If Sam Raimi's Evil Dead movie made the Chainsaw Arm an iconic piece of weaponry, wait till you see the leg chainsaw."
- Sportskeeda
"Turbo Overkill isn't just one of the best boomer shooters on the market right now - this is one of the best games on the market, full stop."
- Superjumpmagazine
In this Blade Runner-meets-DOOM hellscape, Johnny returns to his hometown of Paradise and finds its entire population possessed by Syn, a rogue AI, and its army of augmented minions. Desperate for enough money to outrun his past mistakes, Johnny takes on the impossible job of destroying the greatest AI ever created. Rival bounty hunters want to claim the prize first. Nothing is easy in paradise.
Race through two dozen stages packed with secrets, bonus arena stages, and white-knuckle combat puzzles. Find game-changing collectibles to unlock punishing modifiers like triple-monster-speed and insta-kill. Combine all of Johnny’s weapons and powers to outsmart, outgun and outrun the corrupted legions.
o Play Spider-Man with your grappling hook
o One-up Duke Nukem with your chainsaw slide-slice kick
o Kills = cash. Use cash to install augments, upgrade your weapons, and add new abilities in your talent tree
o Be a ghost runner while wall running
o Attack from above riding the hood of your flying car like a kung-furious badass
o Mini-rockets built into your robotic arm? ✔
o This. List. Will. Grow. Wishlist the game to see it happen
“As the guy who helped launch the shooter genre with Wolfenstein 3D, Rise of the Triad, Duke Nukem 3D, Max Payne, and Prey, I haven’t been this excited about an FPS since the golden era of Apogee/3D Realms,” wrote Scott Miller, founder. “Turbo Overkill is a sandbox of fun and original gameplay ideas that come together like a night of melty hot pizza and your favorite cold, frothy brew. Playing this game made me a Turbo Lover all over again.”
- Fanbyte
"If Sam Raimi's Evil Dead movie made the Chainsaw Arm an iconic piece of weaponry, wait till you see the leg chainsaw."
- Sportskeeda
"Turbo Overkill isn't just one of the best boomer shooters on the market right now - this is one of the best games on the market, full stop."
- Superjumpmagazine
Half-metal, half-human, all murder machine
Heavily inspired by some of the all-time greats like Id's Doom & Quake, and Apogee's Duke Nukem 3D, with stunning cyberpunk visuals, Turbo Overkill is the most savage FPS ever released by Apogee. You play as Johnny Turbo, augmented with hidden arm rockets and a chainsaw that extends from your lower leg allowing you to slide-slice enemies wide open.In this Blade Runner-meets-DOOM hellscape, Johnny returns to his hometown of Paradise and finds its entire population possessed by Syn, a rogue AI, and its army of augmented minions. Desperate for enough money to outrun his past mistakes, Johnny takes on the impossible job of destroying the greatest AI ever created. Rival bounty hunters want to claim the prize first. Nothing is easy in paradise.
Turbo Time, wall-running, dashing and grappling hooks, oh my
Turbo Overkill takes over-the-top to never-before-reached heights. Activate Turbo Time(™), a new form of slow motion with a twist. Build incredible speed by wall-running and dashing. Slide on your chainsaw leg, eviscerating foes and opening up bosses for critical damage, and go car-surfing on the hoods of flying cars. Blast away with the Twin Magnums, which lock-on and instagib several foes, the Boomer Shotgun and its attached grenade launcher, or the Telefragger sniper rifle, which teleports Johnny inside an enemy before they explode from within.Race through two dozen stages packed with secrets, bonus arena stages, and white-knuckle combat puzzles. Find game-changing collectibles to unlock punishing modifiers like triple-monster-speed and insta-kill. Combine all of Johnny’s weapons and powers to outsmart, outgun and outrun the corrupted legions.
TL;DR:
o Kill a boss, get its augment (special power)o Play Spider-Man with your grappling hook
o One-up Duke Nukem with your chainsaw slide-slice kick
o Kills = cash. Use cash to install augments, upgrade your weapons, and add new abilities in your talent tree
o Be a ghost runner while wall running
o Attack from above riding the hood of your flying car like a kung-furious badass
o Mini-rockets built into your robotic arm? ✔
o This. List. Will. Grow. Wishlist the game to see it happen
Don't quote us on nuthin'
“Turbo Overkill is fast, frenetic and ferocious—excess personified,” said Sam Prebble, one half of Trigger Happy Interactive. “This is the game we’ve always wanted to play; making it is a dream project. Relentless enemies, extremely deadly and fun weapons, speed and precision above all else—if you love Quake III Arena, modern and classic DOOM, or Apogee’s legendary first-person shooters, you’ll feel right at home in Paradise.”“As the guy who helped launch the shooter genre with Wolfenstein 3D, Rise of the Triad, Duke Nukem 3D, Max Payne, and Prey, I haven’t been this excited about an FPS since the golden era of Apogee/3D Realms,” wrote Scott Miller, founder. “Turbo Overkill is a sandbox of fun and original gameplay ideas that come together like a night of melty hot pizza and your favorite cold, frothy brew. Playing this game made me a Turbo Lover all over again.”
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
https://i.ibb.co/b3pnpyB/patch.png
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:
View on Steam
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
https://i.ibb.co/tM9vknY/patch15.png
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.
View on Steam
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
https://i.postimg.cc/pVjbLhXZ/patch014.png
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:
View on Steam
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
Small patch to resolve a progression block bug on Rooftops, but a couple extra things have been bundled in:
View on Steam
- Fixed a soft lock error on Rooftops
- Fixed inconsistency in the Secret Level select menu
- Alt-Fire cooldowns are now shown on the HUD (when switched on via the HUD settings menu)
- You can turn the HUD off completely from the HUD menu
https://i.imgur.com/bMTk2LQ.png
This patch mostly includes changes requested by the communities on both the Steam forums and our Discord servers. More changes to come in the future! I've also included an extended range of Ultra-wide resolutions, although these are currently labeled as WIP as they are not fully tested at this stage.
View on Steam
This patch mostly includes changes requested by the communities on both the Steam forums and our Discord servers. More changes to come in the future! I've also included an extended range of Ultra-wide resolutions, although these are currently labeled as WIP as they are not fully tested at this stage.
Accessibility
- New Accessibility menu, moved the camera shake setting into it
- Option to remove flashing on death screen under the Accessibility menu
- Option to tweak how much screen flash should happen in the Accessibility menu
- Dead-zone slide for controller
- Ability to turn off gamepads completely in options menu
- Toggle button to reduce speed to 75% of normal speed
- More Ultrawide resolutions added (very WIP at the moment)
Quality of Life Changes
- When exiting the car, the last weapon you had will be reselected
- Added depth of field effect to the weapon wheel
- Increased brightness of currently selected weapon in the weapon wheel
- Twincendiary's face display now dynamic depending on your ammo count
- Twincendiary flamethrower is now more responsive when switching
- Rotated car miniguns to be more centered
- Added brief invincibility when leaving shops
- The current Zhen counter remains on the top right corner when you enter shops
- Extra checkpoints have been added
Bug Fixes
- Fixed trigger on Emergence near uzis
- Jumppads no longer affect the player if they are in a car
- Fixed car audio mixer channels
- Fixed Micro-Missile weapon selection bug when entering cars and using ladders
- Fixed Micro-Missile hand placement when using middle weapon placement
- Fixed a bug preventing secret levels from been loaded
- Secret levels no longer have progression blocking bugs
- Fixed save data bugs on Dead Plaza
- Fixed save data bug on Rooftops
- Fixed respawn inventory bug on Rocket Jump Arena
- Removed double up of Restart Level in cassette levels
- Sloth corpses disappear between loads
- Can no longer Micro-Missile while on a ladder
- Can no longer chainsaw up ladders
Balancing, Visual and Audio Tweaks
- Lessened the amount of screen roll when running on wallrunning
- Moved ammo that appear before Artifact-Zero fight to be inside the arena
- Magnums now do double damage on headshots
- Halved the time it takes for enemies to spawn in
- Replaced intro screen so it would load properly and works with the audio mixer
This patch introduces the beginnings of controller support for Turbo Overkill!
More work to be done on this, over the course of next week I'll be adding more ways to customize the layout. Ultra-Wide support was supposed to be included in this patch but sadly didn't make the cut. Aiming for next weeks patch.
View on Steam
More work to be done on this, over the course of next week I'll be adding more ways to customize the layout. Ultra-Wide support was supposed to be included in this patch but sadly didn't make the cut. Aiming for next weeks patch.
- Controller support added (still a lot to do with this, Photo-mode is currently not supported)
- Secret levels are now delegated to their own menu, instead of been a button on the side
- Fixed Insta-Gib techchip not activating triggers
- Magnum alt-fire works with Insta-Gib techchip
- You can now delete individual save profiles (the one in Settings now erases ALL profiles)
- Fixed bug where wrong music was playing after the police station in Open Season
Smaller patch than yesterday. This one comes with multiple save profiles.
View on Steam
- Multiple save profiles added (does not work with settings yet)
- Scrolling up and down will switch weapons even if they are on cooldown
- Keys now have more of a visual indicator on them
- Swapped camera shake toggle for a slider
- A 'are you sure' prompt appears when restarting level
- Reduced health on Artifact-Zero eyes
- Micro-Missiles now have a smoother movement trail
- Fixed bug where Micro-Missiles wouldn't detonate on low frame rates
- Fixed bug where mouse sensitivity was tied to framerate
- Moved spawn point on Ascension before grinder room to prevent voice-overs replaying
- Increased physics iteration count
https://i.imgur.com/j27zuWk.jpeg
This patch is a little chunkier than the usual Hotfixes that have been coming out. Patch 0.11 has mostly focused on fixing a lot of the progression blocking bugs (and the busted spawning on Artifact-Zero).
A ton of other quality of life changes have also been included.
There are still several features that are actively been worked on but didn't make it to 0.11. Aiming to drop most of these tomorrow.
View on Steam
This patch is a little chunkier than the usual Hotfixes that have been coming out. Patch 0.11 has mostly focused on fixing a lot of the progression blocking bugs (and the busted spawning on Artifact-Zero).
A ton of other quality of life changes have also been included.
QOL changes
- Added option for damage counters to the HUD menu
- Red vinette added around edge of screen when low on health (effect is work in progress)
- You can now restart a level from the end-level tally screen
- Console can now be accessed without having to hold down C, has a pretty background now
- Try it with commands like noclip, tornado, neverrunout, slomo , zhenme
- Dying in cassette map "Rocket Jump Arena" will take you back to the beginning instantly
- Made the Micro-Missiles more apparent once they have reloaded
- Rain can be fully disabled via the Graphics menu
- Changing screen resolution has check on it
- Proper values in the framerate limiter option
Bug Fixes
- Refactored progression triggers to fix soft-lock errors in some maps
- Fixed train infinite-dying bug
- Fixed bug where stats were being reset at end of game
- Difficulties between levels are now maintained
- Removed ability to pause while in a on-screen tutorial
- Fixed bug where you can use the shop while in a tutorial
- Fixed collision bug in Battle Alley
- Fixed bug where Boomer shotgun doesn't consume ammo from alt-fire in some cases
- Fixed rain on screen option not working
- Fixed nav mesh errors on Train level
- Hitting a ceiling while jumping/using a jumppad will cancel out the jump instead of flying into celing
- Fixed Waster shotgun not firing charge mode despite having 3 shells
- Fixed audio being really loud on Ascension elevator
- Fixed mouse binding strings for additional mouse buttons
- Fixed switch next to Boomer in Ascension missing audio channel assignment
- Ascension intro cutscene has problematic decals removed
Balancing
- Slight increase to the Uzi's damage output
- Slightly increased explosive damage multiplier for the Technopede
- Slightly increased Waster shotgun damage
- Slightly increased burn time from flamethrower
What got left over
There are still several features that are actively been worked on but didn't make it to 0.11. Aiming to drop most of these tomorrow.
- Multiple save profiles
- Fixing Teratek Crate/Key save data
- Screen shake slider
- Item visual cues
- Controller support (this weekend!)
- Slight delay when activating the weapon wheel
- Fixed bug where Resume game from main menu wouldn't load correct level after finishing it
- You can change the order in which weapons are selected with the scroll wheel
- Bindings for next/previous weapon selection added
- Weapons automatically switch when they are out of ammo
- Framerate limiter added to Display menu
Quick fix: Moving spawn point on train level to stop players falling to their deaths
View on Steam
A little bigger than last nights hotfix, still lots to do!
View on Steam
- Fixed audio on button in Battle Alley not being connected to the master mixer
- Fixed the train audio not being connected to the master mixer...... FINALLY
- Added ability to choose between normal and raw mouse input
- (Further testing required): May have fixed bug where player aims up and left constantly for some setups
- Removed ability to cheese Leapers in Open Season police station encounter
- Fixed bug where wall-running sound would not stop when using the Spider augment
- Fixed building visual glitch on Battle Alley near the wall-running boots
- Temp fix for soft locking areas, when you reload checkpoint from the menu, it will reload the level too. Proper fix coming.
Just a small update for now, got a bigger list to address for tomorrows hotfix.
View on Steam
- Added ability to nuke save game data from the main menu
- Set max mouse sensitivity from 20 to 40
- Added a bind key for the Rocket Launcher
- Fixed Rocket Launcher weapon position when setting the weapon placement to 'Middle'
Current Release
Not available
System Requirements
OS
N/A
CPU
CPU with 2+ GHz, 4 cores
RAM
8 GB RAM
GPU
GeForce GTX 970 or R9 390X
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
5.4 GB
Password: cracked-games.org or 123
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View AllDownload Turbo Overkill for PC with a direct link or via torrent. Get the full version of Turbo Overkill for free. Turbo Overkill is a Action released by Trigger Happy Interactive.