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Turbo Overkill News

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.

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


[h3]HEADLINE FEATURES[/h3]
  • Endless mode added

[h3]BALANCING[/h3]
  • 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

[h3]MAP CHANGES[/h3]
  • 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

[h3]QOL[/h3]
  • 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

[h3]BUG FIX[/h3]
  • 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

[h3]AUDIO/VIDEO[/h3]
  • Anti-Aliasing added to options menu (graphics)
  • Made wood more shiny