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Turbo Overkill News

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.

[h2]New Features[/h2]
  • 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


[h2]Bug Fixes[/h2]
  • 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


[h2]Visual & Audio Tweaks[/h2]
  • 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!)

[h2]Weapons[/h2]

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?



[h2]New enemies[/h2]

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.

[h2]E2M1[/h2]

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.



[h2]You’ve had a chainsaw leg but are you ready for a chainsaw motorcycle?[/h2]

That leaked Duke Nukem Forever build got us like





[h2]General updates [/h2]

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:

[h2]Accessibility[/h2]
  • Wallrunning has option to disable screen roll
  • Outline options added for enemies
  • Option to show outline around enemies when they are shot


[h2]Bug Fixes[/h2]
  • 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


[h2]Quality of Life changes[/h2]
  • 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


[h2]Visual/Audio[/h2]
  • 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


[h2]Balance[/h2]
  • 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