
Turbo Overkill
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Turbo Overkill
Turbo Overkill is a fast-paced first-person shooter in which Johnny Turbo returns to Paradise, now controlled by the rogue AI Syn. Fight with an arsenal of weapons, wall-run and dash through combat, and slice enemies with a chainsaw leg. Steam players rate the game 94%% positive from 6,462 reviews. The Steam PC version includes single-player gameplay. English audio and interface text in several languages are available.
Credits
Lowest recorded in 36 months
$2.052026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-25
02Before you buy
Gameplay
The Steam PC version is single-player. Johnny Turbo fights through Paradise using guns, wall-running, dashing, a grappling hook and a chainsaw leg.
Language
Interface text is available in English, German, French, Italian, Japanese, Polish, Portuguese, Simplified Chinese and Traditional Chinese. English audio is available, with subtitles in the supported languages listed.
03Frequently asked questions
What is the story about?
Johnny Turbo returns to Paradise, where the population has been possessed by the rogue AI Syn. He takes a job to destroy Syn while rival bounty hunters pursue the same prize.
What defines the combat?
This first-person shooter mixes firearms with wall-running, dashing, grappling and chainsaw-leg attacks. Turbo Time slows time.
What do the stages offer?
The campaign has about two dozen stages, with secrets, bonus arena stages and combat puzzles. Kills earn cash for upgrades and abilities.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Post completion of first EP TLDR: Orignally gave it a recommend but now changed my mind. Meat of the game is still fun but all the issues i've mentioned before is even worse. Core mechanics and features need to be cleaned up, bugs need fixing, and some missions reworked. The core foundation provides a lot of potential but everything else on top of it harms the game. Still early release, so things may change. 6.5/10 Gameplay : Core loop = good but game mechanics don't work well together or not thought out well enough. Graphics : Good Music : Good Story : Arena shooter Beat EP 1 on level 4 difficulty. Previous TLDR: Meat of it is decent enough to recommend HOWEVER the requires a lot more finesse in game play, control, and even basic necessities. If these particular things arn't fixed, then my review may change ---- Graphics : Visually very cool and works well. Stylized, so don't expect the most realistic anything. B/c it leans heavily into the Neon cyberpunk style, don't be surprised when you start having difficultly seeing enemies. Take bloom, neon backgrounds, neon gunfire, neon enemy gunfire, gore, retro visuals, and your very fast default movement speed, don't be surprised if you end up having difficulties seeing what you want to see or end up spraying into a blob of enemies hoping for the best. I turned off gore, bloom, and some other stuff. Music: If you like EDM, you will like this. I am an enjoyer of toaster music so no issues from me. Gameplay: Turbo does not fall under the same lane of Doom Eternal but more along the lines of classic-esq modern arena shooters like Ultrakill and Dusk. Movement is fast and there is a lot of action so you won't stay bored. The foundation is there but everything on top of it needs improvement. The big issue is weapons. They are boring and need better identities. Magnum is basic starter weapon. Alt fire is kinda cool but the issue is that its not that good against heavy enemies while very good at light but you usually would want to use the chainsaw slide in order to get health and armor back (if you have these upgrades). Goto "long range" weapon. Uzi: Very boring across the board. DPS weapon with Alt fire is a single smg for long range engagements. Why use SMG when magnums can do long range engagements? Why use uzi for DPS when you got machine gun? Needs better identity Shotgun: Always fun in arena shooters. Alt fire is a stun grenade that stuns sometimes. TBH don't know how its suppose to work. However, it feels bad to use due to animation lock. Maybe i'm bad but there been many times i missed due to only wanting to quickly fire it but didnt fire soon enough so it does the next animation. There is no cancelation, so very often don't shoot when you actually want to shoot. This should be reworked to mach how there is an option for the doublebarrel in settings to make Alt fire just load in shots when left click fires. Double barrel: Bigger shotgun. Alt fire is also a grenade but now it bounces and sticks. Pretty fun Machinegun : Machine gun. Alt fire turns to a flame thrower which is kinda cool but not sure the purpose of it is thou. Doesn't destroy heavy enemies fast enough compared to shotgun/doublebarrel combo and you should chainsaw smaller enemies for resources or to save ammo. Maybe make a fire a damage debuff or something. Rocket : Rocket. You can weapon swap combo with the shotguns and rocket but ammo issues make it difficult to do.Below i go into deeper detail Story: Arena Shooter Major gripes, ntipicks, and bugs: Below i'm just going to rapid fire bunch of issues that really should be addressed. - SAVE BUG: Saving in this game is buggy. At my 3 hour mark, i was at Level 7 but when i pressed continue, it brought me back in the middile of 5. After level 8, for some reason it changed the difficulty to 1. Just needs fixing. - WEAPON REBINDS : Fixed in recent hotfix. - NEED MORE AMMO: IMO probably the biggest thing that needs improvement. This is just my take but: AMMO = ALLOWING YOU TO PLAY THE FUN PART OF THE GAME. Completely backwards thinking where you are not provided enough ammo despite the action scenes getting bigger. PLUS higher difficulty don't have access so buying ammo DISPUTE PROBABLY USING IT MORE. Compounding the bad weapons, this feels very bad. I use up all rocket and shotgun ammo having alot of fun then i have to waste my time using the boring weapons. Plus later levels you at literally fighting previous bosses as mobs. The amount of enemy health you need to clear is so much higher. In theory weapon swap/combos and stronger weapons will counter this (and thats a good thing/weapon swap=fun) but you dont get the ammo to do so. Make the weapons better AND give more ammo AND allow the ability to buy in higher difficulties. - BETTER WEAPONS : Man i think the SMG/Machine gun is so boring to use. Not helping that you drain through shotgun and rocket so quickly. Like i mentioned above, ALT fires need to be reworked to be more interesting. Weapons need better niches and identities - DECREASE ENEMY WEAPON SPEED BUT INCREASE DAMAGE: Higher difficulties should not have faster bullets, it should have higher bullet damage to reward good movement. Faster enemy bullets = less rewarding to movement which is in contrary to Arena shooters. Unironically hiding behind and using the magnum auto targeting and cover becomes viable. - BETTER CHECKPOINTS: I die a lot in these types of games b/c i play like a spider monkey on the verge of overdosing. Mixture of movement, weapon swapping, and close range encounters. The issue is when I die alot but get spawned about 2 set pieces behind. IMO makes no sense. - I PLAY ARENA SHOOTERS TO PLAY ARENA SHOOTERS: The car level should not be in this game. Not only is it not fun, its contrary to every other game system. When i'm playing a RTS, I don't want to suddenly start playing a rhythm game. Plus the map on this level is not good. I remember spending about 10 mins trying to figure out where to go, then learning there is a small section of water that blends in with everything else you need to go through. And then i have to restart the level in another part of the map b/c the "do no pass" red walls wouldnt go away so i had to play this boring level AGAIN. - CHAINSAW LEG IS OVERRATED(in game, not concept) : I only use the chainsaw leg b/c i attached the armor+health upgrade or for movement speed. The chainsaw leg needs to be better. Not only are you putting yourself in a disadvantage position by running into enemies that can kill you pretty quickly, you get no benifit out of it. Why use chainsaw when you can use flamethrower? Why use chainsaw when a grenade does the same thing? Like i mentioned, the ammo/health upgrade is the only thing i use b/c it at least provides some benefit to the cost. How about making this built in so it gives other upgrades more time to shine? Overall it needs an identity other than "Chainsaw leg is a chainsaw". Make the game work with the coolness of the concept. - COMPOUNDING ISSUES : Everything i mentioned above compounds each other. Only a few cool weapons -> use more often -> less ammo -> forced to use boring weapons -> not fun Meat sponge enemies -> use stronger weapons -> less ammo -> later levels have 10x more meat sponge enemies -> no ammo -> not fun If more EPs come out, i will play them and maybe change my review. I did have fun with the game these issues became a consistent issue, making the holistic experience sour.Show moreShow less
great game. only nitpick is having the OST jamming 100% of the time gets fatiguing. limiting it to gunfights would make it pop so much better. like how its done in doom eternalShow moreShow less
Ugh, I hate to give this a thumbs down but I just can't groove with this thing. I may return later but I can't even bring myself to finish the levels currently in the game. The world design and general feel of the game is great but there's also a lot of annoyances that crop up after playing for even just an hour. The world design was what originally drew me in. The sound design and animation work on the weapons is superb, and the skyboxes are really a sight to behold. Lots of great secondary fires too, really love the pistol lock-on. Also, the chainsaw leg is obviously a blast. One of the best melee weapons in any shooter ever. It's tons of fun in the right levels and feels great to rev it up at high speeds. Unfortunately, level design is confusing and not full of a lot of clear indicators on how to progress. I spent a lot of times in these levels trying to track my way around and without a map it's very easy to get lost. There are also a lot of levels that require you to move very carefully too lest you get instakilled. Which is obnoxious when one of your most useful tools is the chainsaw leg which uncontrollably rockets you forward at 900 miles an hour. To add to the annoyance; good luck identifying any silhouettes during combat with this many particles flying around. It's excessive and you need to sort through a lot of visual noise in order to find what you are actually looking for. I can't tell you how many times I got killed by something I just could not see through the gunfire and explosions. To add to this, weapon damage and enemy balance is completely ♥♥♥♥♥♥. Everything either does too much or too little. The double barreled shotgun in this game is an insult to all double barrels but it's alt fire does a ridiculous amount of damage. The SMGs feel way too inaccurate and do too little damage to be viable in a room with more than 3 enemies. The pistols too, that primary fire is so situational that the pistol is just going to become your occasional room clearer with the secondary fire. Enemies attacks are so fast and do so much damage even on just the hard difficulty that you can't afford to waste a second not putting enemies down which just invalidates so much of the current arsenal. The rocket launcher is pretty much the only thing that feels right, although even that feels like it should have a minor damage buff. It's a good base, but so many of the design choices and current balance of weapons makes everything feel off. I'd love to see the full release of this game dial in the level design a bit more, trim off a lot of the fat (Like seriously they don't need to be 30 minutes long). I would love to see a complete re-balance of the weapons and a visual overhaul to make enemies and their attacks more visible. I love dark cyberpunk aesthetic as much as the next guy but this is also a super fast shooter that requires split second reactions. And for godsakes get rid of that ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ dated upgrade system.Show moreShow less
You should feel ashamed to release in early access a game already so good. Where are the crashes, the bad optimization, the lack of options, the clunky movements, the weapons without feelings or impacts, the micro-transactions ? What were you thinking ? The other devs will be mad at you if you serve us players this kind of proper work like that. We could be used to it you know, like in the 90s.. *cries* Edit : finished Episode 2, still a masterpiece, can't wait for the last Episode !Show moreShow less
It was a fairly fun and well made game at the start. I really enjoyed the pacing and the story-telling. However, after half-way point story completely derailed and branched out which was quite confusing and made me forget about the entire plot. Then a lot of one-off mechanics were added, like flying car, motorcycle and mecha sequences that serves pretty much no purpose other than "why not". But the worst offender was the quests becoming mindlessly repetitive. You can easily tell the developer looked for a way to prolong the lifetime of the game to increase play hours, which is understandable. However, the way to achieve this was simply gimmicky and diluted the whole experience. Simply put, one mission is divided into 5 different parts. So instead of "shoot corruption to clear the path", it becomes "shoot corruption in 5 different spots to clear the path". This essentially makes you do the exact same thing 5 times This method gets exponentially worse in further levels where each of those objectives get their own branch of several other objective. For example, you need to destroy a terminal in 5 different locations. However, when you get to the terminal, you need to "kill" each terminal 5 times before the mission is completed. So what could be one mission artificially becomes 25 different mission. Apart from that, boss fights also become repetitive, where one boss has 3 phases and each phase has 5 separate healthbars. So you have to kill the same boss 15 times. You get the idea. The game was cool at the start but it overstayed its welcome. The meaningful part of the game is basically half the length of the entire playtime. If not for that problem, it would be quite a pleasant experience.Show moreShow less
Do you have untreated ADHD?! Do you love over the top action movies from the 80's?! Do you like listening to Carpenter Brut and Perturbator?! Do you like games in the style of DOOM Eternal and Ultrakill?! If so this game is just exactly what you need!!!Show moreShow less
Unfortunately, I cannot recommend this. It is fun at times, but usually extremely frustrating and relentlessly difficult. Ion Fury is a far, far better example of this kind of game. The game has great premise and starts well. Unfortunately, it just descends into an overwhelmingly difficult and frustrating shooter. This game is hard. Very, very, very hard. As you move into the second episode, the game removes all of the interesting exploration type gameplay that we experienced earlier and just descends into relentless, seemingly never ending fights against very difficult enemies. When you have finally finished one, another starts just a few minutes later. You need time to take a break! When you have just about got through one wave of enemies, another, unexpected wave comes with far more difficult enemies and you have already used up your ammunition and are out of health and armour. It is a constant slog to try to get through each part with a little more health to get to the next stage. Once, I finished a very hard end to a level with multiple stages but the game bugged so I could not proceed and had to reload and do it all over again. The game is extremely long - too long for the play style. The interesting aspects of cyberpunk and upgrades are just completely lost. I have now played it for about 16 gruelling hours and have only just made it to the end of the second episode (out of three in total). The game makes an extensive use of platforming and it is often not clear where you need to go. You also need to be very accurate, so progressing in these levels requires a frustrating amount of trial and error. The final straw was the second large boss battle. You cannot save during boss battles, which I personally do not like. There is a bug where I have just experienced instant death, multiple times, even with 150 health points. The game, mid gameplay, just ends and you die. You then have to start the whole process again. After about the tenth attempt, and getting almost to the end before this happened, I just stopped. I have had enough. I could not face it any more and all enjoyment had long since gone. Ultimately, the considerable difficulty, unrelentingly unfair quantity of enemies, and overlong nature just combine to outweigh the positives. I really, really wanted to like this which is why I played it for so long, but, ultimately, it is just far too hard and far too unbalanced. You do not want to continually feel overwhelmed! There is one notable exception which must be made. There is a level where you are riding a bike and this is wonderful. Truly one of the best experiences I have had while playing a game. Unfortunately this, on its own. is not enough to save the whole game. Long story short - buy Ion Fury. This is a very similar game, but it is absolutely wonderful. Buy this instead.Show moreShow less
Sum-Up In-depth analysis further down. 🟩 Pros 🟥 Cons • Flawless gunplay paired with a fluid, responsive control system. Despite the blazing-fast pacing, accuracy is guaranteed. • Superb balance, that not only makes every single gun viable and unique, but also delivers a challenge that may be very high, but always fair. • Top-tier level design that has distinction, verticality, complexity and spectacle in all the right amounts; it’s a continuous crescendo. • Challenging, multi-phase boss fights that evolve in meaningful, unpredictable ways and feel unique. • Meaningful exploration, where collectibles unlock hidden gameplay modifiers and secret levels - plus, there’s a lot of cash and Easter eggs around, too. • Native Steam Workshop integration for modding, confirmed co-op in a future free update. • You’re still reading instead of getting the game already. 🟨 Bugs & Issues 🔧 Specs • Some achievements are bugged and won’t trigger correctly. • Rarely, you may get stuck in some places. Auto-fixes itself after a few seconds. • i5 11400H • 16GB RAM DDR4 • 512 GB SSD • RTX 3060 6GB • 1080p Content & Replay Value: It took me around 14 hours to complete Turbo Overkill on ‘Murder Machine’ (Very Hard) difficulty, taking extra time (for the most part) to get collectibles and secrets when possible. The content is linear: there’s no reason to replay once finished. Is it worth buying? Absolutely. The price of 16,79€ is more than fair for this amount of content, while the exceptional quality makes this an even better deal. Verdict: Masterpiece Rating Chart Here The real deal of old-school FPS, merged with all the cutting-edge modern tech where it counts most. Almost perfect in every possible way. Visit our website, Indie Hive, to read other interesting reviews and articles. https://steamcommunity.com/sharedfiles/filedetails/?id=3019332142 In-Depth Writing & Worldbuilding Turbo Overkill puts you in the cybernetic shoes of the titular Johnny Turbo, your not-so-everyday space merc that gets tangled into a struggle for controlling a powerful AI called SYN. Things do get out of hand really fast, and Johnny, willing or otherwise, will have to save the planet (and perhaps the galaxy as a whole) to ensure his own survival. It’s a story centered around the topics of greed, lust for power and all the other wonderful traits oh-so-common in us fellow humans. It’s not deep, nor complex, but it’s alright considering the genre at hand - if anything there’s an amount of lore and info superior to what could be expected from an old-school shooter to begin with. The quality of it is more than passable, with some highlights descending (ascending?) into the macabre and bizarre, of course peppered with coarse speech befitting lowlives, mercs and other scum inhabiting the neon-lit dystopia of Paradise. Tremendous care was put in building levels, not only on a functional design standpoint, but visually, too. The retro aesthetics, featuring purposefully washed-out palettes and low-res models, blend superbly with all the modern tech goodies as real-time lighting, physics and advanced effects. More than a few times, stages will have dynamic, evolving backgrounds where battles play out, destruction happens, and mayhem usually ensues. Despite its fast pacing, Turbo overkill lets its art direction be appreciated and enhanced in smart ways. Exploration & Secrets In general, levels have a linear but wide structure that develops throughout multiple height levels (exceptions apply), and can even become quite complex. Most environments feel spacious enough to take full advantage of the diverse mobility options at Johnny’s disposal - options you will have to use, if you want to get all the various secrets and Easter eggs scattered in the most unthinkable recesses of this crumbling colony. Other than achievements for the serial pain seekers, secrets unlock interesting gameplay modifiers and secret levels for each chapter, so they’re definitely worth your time. For the rest, levels play out in the classic old–school fashion, which features color-coded keys, switches and at times objectives to clear, arenas to conquer before being able to proceed. https://steamcommunity.com/sharedfiles/filedetails/?id=3019331565 Combat System & Bosses The crown jewel of TO, combat is extremely fast paced, high-stakes and surprisingly deep. Only a few hits from stronger enemies will be enough to demolish you on the higher difficulties, but there are ways to counter that: a fluid, intuitive movement system comprised of sliding, dashing and jumping allows you to combine these features into acrobatic evasion, often granting you temporary i-frames that negate damage - even more so with specific upgrades. Your arsenal features weapons with multiple fire modes, each suited to specific situations and moddable with upgrades which alter, even significantly, their functioning. The bread-and-butter of combat is, however, Johnny’s signature chainsaw leg, a lethal slide-based melee weapon that will be critical to staying alive, as it’s one of the few ways to generate healing / armor from foes with the right upgrades - and since on higher difficulties medkits are only dropped from kills, you’ll need that a whole lot. A selection of gadgets, both offensive and defensive, will also be unlocked, like the micro-missile implant raining destruction on your foes, or the Turbo Time, slowing everything (including you) down and dropping extra goodies from each kill. Temporary upgrades boosting damage or even granting invincibility can be sparingly found in the more difficult arenas and sometimes bosses; you should save them for when crap really hits the fan. The arenas are challenging but fair, and feature multiple waves of enemies as customary. The checkpoint system is fair and respects your time while not being excessively forgiving: it strikes a great balance, and there’s also manual saving, although not at the higher difficulties. Boss fights evolve as HP goes down, and usually feature additional mobs in-between phases (and sometimes alongside the boss itself) - normally, a boss fight relying on “adds spam” would be a sign of bad design - however, in this case, Turbo overkill uses such enemies to give you a chance for recuperating HP and Armor, so it’s actually something to look forward to. Progression System Killing enemies will always drop coins, in turn used to buy Augments for both your cybernetic body and weapons. You’ll be able to decide your own “build”, and assign the augments you prefer to focus on offense, defense, utility or a mix of all these combined, based on each augment’s passive trait. Some of them can’t be bought, but are instead found in TeraTek crates, opened only with a secret key well-hidden in each level. Weapons are instead upgraded in a “straight” manner, gaining new functions and always being better versions compared to the previous one. It’s a compelling system that makes it worth it to get 100% kills in all levels, as well as secret-hunting for keys or money stacks, because you’ll definitely need all the cash to buy augments as soon as possible, on higher difficulties. https://steamcommunity.com/sharedfiles/filedetails/?id=3018968234Show moreShow less
I'm almost done with Episode 1 but I feel like I have enough of a handle to write a review. THE GOOD: * Fast, fluid movement: Dashing, double jumping, bouncing around - you have a ton of options for locomotion. Very fluid motion and some fun jumping puzzles * Lots of content: Good amount of levels for Early access * Decent enemy variety: Mix of squishy enemies and big baddies with some interesting twists THE MEH: * Weapons: Some standouts, like the heavy machine gun, but otherwise it's your bog standard Doom weapons list. Additionally, the shotguns lack oomph and they always stiff you on rockets * Navigating the levels: Maybe it's to encourage exploration, but the levels look kinda samey and it's not always clear where you need to go. THE BAD: * The chainsaw leg: I know, I know, it's a chainsaw leg! What's not to love. I like the idea on paper, but it makes combat against the vast majority of squishy/fodder enemies trivial. It has no limitations like a cooldown or a fuel meter or whatever. You see a bunch of squishies and you just dash right through them. For all the talk of fun, I didn't find it all that thrilling. It's not like the glory kills in Doom 2016/eternal or chainsawing an enemy in old-timey Doom. Also it recharges your health so that detracts from the challenge. There's just no risk/reward element to it. * The wide open spaces: Making the levels massive arenas with totally unrestricted movement means the gameplay loop becomes a simple process of dashing around with a ton of space and whittling down the health of the 2 or 3 big baddies while totally ignoring the squishies, who you can just wipe up later. It never feels like you're trying to keep up with the action and switch between weapons/dodge. If/when a fight gets too hectic you can just leave the arena and get to safety to find some health/recharge I'm not Mr. Elden Ring bring the pain gamer - hell, I avoided The Old Gods because everyone talked about how hard it was. But if I had to sum up my problem with Turbo Overkill, I'd say it's that it lacks challengeShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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