Endless Mode is Here!

Turbo Overkill

Enter Paradise as Johnny Turbo—half-metal, half-human, all-murder machine. Clean up the streets with a chainsaw leg, 15+ weapons and your hovercar as you battle the rogue AI Syn, rival bounty hunters and cyberpunks aplenty. Apogee’s most outrageous FPS since Duke Nukem 3D. Good hunting, Sir!

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! [h1]Endless Mode Features[/h1] [list] [*] 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. [/list] [h1]PATCH CHANGELOG[/h1] [h3]HEADLINE FEATURES[/h3] [list] [*] Endless mode added [/list] [h3]BALANCING[/h3] [list] [*] [b]Paradise Lost[/b]: Reduced ammo drop count [*] [b]Toxin Refinery[/b]: Reduced ammo drop count [*] [b]Teratek Factory[/b]: Slightly reduced ammo drop count [*] [b]Outskirts[/b]: Added a wall to stop secret breaking [*] [b]Outskirts[/b]: Reduced ammo drop count [*] [b]The Wastes[/b]: Raised Vista arena armor more in the air, requires more skill to acquire. [*] [b]The Wastes[/b]: Reduced ammo drop count [*] [b]Pressure Point[/b]: 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 [/list] [h3]MAP CHANGES[/h3] [list] [*] [b]Syn[/b]: Fixed acid pool hurting players when they slide along it [*] [b]Syn[/b]: Added objective marker to help new players chainsaw slide [*] [b]Syn[/b]: Added correct teleport triggers [*] [b]Emergence[/b]: EXEC voiceover tweaks [*] [b]Battle Alley[/b]: Added wallrun platforms to assist players in where to go [*] [b]Battle Alley[/b]: Added more objective markers [*] [b]Open Season[/b]: Fixed enemies in intro cinematic not firing on the car [*] [b]Rooftops[/b]: Added a Vehicle Recall station to the first tunnel [*] [b]Napalm Blitz[/b]: Fixed Maw navigation mesh issues [*] [b]Napalm Blitz[/b]: Maw Boss fight, added a checkpoint between phase 2 and 3 [*] [b]Napalm Blitz[/b]: Can now 100% kills on this level [/list] [h3]QOL[/h3] [list] [*] 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 [/list] [h3]BUG FIX[/h3] [list] [*] 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 [*] [b]Toxin Refinery[/b]: 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 [/list] [h3]AUDIO/VIDEO[/h3] [list] [*] Anti-Aliasing added to options menu (graphics) [*] Made wood more shiny [/list]