Patch 0.16 Live - Featuring Artifact-Zero Remixed!

Turbo Overkill

Turbo Overkill is complete and with many new updates (just in: spectacular ending credits). Clean up Paradise with your chainsaw leg, 15+ weapons & hovercar, and battle Syn (a super AI), bounty hunters, and cyberpunks aplenty. Apogee's most outrageous FPS since Duke Nukem 3D. Good hunting, Sir!

[img]https://i.ibb.co/b3pnpyB/patch.png[/img] 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: [h2]New Features[/h2] [list] [*] Artifact-Zero REMIXED: Completely refactored the last level to be a lot more exciting and clear on where to go [/list] [h2]Quality of Life Changes[/h2] [list] [*] 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) [/list] [h2]Balance[/h2] [list] [*] 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 [/list] [h2]Visual/Audio[/h2] [list] [*] When equipping the Uzi's alt-fire, you will physically throw the Uzi (more combat related mechanics coming for this in future updates) [/list] [h2]Bug fixes[/h2] [list] [*] 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 [/list]