The Final Episode: Part 1 -- OUT NOW

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!

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 [i][b]second[/b][/i] chainsaw leg. Cleanse the streets. Purge Syn. [i]Turbo's[/i] 1.0 launch will conclude the narrative with the second half of Episode 3 on July 18. Full patch notes below. ------- HEADLINE ------- - 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 ------- ENDLESS ------- - 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 ------- CUSTOM MAPS ------- - Fixed navigation issues where TurboScape geometry was not generating navigation meshes ------- BOSS FIGHTS ------- - 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 ------- BALANCE ------- - 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 ------- BUG FIXES ------- - 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 ------- MAP TWEAKS ------- - 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 ------- CONTROLS ------- - Improved auto-aim features for controllers - Add hood riding tutorial to the Codex ------- VISUALS/AUDIO ------- - 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 ------- TURBO-ED ------- Fixed menu UI bugs not displaying some elements