
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!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.44/day in the week to Aug 4 → 3.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 7.5Kreviews | 94% | — | $3.2M |
| $19.99 | 1.3Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ULTRAKILL GOVNO
To keep it short, if you like games such as DOOM but even more fast paced and with a bit of parkour (running on walls, wall jumping, etc...), you'll love this. The sliding chainsaw is an interesting choice. Game isn't too hard either, first time playing on "Serve Me Pain" (fourth difficulty out of the five) and it is doable. I recommend this game along Severed Steel which is also an hidden gem. EOS (Epic Online Services malwarre) is a no though, on a single-player only game just to get more data out of us is bad and the developer should be ashamedd of putting this trash in his game, hopefully they remove it sooner or later, otherwise great game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian, Simplified Chinese, Spanish - Latin America, Turkish*languages with full audio support
| $19.99 |
| 235ratings |
| 84% |
| — |
| not modelled |
| $5.99−70% | 134ratings | 88% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 852 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] It's no secret that I did not like the modern Doom games. I do not like the fact how the ammo count in those games is restricted to force a specific playstyle based on target prioritization onto the players. Those games are made for a specific audience, which I am not a part of it. That's why I was thrilled when I saw how Turbo Overkill plays like. As the game has no strict limits on ammunitions, I could just turn my mind off and enjoy playing a FPS game after long hours of work. It was initially very fun and the combat felt good, but then I started to realize that I'm losing steam as I go through the levels. The initial feeling of fun quickly went away and gave its place to utter boredom. And it didn't take long for me to pinpoint the reasons why I was feeling that way. [h2]Oh joy, the level keeps going...[/h2] Honestly, to me it feels like Turbo Overkill has incorrectly understood the assignment. It does follow the usual "platforming -> battle arena -> repeat" formula of its inspiration source, yet believes having lots of enemies, battle encounters and lengthy levels are the priority, instead of offering a carefully curated experience. Let's start with the levels themselves first. Turbo Overkill's levels are very big and very long, with a few having a lot of verticality to them, and it will take even longer for you to complete them if you try to go around and hunt for hidden collectibles. All of this results in each stage taking an average of 30-50 minutes to be completed on a casual playthrough, while playing on Street Cleaner (hard) difficulty. This will definitely prove to be a problem for those who are not used to such level lengths or have a limited gaming time. And then we have the levels being very same-y and straightforward, with nearly every new gameplay addition failing to break the tediousness. You have access to abilities like rocket jumping and even acquire a grappling hook at some point, yet none of them are used to reward exploration and player curiosity. Every suspicious path you access by abusing MC's moveset turns out to be a main path you would have eventually got to, and the collectibles are sometimes placed in locations that barely classify as being "hidden". You even get to drive vehicles at some points, yet even those sections can bore you out as they still feel like the same thing you've been already doing for hours. [h2]Come on! Kill me! I'm here![/h2] Now, I could excuse the level design if the combat felt great, but it doesn't. Granted, there's a lot to like about the combat and those who just want to go shooty shooty bang bang will love the game. But personally, the more I played the game, the more I was bored with it. Take the enemies for example. Despite the limited number of enemy types (considering the length of the levels) the game quite literally uses hundeds of them in each level; And what's worse is that it feels like they were spread around without any planning and logic. some enemy formations get used over and over again, and there are times when the game has you going against melee enemies in arenas that allow you to hit them from a safe place and see them run around like headless chickens without fighting back. Speaking of which, the enemies don't respond well to your actions either. You will repeatedly enter rooms with loads of the same enemy types either wandering around or being frozen in place, not noticing you getting close to them or wrecking havoc on the other side. And when they do notice you, the AI and pathfinding is sometimes so atrocious that prevents them from properly following you around (especially through doorways) or repositioning themselves to attack you. [h2]Chainsaw go BRRR[/h2] The game has a healthy number of weapons with very fun to use alternative firing modes, but the problem is that a lot of them lose their purpose after a while. The chaingun makes quick work of mini and main bosses, the sniper is highly situational, the upgraded shotgun is perfect for enemies that do AOE damage, and you can just chainsaw the rest. I'm not kidding. The chainsaw leg is very powerful, with even its base form being able to make short work of a lot of the enemies. And when you add its speed, the split-second invincibility and augments like health/shield generation to the mix, it literally becomes the go-to weapon in the game. The moment you realize how broken it is, you are not going to bother shooting at the enemies, making most of the combat very repetitive and boring. And then there's the problem of poor damage feedback. Enemies barely react to the fact that they are getting shot, which in addition to very weak shooting SFX for a bunch of the guns (and especially the shotguns) makes for rather disappointing gunfights. And I haven't even talked about the bugs and the checkpoint system! [h2]Me and my ♥♥♥♥♥♥ luck when it comes to bugs...[/h2] The game runs well as a whole, but from time to time it just bugs out. You might see NPC dialogues staying on the screen, your gun might stop firing mid-combat, you might see enemy bullets going through environment, sometimes the grapple will fail to function, and sometimes the visuals go haywire on lower quality settings, engulfing the screen in visual effects that hinder visibility. And then we have the whole thing with the checkpoint system. The checkpoint system is inconsistently weird. It either places you way back and before lengthy encounters (which means a simple platforming error can have painful results), or puts you in highly unfavorable situations. You might reload from the last checkpoint, just to get an enemy in you face or see the enemies you had killed in the previous room have respawned. You might use your bullet time to collect an item, just to die afterwards by mistake and find out you have no more power to get out. That's why the game gives you the ability to quick save and quick load. However, it still won't allow you to use them at times. [h2]Why does everyone put important story details in comics?[/h2] The other thing that severly disappointed me, was the story presentation. The story in Turbo Overkill does look simple and the whole thing can be summarized with "Corrupt corporation's AI went rogue, go kill it" but it does try to do more than that, and I couldn't help but be unsatisfied with its presentation. Johnny Turbo (the protagonist) is neither charismatic nor actually badass, and aside from what you see in the cutscenes, not much of his past and connections get revealed. Furthermore, the levels have audio logs hidden in them which contain recordings from other characters, some of them directly addressing Johnny and the rest being third-party conversations, left behind by people that you have no idea who they are. Therefore, the story developments will not make much sense and will be hard to follow... especially with audio logs having no subtitles. That is, unless you have read the free prelude comic. The comic actually builds up Johnny's character, reveals a part of his past, does some worldbuilding and introduces other people who appear in the story, giving more context to the whole thing. And not putting all of that in the game itself is such a weird decision in my opinion. Most people are not going to bother with a comic; They just want to hit "Play" and launch the game. So having all of this and not incorporating it in the game itself is a huge mistake in my book. [h2]TL;DR[/h2] Starts very well, but gradually devolves into a repetitive & boring experience due to a lot of factors such as very long levels, lack of proper gameplay variety and broken status of one of the weapons.
[i]This game isn’t anywhere close to classic shooters (Gen X/Gen Y/Millennials)—what some people call “boomer shooters.” It’s more of a “zoomer shooter.” In other words, this is what people who have never played the original FPS games think boomer shooters are.[/i] Unfortunately, I can’t recommend it. It has solid production quality and in other circumstances I might have recommended it, but the level design and gameplay are subpar, with platforming sections, verticality and the annoying puzzles affect the pacing of the game. There are moments where you can get disoriented and not know where to go. The movement feels way too fast, and the leg chainsaw although creative it damages the gameplay because it is too powerful. Play ULTRAKILL and [url=https://www.gog.com/en/game/doom_eternal]DOOM Eternal[/url] first. If you’re looking for similar “zoomer shooter” gameplay, try Post Void or Mullet MadJack. Want more? For an arena-style experience, try Devil Daggers, then Hyper Demon, and finally consider Turbo Overkill or CRUEL, which leans more toward a “zoomer shooter” than a classic FPS. For a 'modern classic FPS shooter' gameplay, try: [url=https://www.gog.com/en/game/dusk]DUSK[/url] and CULTIC. If you're looking for a 'classic FPS shooter' gameplay: try [url=https://www.gog.com/en/game/doom_doom_ii]DOOM[/url], [url=https://www.gog.com/en/game/quake_the_offering]Quake[/url], [url=https://www.gog.com/en/game/heretic_hexen]Heretic and Hexen[/url], [url=https://www.gog.com/en/game/serious_sam_the_first_encounter]Serious Sam Series[/url], Duke Nukem 3D: Megaton Edition or Atomic Editin (+ BuildLauncher and eduke32), [url=https://github.com/NBlood/NBlood]Blood (NBlood EDuke32)[/url], [url=https://www.gog.com/en/game/shadow_warrior_classic_redux]Shadow Warrior[/url].
Я очень хотела бы любить эту игру, потому что после почти 200 часов в Doom Eternal хочется переключиться на что-то другое. Основные кандидаты на смежный жанр — Ultrakill и Turbo Overkill. И сходу эта игра ощущается намного лучше, чем Ultrakill. Она намного дороже, более отполированная, AA-тир качество. Персонаж при этом невероятно быстрый, намного быстрее, чем в Eternal. Это должна была стать god-tier игра. Но каким-то образом она fumbled completely. Катастрофа звука. Я без понятия, является ли это только моим багом, поскольку дальше будет ещё баг с дверьми. Но мне не встречалось нигде такого проёбанного SFX. Оружие звучит очень громко и вкусно, однако для самых важных вещей, вроде бензопилы, звука подката практически нет. Это совершенно не ощущается: нет даже стокового звука подката, хотя ты пролетаешь через врагов, и они рассыпаются в кровавое мясо. Звук здесь обязан быть гротескным gore, а его просто нет. Другой момент: по какой-то причине разработчик добавил звук для прыжка, и это очень противный, техничный и даже пердящий звук. Не на double jump, что, возможно, было бы и логично, а на обычный прыжок — и он просто сводит с ума. Как и звук, который происходит после убийства сильного моба в конце арены: что-то вроде цоканья монетки, но ощущается это как скрежет гвоздя по металлу для ушей. Для сравнения: после этого иду в Ultrakill, где тактильность файта даже порою перебарщивает с тем, насколько всё крошится и взрывается. Здесь же, по идее, огневая мощь намного больше, а ощущается так, будто я играю в полумьюте, хотя все звуки выкручены на максимум. Следующее — дизайн стартовых локаций. Streamlining здесь просто чудовищный. На третьей примерно локации я перестаю понимать, куда мне идти, и просто бегаю кругами. Теоретически это должны быть большие карты с секретками. Практически я не могу найти main line, куда мне вообще предполагается идти, и бегаю кругами вокруг трупов, которые давно остыли. То, что окончательно доломало, — карта, где нас впускают в помещение, где нужно поубивать стоковых роботов, а потом требуется ключ. И все другие двери здесь либо так же за ключом, либо заблочены. Скорее всего это очередной баг, и двери не открываются. Мне дважды до этого приходилось использовать noclip, чтобы пробраться через двери, которые просто не открылись. У людей в прохождении они открываются, а у меня — нет. На третий раз с меня хватит. Сочетание катастрофического SFX-дизайна, отсутствия тактильности в бою, нечитаемых карт и багов с дверьми просто убило желание играть дальше. Что крайне обидно, поскольку выглядит игра погтрясающе, и боёвка в том числе ощущается великолепно. Тут также отсутствует задержка на стрельбу нового оружия, поэтому, помня quick switching из Eternal, можно разорвать сильных начальных мобов из двух дробовиков, быстро переключаясь между ними. Персонаж также невероятно быстрый, карты просторные, где можно разлетаться. Модули у оружия также зрелищные, особенно базовые пистолеты, которые хэдшотят множество выбранных целей. Я хочу в это играть, но это психологически невыносимо.
игра просто отвал жопы, если вы жесткий и уважаемый геймер со стажем, то игра подарит нереальные эмоции особенно на самой высокой сложности, играть один кайф, советую
What a bizarre mix, this game. I want to say something like "the developer learned how good games do good things, but not why" - but... that feels a little unfair. Sure, there are some strange f*ckups, for example: You're prompted to collect everything in a level, and sometimes the level design expects you to do things like walk where nobody would otherwise do, but sometimes turns out that part isn't even really modelled. Or you'll fall through the floor? And the writing, hoo boy. Look, I'm kinda a writer too, so I know the drive to deliver a good ramble, but holy hell, some audio logs feel like they [i]really[/i] could use an editor. They just keep going without really adding much. And sure, it's nice to hear someone talk to you while you chainsaw the poor bastards to bits, but at some point it's like listening to your grandpa talk about the damn (insert minority of choice here)s for the 500th f*cking time. But perhaps this unhinged energy is actually what made this experience what it was. It starts exactly like you'd expect. Yeah yeah, cyberpunk dystopia, rogue AI, corporations, augmented merc... but then it goes off the rails, and I mean this as a very earnest compliment. The game imitates the great PC classics of eld by having 3 Episodes; Except in this case they map excellently on the 3-Act structure of classical storytelling... and the way the story develops is just [i]insane.[/i] No, wait, it's not just the story. The aesthetic, the music, even the gameplay change in interesting ways over the course of the game. Let's just say that you start with your typical Doomy Cyberpunky rock and coporate conspiracies, you end with symphonic epic arrangements of said Doomy rock and a non-trivial discussion of what exactly does it mean to be human - and is it even possible to lose your humanity, even in the face of most grotesque transformations. Oh, but don't worry. The game never treats itself too seriously. Chainsaw leg? Chainsaw leg. Chegg. Double Chegg. Hell yeah. Chainsaw Arms? Chainsaw Arms. Chainsaw Dicque. Chenis. Yes, there's an achievement called "Chenis", and it's exactly what it sounds like. My main criticism is that some powerups just feel like they're there for no reason - and that as you progress through the game, purge-style combat arenas become a little too common for my tastes. (if you haven't played Boltgun, a purge is when you get locked in with a large number of enemies, a generous but finite amount of ammo and heals, and you need to kill them all. They usually come in waves) For what it's worth, the purges seem to be most common in Episode 2, and Episode 3 is so epic that a purge here and there doesn't hurt the experience in any significant way. Unfortunately, this seems to be enough to drive quite a few people away. 71% of players beat the first level - 30% dropoff right off the bat, what? - but then only 24% beat the first episode. Second and third get 18% and 15% respectively. So only 15% of players beat the game - this is a pretty low number. But hey! I beat it and had a good time. And remember, there's nothing wrong with lowering the difficulty if it starts to get in the way of your enjoyment. [url=https://store.steampowered.com/curator/42922988/]More unedited rants[/url]
Очень Слабый Саундтрек - игра нормально играется только под свою (более движовую музыку) . Увы - под этот синтвейв только дремать . Метки , куда бежать - ставятся разработчиками там , где они захотят . У меня нет топографического кретинизма - но , тыкаться по углам и искать нужную дверь или терминал , в игре , где надо бегать и мочить мобов -- фулл отстойно и скучно ! Я понимаю , что главный разработчик дизайнер карт Дум - но это не значит , что нужно ставить грёбанные двери с разноцветными карточками почти в любой левл ... Опять же из дума перекочевала привычка вставлять арены с зачистками через каждые два метра ... особенно это выглядело тупо на сегменте в Мехе (лучший сегмент , до которого нужно дотерпеть вечность) - где ты бежишь вперёд и в какой-то момент , как осёл встаёшь на мехе и начинаешь чистить мобиков ... Динамика убивается раз за разом из-за вышеперечисленных моментов - и это очень уныло и печально ... "Зачем тебе динамика в такой игре ?" - возможно кто-то спросит ... ШТОШ ... Авторы решили добавить в эту игру абсолютно все механики , здесь и аугментация - аналог имплантов из КиберПанка и крюк кошка и бегание по стенам из Ghost Runner'а и орущие мобы из Serious Sam и много чего ещё ... Но в купе создалось впечатление , что разработчики сделали игру для себя , а не для ценителей подобного жанра ... В общем фанаты Quake и Doom - проходите мимо этого ... лучше в UltraKill побегайте ( его я прошёл за 4 часа) - а этот "шедевр" за 10+ ... В игре есть положительные сегменты и интересные решения - но до них просто нужно терпеть каждый раз бескоченость ... P.S Игра не реиграбельна ... этот игровой опыт хочется забыть , как страшный сон , будет звучать грубо - но это худшая игра , в которую я играл в 2025 году =(
Шикарная брутальная игра, по динамике очень похожа на DOOM Eternal. Игра длиннее и в ней больше мяса, чем в DUSK и ULTRAKILL, поэтому и понравилась мне больше. Атмосфера киберпанковская, неоновая. Есть аугментации для тела главного героя, их можно покупать, находить и менять. Оружия много, прокачивается. Встроенные в ноги бензопилы - это просто топ и тащит всю игру, если их апгрейдить аугментациями. Пока что лучший олдовый бумер шутер, для меня топ-1.
[h1]Peak Boomer Shooter Performance[/h1] It's been a while since Dusk came out and showed what we were missing for all those years genre was in decline. Since then we've seen many remarkable titles from people that knew what exactly made boomer shooters so awesome. One of such titles is [b]Turbo Overkill[/b] which in my opinion is [u]the height of gaming excitement[/u]. Don't get me wrong, I hugely respect titles like Cultic, HROT, Postal Brain Damaged, Boltgun and aforementioned Dusk. But neither of those titles managed to combine elements from many different games together to form a very consistent and tightly designed experience while also staying unique and engaging for the whole ride. Just look how all of this goes together, [b]keep up[/b]. You are playing as a a badass dude named [u]Johnny Turbo[/u]. A mercenary on a simple cleanup mission that with time grows into quest to save the world and keep your humanity intact due to being Robocopped in the past. He is [u]not[/u] throwing cheesy one-liners around, and instead there are plenty of dialogues/monologues from small cast of memorable characters and audio logs that sometimes shed some light on who Johnny is. And their delivery is [b]perfect[/b]. His defining characteristic is a [u]chainsaw leg[/u] that turns simple slide move from most fast paced games into genuinely effective offense tool. He has an [b]AI sidekick voiced by Jon St. John[/b] that provides all kind of useful information and is in charge of a flying car that you get to control multiple times throughout your journey. Art style at quick glance looking retro enough, some could even say it looks how modern boomer shooter "[i]should[/i]" but after closer inspection you notice it's spiced with modern technologies and also provides incredible amount of detail and grandiosity to almost every level. Similar to System Shock Remake, but better. There is photo mode in this game [b]THAT YOU WANT TO USE[/b]. Soundtrack is not your typical heavy/industrial metal and electronics, but rather a mix of Rock, Synthwave and Darkwave [b]AND HOLY CRAP[/b] not only it's a nice change, but it also ♥♥♥♥♥♥♥ rocks. Now take a few seconds to realise something. I just spent time describing elements of a boomer shooter while barely touching on gameplay aspects and mechanics. Thing that should go first in a game like this. And guess what. Turbo Overkill's gameplay is [b]adrenaline pumping[/b], [b]sleep deprivating[/b], [b]10 RedBulls consuming[/b], [b]from dusk to dawn addicting[/b], [b]taking a sick day at work engaging[/b], [b]ADHD inducing[/b], [b]action cranked to 11 [u]masterpiece[/u][/b]. Mastery of combat is not achieved by simply dashing, circle strafing and properly using cover, but rather learning quirks of your gear to never touch ground. A bunch of upgradable guns that make you question how any of this is legal. Secondary firing modes that can completely change the way you use a weapon or create combo scenarios for maximum carnage, which will insure multiple life sentences. Augments that make Cyberpunk 2077 look like a walking sim, giving a lot of freedom in tactics. High enemy variety with unique attacks and weaknesses that you can also read about in the codex, like you know how to read anyway. Maps that keep raising the bar of awesomeness so you keep asking "YOU CAN DO THAT?" and "WHY OTHER GAMES DON'T DO THAT?" constantly. Writing this review makes me feel stupid. Because for some reason I'm sitting in my chair typing all of that instead of playing. Enough I say! I'll go play the game now. Do the same or you'll get Robocopped in the ass for Christmas.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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