
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.
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 | $5.99−70% | 7.5Kreviews | 94% | — | $880.7K |
| $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 859 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bacana
I got this game a long time ago in a Humble Bundle. I tried it on a whim, and boy, what a mistake it was not to play it sooner. I'm not much of an FPS player, but this game is awesome. The art style is quite unique, and the sound design is great. The music fits the game very well. The story is original but not very complex. But this is a game you play because of the gameplay, so the story carries less weight, IMO. The gameplay is very addictive, and I was surprised by how polished the game is and how great it feels to play. Honestly, I enjoyed this game much more than Doom Eternal. Throughout the entire game, you keep getting stronger, gaining new abilities, and upgrading your weapons and yourself, so the gameplay keeps changing ever so slightly to keep you engaged, but not so much that it becomes a hindrance. The length of the game is perfect—you won't get sick of it, and it won't overstay its welcome. If you're after a fast-paced, Doom-esque FPS, you should give it a go.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $880.5K | 3.7K | 88% | $9.99 | |
| $880.9K | 11K | 69% | $3.74 | |
| $880.1K | 5.6K | 94% | $9.99 | |
| $879.7K | 2.3K | 72% | $19.99 | |
| $879.4K | 3.5K | 96% | $6.99 | |
| $882K | 14.1K | 90% | $4.00 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6M | 8.2K | 92% | $12.49 | |
| $8.5M | 18.3K | 89% | $21.99 | |
| $7.2M | 29.1K | 97% | $9.99 | |
| $3.1M | 19.6K | 93% | $8.74 | |
| $10.8M | 17.8K | 83% | $39.99 | |
| $810.2K | 8.8K | 93% | $4.99 |
Every market we collect.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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 859 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SCORE: ★★★★ THE BREAKDOWN +Gorgeous, high-effort retro graphics that still boast high detail and ooze style +A wide range of cybernetic implants that allow the player to make ridiculous builds +Stellar level design +Chainsaw leg baseball slide!! -A few gimmicks outstay their welcome -The last act's levels can drag a bit Leaping between flying vehicles zipping through a tunnel at hundreds of miles per hour, I empty dual uzis into a minigun-wielding cyborg. I leap off a shuddering, flaming wreck just before it explodes and thrust both legs out to land on the next enemy a few cars over. He might be expecting a kick - instead, he gets a chainsaw to the head, buzzing him in half as I'm already sliding at an absurd speed to close the gap between my current platform and an enormous train packed with rocket launcher-wielding foes. The saw comes out again; this time, it mulches at least a dozen screaming psychos before they can take a swing with their improvised weapons. Soon, I'm circle-strafing what looks like Yes Man from Fallout: New Vegas on steroids, emptying clips into his television screen face while a floating obelisk that's made almost entirely of eyeballs as wide as I am tall tries to pick me off with plasma beams. This is all just one level of Turbo Overkill, a slice of boomer shooter heaven that pushes the genre forward even as it fondly pays tribute to the past. Johnny Turbo - what a name - is a 'street cleaner', a corporate mercenary sent to the planet of Paradise to investigate the unusual behavior of one of the company's most powerful assets: an advanced AI named Syn that's the secret to their success. Finding upon arrival that much of the cyberpunk-like supercity is aflame, he's tasked with tracking the rogue intelligence down while fighting through the hordes of the local gangsters and civilians who have been turned into its drones. While story is by no means the focus of Turbo Overkill, I actually had a lot of fun with the game's narrative; it's lightweight and unintrusive, but features some compellingly slimy characters who are fun to watch. Its infrequent cutscenes are useful breathers from the action, and are mostly just enjoyable excuses to watch Johnny do something sick or make a villain all the more delightfully hateable so that it's more fun to kill them later. It reminds me a lot of how fun Doom 2016's cutscenes were, before the franchise started to get bogged down in its own lore and self-seriousness come Eternal. Unsurprisingly, the real focus is on the gameplay. A boomer shooter at heart, Turbo Overkill is about mowing down enormous numbers of enemies, navigating levels at a sprint that could violate local speed limits, and ferreting out the occasional bonuses and secrets. At these core conceits, the game does a fantastic job; moving and shooting feel great, and well-designed levels are both visually exciting and fun to navigate, with the retro-inspired graphics used as a basis to give a Blade Runner-style feel to things, but employing modern technology for draw distance and scale that makes it a treat for a player to look around and judge their next move. Enemies are well-designed, too; there's a nice mix of fodder and challenging foes in most encounters, and new foes are regularly introduced that add another dimension to fights. What really makes the game stand out, however, is what it does to build on this rock solid foundation. In the last decade, we've seen a resurgence of boomer shooters, with some relying on their fundamentals and tone (like DUSK) and others leaning hard into something specific to make them stand out (like Ultrakill and its insane parkour and weapons). Turbo Overkill makes a stellar effort at doing both, supplementing its fundamentals with an elaborate cybernetic system that gives the player a lot more say in Johnny's playstyle than they'd get in many shooters. By purchasing parts and implanting them into the available slots, the player can focus more on movement and parkour, offensive firepower, or even specific gimmicks. I, for example, bought the game in the first place due to the trailers showing Johnny baseball-sliding hundreds of feet at a time, his leg transforming into a chainsaw to obliterate everything in its path. With the game's upgrade system, I was not only able to make the chainsaw hit harder and leech more life from foes, but I was even able to implant a second chainsaw into my OTHER leg, doubling every benefit and turning the move from a way to suck a little health from fodder enemies into a vicious dropkick that could even deal significant damage to bosses. This freedom of gameplay style is reflected in the level design, which veers more open-ended than many boomer shooters. I rarely felt hobbled by the lack of investment I made into the advanced parkour, but I saw plenty of opportunities where those who had could have taken routes or approached fights in ways that I couldn't. With how much there is to juggle, it's incredibly impressive that Turbo Overkill manages to be as persistently challenging as it is, even if I do recommend raising the difficulty one above normal if you want to struggle early on outside of the well-designed boss fights. This isn't to say that I didn't have any complaints. A few levels built around gimmicks like driving Johnny's flying car outstayed their welcome and had me eager to get back to the shooting and platforming that the game does best. On the other end of the spectrum, while I mostly found the game well-paced, the third act has a lot of levels with back-to-back slugfests with enormous numbers of tough enemies; while I wouldn't necessarily cut any levels out given the choice, it would have been nice if the climax was more focused on the fantastic bespoke moments that it's already peppered with. But these are minor nitpicks when weighed against everything that makes Turbo Overkill shine. Visceral and satisfying, gloriously violent and pointedly irreverent, it does what few retro-inspired shooters manage to do: pump new life into a well-trod genre and prove there's still room for innovation while not losing sight of the simple, satisfying thrills that made it evergreen in the first place. For that reason alone, I can't recommend it enough.
Juego rápido y desafiante, al estilo de los clásicos Doom o Quake, pero con su propia personalidad; con una gran variedad tanto de armas como de enemigo diferentes. Vi algunos problemas de audio y optimización.
The game is made for maniac gamers. Highly recommended.
Игра выглядит как то самое воспоминание из детства. Грамотная графика, грамотно выверенный темп геймплея и сложность, отличный сюжет. Моя персональная 10 из 10. Оптимизация то же супер. Вообще обидно, как такую крутую игру обошли вниманием.
not for me
Шедевр бумер-шутеростроения. Прошел на пиратке, через полгодика не выдержал, купил и прошел еще раз. Одно слово - эталон. Теперь мечтаю себе сделать кибер-ноги-бензопилы.
10/10, easy. Great movement, the guns all feel awesome to use, the level and mob design all just flawless. if this game were a person, it would be your methed out uncle that gave you a stolen dirtbike and a gun for your 6th birthday
ультракака
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.