
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% | — | $879.9K |
| $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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
meh. it's not bad by any means, i just i got halfway through episode 2 and i feel no urge to return to it. i don't know why, it just doesn't resonate
Щикааарна!!!
It's perfect
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
super aggressive and fun game, if you love fast paced shooters this will be right up your alley
No. I'm sorry to the devs, I see your dedication, I see all the hard work put into this game, and I wish it was as good as the demo made it seem. But it isn't. The gun play is fine, it's serviceable in the first half where I had a general fun, but as the gun pool expanded I started feeling overwhelmed. The guns kept overlapping each other as they didn't feel any different most of the time. It just felt like "here, have more guns." without any thought of how overwhelming that is. The music is ok, it feels samey as the soundtrack doesn't change too much throughtout the game and it kinda becomes a numbing sound in the background. The city does look gorgeous, I like the art style and how the guns look. The enemy designs were ok, they felt really random sometimes but they are servicable. Now, here is my biggest problem. It's too long and repetitive. This game started falling off so hard after the halfway point of act 2. The story felt like it was throwing random stuff at me to keep it going and the repetitive feeling set it hard. It's clear these devs know how to start something but they just made it way too big for what it needed to be. It's blatant padding and I'm surprised that people aren't mentioning it that often. The game is around 13 hours long for me, but if it was 7 I'd have enjoyed it more. It could have taken longer but I just wanted to rush to the ending. Last criticism, the difficulty selectors suck. The supposed normal difficulty made me bash my head a lot as the enemy placement and floor design don't mesh together at all. I ended up lowering the difficulty just because of how much it frustrated me. It never felt like it was my fault but that it was some bs that the enemy was doing or how disorienting the arena felt. Overall, I'm sad how this turned out. I had a lot of hope when getting into this from the demo. I remember it was called "Doom and Ultrakills son" when the demo dropped. I feel like looking at the achivement list for how many people finished this game shows you how many people dropped the game and left a positive review without forcing out the last chapter. I hope they do better in their next game.
It's ok. I was a blast for the first couple levels but then it got kind of repetitive. The leg chainsaw feels overpowered. Maybe not in the right mindset at the moment to enjoy this game. It's not bad, but it didn't captivate me.
I was not really into movement shooters before this but I got the hang of weapon switching this has opened up a whole new avenue of games that I did not know could be so fun and engaging.
дабстеп донбас
[h1]Turbo Overkill: Movement Shooter Paradise[/h1] Turbo Overkill is the exemplar of a hidden gem. It outperforms established IPs in every category, constantly knocks your chainsaw-tattered socks off, and even solves some of the genre’s biggest problems, all from a studio’s first major title. Turbo Overkill isn’t just a great shooter, it’s one of the best modern movement shooters ever created. I really have nothing bad to say about this game other than a plea for more of what it did best, so get your chainsaw boots on and buckle into your flying car, this AI isn’t going to “regulate” itself. [b]Steam Deck Performance:[/b] I played it all on Steam Deck with no performance issues, perhaps unsurprisingly given the retro-styled graphics. Obviously though, this game is best played on keyboard/mouse, and it looks good enough to warrant a big screen. [hr][/hr] [h3]Over-the-top but Never Overkill[/h3] Turbo Overkill sets itself apart from the shedloads of other contemporary takes on the movement shooter with its sheer brazenness. While it remains committed to the genre’s paradigms: speed, difficulty, and tons of guns, it’s also confident with its innovations. One of these innovations is possibly the game’s main selling point: a literal f*cking chainsaw leg. A lesser game would fumble the chainsaw leg. Confine it to kill animations. Dilute it into a situational gimmick. In Turbo Overkill, it’s a crucial part of your kit. Slide through enemies like butter to farm pickups. Drop onto a goon’s head to split him like a log. The game nails the balancing act of always keeping it useful, but never overbearing. It’s not just the chainsaw, either: Turbo Overkill is masterfully balanced. Every weapon has its purpose, and none overshadow the others, like a certain shotgun did in Doom 2016. The game steadily piles on new toys, but each has a purpose. Every enemy is vulnerable to a unique cocktail of weaponry, but none lock you into an annoyingly complicated set of actions to kill them. In fact, enemy balancing is so good that there is only one notable exception: those awful technopedes and their infinite range instakill laser. They can go to hell. Good balancing doesn’t emerge from nowhere. It speaks to long hours of tweaking, playtesting and number crunching: time, effort and love. These three magic ingredients were baked into every line of code, and you can really feel it. Levels are intricate and unique, with fun secrets you have to scour every corner for. Enemies are fun and manifold. Bosses are well-paced, and unique - the Maw fight in particular was staggeringly fun, yanking you through a constantly-shifting VR hellscape that I imagine is what Pondsmith had in his head when he came up with Cyberpsychosis. Beyond the main story, the game gives you extremely well-designed minigames, and difficulty options that are more than just number changes. Nothing in Turbo Overkill feels half-hearted. Above everything else, the effort Trigger Happy put into this game is reflected in [i]how good it looks[/i]. Too many retro shooters use their appeal to nostalgia as an excuse to cut corners, such as by replacing 3D models with sprites. Turbo Overkill, on the other hand, crams in as much detail and polish as it can afford without harming the retro feel, and this pays dividends. This game is one of the best-looking shooters I have ever played, and manages this while optimised enough to easily run on the cyberpunk potato that is the Steam Deck. https://steamcommunity.com/sharedfiles/filedetails/?id=3613577952 [h3]Headshots Hit, but Opportunities Missed[/h3] Turbo Overkill didn’t have to do much for me to like it. Being both stylish and balanced is all it takes for me to like a movement shooter. But Trigger Happy’s endless font of creativity and surprises brings it to another level. This is the studio’s first major game, funded via early access. By all rights, they should have played it safe, but no. Turbo Overkill puts a new spin on every established weapon archetype it touches. Swap between single and double SMGs by throwing one like a grenade. Bored of bullets? [i]Fire[/i] your minigun like a flamethrower. Even the sacred double-barrel boomstick has sticky bombs and grenades in it now. The best of all though, is the [i]Telefragger[/i]. I could gush about this thing for hours, but essentially, it’s a sniper rifle that also happens to [i]teleport you inside weak enemies[/i], acting both as a movement tool, and a lethal “trashmob” murderer. Sniper rifles have always been the problem child of movement shooters, and this is the first time I have ever had fun with one. What a game. https://steamcommunity.com/sharedfiles/filedetails/?id=3613579057 Turbo Overkill also takes the risk of having a story, but boy it nails this too. Minimal cutscenes and exposition maintain focus on the gameplay, but the drastic changes to the world, and subtle environmental storytelling hit home the godlike power of Syn, the rogue AI and primary antagonist. Stellar voice acting carried by the legendary Gianni Matragrano is the cherry on top of what is possibly the first and only movement shooter story I have actually enjoyed. Turbo Overkill’s endless torrent of ideas constantly has some new toy for you to try: In one level, I was randomly given a fully controllable mech. In another, I rode through a ruined city on a motorbike. The amount of effort and love put into every tiny piece of the game is so great that it has somehow backfired into my single “criticism”: I wish they had used some of this stuff more. There’s one part of Turbo Overkill I just can’t get out of my head. You’ve barely started the game, maybe three or four levels in, and suddenly, you are given a car. A flying car, that you can drive, shoot from and even [i]surf on[/i]. The ensuing level is like nothing I have ever experienced. You fly around in your car between towering skyscrapers, raining hell down on enemies, and occasionally dismount to complete objectives inside the buildings. The level is [i]sort of[/i] open, and gives you the freedom to zoom around and explore. I’ve never experienced anything like it, and it was the moment my love for the game truly blossomed. The sad part is that the same car was taken from you almost immediately, only returning briefly much later. While I appreciate Turbo Overkill’s unwavering commitment to varied gameplay, this one level was so stupidly fun that having the car ripped away from me afterwards felt like a betrayal. But it’s hardly even a criticism, though, just me begging the devs to [i]make sure the sequel always has that car in it[/i]. https://steamcommunity.com/sharedfiles/filedetails/?id=3613578317 Writing this review was hard. I have the urge to criticise every game I play [i]somehow[/i], and Turbo Overkill makes that really difficult. That doesn’t mean it’s perfect for everyone, though. Like any movement shooter, turbo overkill can be mechanically challenging, visually overwhelming, and sometimes unfairly punishing. While I initially lambasted how much more recognition this game deserves, perhaps it’s not so surprising that a cyberpunk indie retro movement shooter would have a niche audience. Within that niche audience though, Turbo Overkill stands as a pillar of everything this genre should strive to be. If anything about this game tickles your fancy, absolutely pull the trigger. There’s nothing else on the Steam store that makes trigger pulling [i]this[/i] fun. [quote]Follow our Curator page, [url=https://store.steampowered.com/curator/41449676/]Summit Reviews[/url], to see more high quality reviews regularly. [hr][/hr] [url=https://steamcommunity.com/id/GentleHoovy/recommended/]More of my reviews here![/url][/quote]
包爽!!!!包爽fps+1,我太爱这种超高性能oldschool了,爽到脱水,building丰富 but,梦回doom2016括弧无地图版 terrible... 哦还有一句 SAMM真的好可爱啊,萌死我了,会讲冷笑话、靠谱、情绪稳定、还悄悄学会骂人的ai什么的真的,萌爆了!
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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