
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
无敌链锯腿上挥,血花四溅肉横飞 辗转腾挪似风雷,神挡杀神爱谁谁
- Спасибо тебе, Человек-Бензопила! - Ч-чего? - Ну... Ты же человек, и у тебя есть бензопилы... - А, ну да.
Turbo Overkill is a very fast-paced, gory boomer shooter where standing still for even just a second will get you killed pretty quickly, especially on higher difficulties. Luckily you can dash, slide, grapple, double / triple jump and even more to kill hordes of enemies on your way to stop an evil AI from taking over the world. It's extremely satisfying to weave your way through enemies and pick them off one by one, or all at once. The story is obviously mostly pretty standard (though still dripping with over-the-top edgy coolness), but that's not what you are here for - you are here to murder enemies in a variety of ways. Turbo Overkill definitely delivers on that front, with numerous weapons like your chainsaw leg, classics like a Shotgun or Magnum but also interesting weapons like an Ion cannon or chainsaw arms (see the pattern yet?) As you explore the 25 different levels scattered across three episodes, you can also buy and find augments that mix up your playstyle - for example, one augment may allow you to regenerate health when killing enemies with your chainsaw leg, while others may set enemies on fire when you grapple to them or make it easier to collect powerups. Guns can be upgraded as well, making rockets rain shrapnel or turning double Uzis into a single, highly accurate rifle. The gameplay loop of Turbo Overkill works best when it concentrates on it's good fundamentals - dash around, switch between the many weapons and blow up enemies. It's really fun when it does that, mostly because moving around just feels good and it's aided by the cool visuals and amazing soundtrack as well as hidden collectibles and secrets to find. In other words: 90% of the game is awesome. However, there are two areas where it stumbles a bit: vehicles and bosses. Vehicle levels, of which there are luckily very few, are annoying. The motorcycle level is cool, but even after replaying it twice, I missed an enemy which is very easy because of the way the level is constructed (and you can't go back after certain spots), which is annoying when going for 100 % completion. The motorcycle, while cool, is awkward to control and constantly has to be left behind to solve small side rooms. Similar happens with the car levels, where you constantly have to switch between being in the car and going back on land. Both vehicles are equipped with cool weaponry, but they break up the flow of the game in a way that feels disorienting rather than refreshing, and the motorcycle level especially is filled with bugs and issues because you can jump high and easily find yourself out of bounds while the car levels are full of empty space only because it forces you to use the car. Much worse than those are the bosses. Again, luckily there are only few, but aside from one exception they are all some of the worst in the genre. That's mostly because, as in every bad boss battle, you're not fighting the boss itself so much as you are fighting the random monsters it summons, often having to kill all of them before you can damage the boss (with one or two exceptions). On higher difficulties especially, they turn into a projectile hell where dashing to avoid one projectile means you dash into something else that kills you almost instantly and visibility is severely lacking because so much happens at once. You also can't save during them and many of the bosses have several phases. The first boss was fine, but all other bosses ranged from slightly irritating to "I will turn the game off right now" rage inducing, even on lower difficulties which may solve the damage issues, but not the flawed design of the fights. One of the boss fights is an arena style matchup where whoever scores 5 points first wins - except if you lose once, you have to start over. So what's the point of counting to 5 then if the enemy can lose 4 times without issues, but I can't even lose once? A back-and-forth fight would have been much more interesting than that. Those issues aside though, Turbo Overkill has a certain flow that ensures that when it works, it works very well. An awesome soundtrack, cool visuals, insults, gore, and an impressive (if slightly too long) runtime for a boomer shooter means you're mostly getting your money's worth with some hiccups along the way. It's no Doom Eternal, but it comes surprisingly close to that inspiration. It's still one of the best games of it's type I've played and definitely worth playing all the way through.
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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
Not many boomer shooters beat Dusk for me, but damn this rocks. Unreal Tournament meets System Shock? -Movement is fast as ♥♥♥♥. -Satisfying guns. -Wicked cyberpunk setting. -Cool soundtrack too.
⠄⠄⣿⣿⣿⣿⠘⡿⢛⣿⣿⣿⣿⣿⣧⢻⣿⣿⠃⠸⣿⣿⣿⠄⠄⠄⠄⠄ ⠄⠄⣿⣿⣿⣿⢀⠼⣛⣛⣭⢭⣟⣛⣛⣛⠿⠿⢆⡠⢿⣿⣿⠄⠄⠄⠄⠄ ⠄⠄⠸⣿⣿⢣⢶⣟⣿⣖⣿⣷⣻⣮⡿⣽⣿⣻⣖⣶⣤⣭⡉⠄⠄⠄⠄⠄ ⠄⠄⠄⢹⠣⣛⣣⣭⣭⣭⣁⡛⠻⢽⣿⣿⣿⣿⢻⣿⣿⣿⣽⡧⡄⠄⠄⠄ ⠄⠄⠄⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣶⣌⡛⢿⣽⢘⣿⣷⣿⡻⠏⣛⣀⠄⠄ ⠄⠄⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠙⡅⣿⠚⣡⣴⣿⣿⣿⡆⠄ ⠄⠄⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠄⣱⣾⣿⣿⣿⣿⣿⣿⠄ ⠄⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠄⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠣⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠄⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠛⠑⣿⣮⣝⣛⠿⠿⣿⣿⣿⣿⠄ ⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⠄⠄⠄⠄⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠄
Sorry to say that I can´t recommend this. The soundtrack is really really good but the mixing is broken. The levels seemed very promising at first, but it´s the same stuff over and over again (big rooms with some minor platforming). It just drags on way too much. Try Dusk if you are looking for this kind of game.
Turbo Overkill starts off strong, feeling like a mix of DOOM Eternal, Titanfall 2, and ULTRAKILL. Sadly, it doesn’t keep that momentum and ends up feeling inconsistent. Some sections are excellent, but others feel unfinished, almost like they are (still) early access content. The boss fights, in particular, are very disappointing. Also, the vehicular sections are just boring. The whole thing feels like a more ambitious but less competent Shadow Warrior 3. Edit: This is the Ultimate Edition ... I ran into multiple issues—scripts broke on the final level several times forcing a level restart, the chainsaw arms often didn’t register ammo, got stuck in level geometry more than once, and there were plenty of smaller technical problems.
Having a repetitive combat in a long game is kinda bad, but also the exploration is dull and enemies like... just right there.... not iconic at all or fun to engage with.
Fun, fast and satisfying. You must kill everything and you must do it in excess and it must seem like you are not even trying. Some annoyingly hard-to-see enemies will oneshot you on max difficulty. Visual noise from enemy attacks will often make precision gunplay difficult. A fantastic game overall: cool story, great levels, original weapons, and everything flows really well. 9.5/10
game is long, should have been max 4-5hr. idk i didn't like it... it was torture
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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