GOG Interview: Read how to make an all killer, no filler shooter from the creator of Turbo Overkill

Turbo Overkill – savage, over-the-top FPS with stunning cyberpunk visuals and inspiration taken from some of the all-time greats like Doom, Duke Nukem and Quake, has just left its early access and is available on GOG in its full glory.
Anyone who already played it knows how immensely fun the title is. We, however, also had the pleasure of talking to Sam Prebble, one of the creators of Turbo Overkill, and directly asked him about the development process, how the game stands out in the genre, and what you can expect from it.
Enjoy the read of how to make an all killer, no filler shooter!
After more than a year in early access we can finally play Turbo Overkill in its full glory! Could you share some more light on the development process of the game? How much did the early access and community’s feedback impact it?
Early Access was something I feel benefited the game immensely! The community feedback has been very valuable and helped pivot the game in a direction that I feel is much better than anything I could think up on my own.
I've been very fortunate to have a community of players who care a lot about the game and contribute a lot of great ideas. Early Access is definitely a path I would recommend to other developers.
We know that Turbo Overkill takes over-the-top to never-before-reached heights. With its crazy gameplay and stunning visuals it is safe to assume that playing it will be an experience filled with fun and adrenaline. Was that “wildness” something you thought was missing from the modern FPS genre?
I wanted to make a game where I took everything I loved from the genre and mashed them together into a sandbox of chaos. A lot of my favorite first-person shooters get you into the action seconds after launching the game.
There was something in older shooters that I feel is sometimes missed in some games today. Back then, it's just the game and its core loop, no fat or filler. If a game takes 30-60 minutes of tutorials and hand-holding before letting me experience its core game loop, I tend to lose interest pretty fast. It was important for me to let players start blowing thugs to red mist within the first 30 seconds of starting the game, and from there it doesn't let up!
And what about the game’s difficulty? Should players expect a challenge while blasting through Turbo Overkill or they’ll rather not care about ever dying and just enjoy the pure rampage?
If the player wants it to be, the game can be extremely challenging at times. Turbo Overkill has 5 main difficulty settings, including Murder Machine, in which its description suggests if it should be played... 'Don't.'
On top of this, the game is highly customizable with hidden secret Tech-Chips, which can be used to add modifiers to the game experience, making it as easy or as difficult as you want (enable 3x enemy spawns? Why not! Unlimited ammo? Sure).
Another thing I felt was important was to make sure that every time the player dies, they get back into the action almost instantly. There is no loading after death; you are dropped back within seconds, and checkpoints are very frequent.
Is the story in the game an important aspect of it, or rather just a background for the gameplay experience?
In true boomer shooter fashion, the action takes the front stage. You can run through guns blazing and skip the story, but for those wanting to dig deeper into Paradise, there is a lot here to uncover.
The game shows its story through a series of short cinematics. Collectibles that expand the characters and the story can also be found.
Working with the amazing team at Apogee, I've been very fortunate to have the opportunity to work with a crew of extremely talented writers, actors, and actresses that added a layer on top of the experience that I think a lot of people are gonna love.
Finally, how long of a journey can we expect from Turbo Overkill?
The game takes roughly 9-10 hours to complete, but if you are a secret hunter, the experience can be extended vastly with secret levels and hidden collectibles. Mod support is also available, with a lot more to come on this front in the future.
Anything you’d like to say to our community before they jump into the skin of Johnny Turbo?
We have a lot of cool stuff we will be rolling out over the coming months, including extended multiplayer, an arcade mode, and even more modding support. This is just the beginning of Johnny's venture into Paradise!
We’d like to thank Sam very much for the interview and Apogee Entertainment for allowing us to have this great title DRM-free on GOG.
Now, there’s only one thing left to do – get those hidden arm rockets and a chainsaw ready and slaughter everyone who stands in your way. Turbo Overkill is OUT NOW on GOG.