
Steam news
Full Steam announcements and update articles for this title.
Patch 1.0.8 is now deployed on Meta Quest, Steam, and Pico.
Patch 1.0.8 brings bug fixes, QOL updates, and a general clean-up to the game 🧹
**Note:** 🐢 indicates changes led by community feedback!
🐢 Fixed certain instances of NPC brothers not spawning in the lair
🐢 Fixed issue where cross-region joining a public game using code would not work.
🐢 Fixed layout bug in Collectible view when opening watch first time in new location.
🐢 Fixed issue where save data was being reset after rescuing Rocksteady.
🐢 Fixed visual glitch on Karai's teleport attacks.
🐢 Fixed issue where if Proxy picked up a battery very fast in a mission in Lower East Side, logic would get stuck.
🐢 Fixed issue where input code stayed on screen in Mashima's lab boss fight.
Fixed issue where alignment (player being good or evil) was miscalculated on clients.
Fixed checkpoints not triggering in race challenge and skate challenge.
Lowered memory consumption throughout the game for better stability on mobile headsets.
Optimized performance across a range of systems, resulting in higher FPS.
Love and Pizza! 🍕
Patch 1.0.7 is now deployed on Meta Quest, Steam and Pico.
Hot on the heels of 1.0.6, we’re deploying an update to amend reported multiplayer issues; more in the patch notes below 👇
A reminder - Teenage Mutant Ninja Turtles: Empire City is available at its lowest price so far in both the Meta and Steam sales. It’s a great time to get your friends into the game for co-op mayhem!
Note: 🐢 indicates changes led by community feedback!
🐢 Fixed a bug that prevented VOIP audio from being recorded from the player using the Shellfie cam
The Shellfie cam should no longer clip objects close to the capture camera.
🐢 Fixed a bug where a fourth player could not join a multiplayer game.
Made sure the message about waiting for the host to re-join disappears when a disconnected host re-joins.
As always, we appreciate your feedback and support!
Patch 1.0.6 is now deployed on Meta Quest, Steam and Pico.
We’re back in the summer sale heat for a general QOL update and a new feature. For this update, we’re adding an in-game selfie cam! Get your best shots while parkouring around Empire City, gather your brothers for a family photo, or challenge April as the city's resident news reporter. We’re adding a beta label to the feature to polish it further, but the camera will be fully functional in the game with the update. Let us know what you think.
Teenage Mutant Ninja Turtles: Empire City is available at its lowest price so far in both the Meta and Steam sales. It’s a great time to get your friends into the game for co-op mayhem!
**Note:** 🐢 indicates changes led by community feedback!
Feature: Added a selfie-cam to the game based on LIV's services.
By default, the camera shoots in vertical but can also be swapped to horizontal.
Settings include video and still images.
You can reverse grip the camera to take a selfie
You can start a recording and leave the camera where it will keep filming.
Media saves to your gallery on Meta Quest for easy sharing.
On PCVR the media should save the OS default Picture/Video folders.
Meta Quest: Added support for the Omni Threadmill.
Ziplines are faster or slower depending on if you travel up or down.
🐢 New setting to choose between sitting and standing mode. The previous auto-detect mode is still the default.
The accessibility vignette is no longer visible in the Lair mirror.
Touchups to animations in Stockgen.
Enemy hit reactions are more responsive at the individual body part level.
Improved NPC lip-syncing in the rooftop tutorial.
Perilous punch FX better synced with its animation.
🐢Bombs and their sfx should now stop spawning after a challenge is complete
🐢 The gate in Foot Tower that could sometimes be unintentionally closed is now open.
The slot of a disconnected host in multiplayer can no longer be filled by another late-joining player.
In-game push-buttons have more consistent states in multiplayer.
Selfie camera controls lack physicality on button press.
Objects close to the selfie camera lens might clip in footage; the viewfinder should accurately represent the framing and issue to mitigate.
As always, we appreciate your feedback and support!
Hotfix 1.0.5.1 is now deployed on Meta Quest and Steam and is pending on Pico.
Fixed an issue where private rooms didn't allow for cross-region play
We are continuously monitoring networked play, we appreciate your feedback!
Patch 1.0.5 is now deployed on Meta Quest, Steam and Pico.
Many of you are enjoying the game primarily in co-op, and the most common ask from all of you has been to have an easier time finding other players to visit Empire City with.
Patch 1.0.5 will introduce a room code browser in beta to ease discovery, along with a basic set of tools to manage your session. You can select whether to keep the session private between you and your friends via a shareable code as before, or list the session as public to allow anyone to join and team up with you. We’ve also implemented basic means to mute, kick, and ban players, as well as activated the standard report player feature on Meta Quest.
As this has been one of the most requested features at launch, we wanted to get it out for you to try as soon as possible. However, we still have a few small tweaks and additions to make it feature-complete, so we are labeling the room code browser functionality as “beta” for now. In a coming update, we’ll add more helpful messaging (such as when you are kicked or banned), and we are also looking at more latency-related messaging in the browser. As always with networked gameplay, playing between continents can increase latency in your sessions.
**Note:** 🐢 indicates changes led by community feedback!
Added the option for browsable rooms in the lair co-op terminal. Players can now choose to keep a room private or make it open for others to join. The list of public rooms will be available to browse, and a room will be visible and joinable until it’s filled with players, where it will be delisted from view.
Added functionality in multiplayer for the host to mute, kick, or ban players in the group via the menu in the Turtle Watch. Note that a ban is per session and will prevent them from joining that session.
On Meta Quest, activated the platform standard player reporting tool for an additional layer of security to report players.
Player muting now persists across levels.
🐢 Amulet of the Acolytes achievement fixed (again)
Room Code Browser: Missing messaging to tell a player if they were kicked or banned from a co-op session
Room Code Browser: Missing regional information to better inform your selection of sessions to join based on your region to minimize latency.
Patch 1.0.4 is now deployed on Meta Quest and Steam and is pending on Pico. We’re so grateful for everyone’s support and patience, and your continued feedback will inform the next patch.
**Note:** 🐢 indicates changes led by community feedback!
Button remapping for watch HUD on Quest, moved the button trigger from the Meta menu button to X. Tapping the watch still opens the menu.
Adjusted zipline momentum; momentum is now kept when jumping from ziplines
Zip lines speed tweaks
Adjusted weapons and dash punch for improved feel and damage calculation
🐢 Implemented a fix for the achievement Amulet of Acolytes Artifact, now works correctly
Fix: Crash on start up
Fixed dead mousers causing player collision
Fix for Foot Elite getting stuck in the floor
🐢 Fix for Mousers sometimes spawning dead for proxy players
Improved recovery mechanism in the event of a network disconnect
Fix for the player's weapon getting stuck in the air when leaving a multiplayer session
Loadout UI Improvements: In-game screen UI should now be more responsive with a reduced risk of miss-clicks
Added Rats to Chinatown, Lower East and Sewer Maze
🐢 Fix for audio logs not always playing in missions
Fix for missing audio log dialogue in various locations
Fix for player getting stuck in kick on respawn
Set the Pico mappings for grip action to Pico4 Touch controllers rather than Ultra
Improved performance with optimizations to weapons, locomotion, and more
Cleanup of climbable highlight shader + material
🐢 Fix: Lair Vending Machine stores items properly and will no longer steal items from the player
🐢 Fix for spamming the crafting button, no longer lets you craft more than you have currency for
Fix for glitches in the collectibles screen
Fix for floating button in Stockgen (visual)
Fix for floating assets during Hacking Tutorial
Fix for player t-posing just after level load
Fix for certain instances of ambient voice crash
Fix for eating an un-initialized eatable causing a crash
Happy Wednesday! We’ve put together a mini-series of dev posts to help you get started in Empire City and to answer some commonly asked questions. We're so happy to hear that people are having fun in the game, and we appreciate all of your questions and feedback.
We have deployed patch 1.0.3 today and will continue to monitor discussions to inform our next update. As a sneak preview: yes, we've heard you, and we're investigating updates to our matchmaking system to make it more robust! Bear with us as we work on it and keep the feedback coming.
Teenage Mutant Ninja Turtles: Empire City is a first-person action adventure that sees you embody your favorite Ninja Turtle. The core gameplay sees you traverse the city with fluid parkour and take on The Foot in combat that requires well-timed blocks, evades, and counterattacks to survive. Explore the open world and sewer systems beneath, inspired by iconic New York locations, and uncover an original story in which you determine the fate of.
To get around NYC and successfully counter the threat of The Foot, you need to master the basic movements. In the introductory sequence, you will be taken through all of the basic concepts of the game and introduced to the specifics of each brother before getting to freely switch between them for the rest of the game from the Lair’s arcade cabinet. To give you the best chance of saving the city, we also recommend experimenting with the gameplay and accessibility settings to find the perfect fit for you.
You can play Teenage Mutant Ninja Turtles: Empire City cooperative with up to four players. Crossplay is also supported. To start a cooperative play session, head to the Turtle’s Lair and approach the grey multiplayer machine near the main area entrance, next to the yellow arcade cabinet. You can either host a game or join an active session. Multiplayer is handled by room code, which is provided to the host of the game and is viewable at all times via the Turtle watch of those in the active session. Note that you need to have completed the last step in the crafting tutorial to unlock the ability to host! Once a session is active, to join, simply head to the same cabinet and enter the session's room code. If the host is in the Lair you will join them in their instance. If they’re out in the world, you’ll load in nearby with a UI marker pointing the way to your teammates.
In terms of campaign progression, only the host will progress their save, it is not shared between players. You will join the host in the part of the story they are at (so be wary of spoilers).
If you are ever disconnected from the session, as long as you’re not the host, you’ll only need to load the game back up and enter the same room code to re-join your friends.
There’s much more to do in Teenage Mutant Ninja Turtles: Empire City than just the narrative campaign. Throughout your time with the game, you’ll be able to take part in emergent crimes and side quests that you’ll be able to tackle solo or with up to four friends. There’s also ninja challenges, like point-to-point races, basketball, and shuriken darts.
In Teenage Mutant Ninja Turtles: Empire City, you are free to select which of the brothers you would like to embody, and all four of them have the skills needed to take you safely through the game with harness upgrades. We purposefully wanted each player to be free to select their favorite without requiring a strict role selection. There are, however, some differences; weapon type and range are the most self-explanatory, but there are also perks and considerations for each that fit their personality and compensate for some of the weapon's considerations.
The leader of the group. Leo is a traditional fighter who strives to be the best. Designed to take your time during Focus Mode.
Weapons: Katanas
Gameplay: Beginner/Standard Play
Range: Close to Medium
Base Traits: Moderate Attack Damage and Moderate Health
Focus Trait: Flow & Discipline
Slower Focus decay
Re-Enable Focus Mode when defeating enemies while Focused
Moderate increased damage
Upgrades: When upgrading the harness, gains a modest amount of tech slots, item slots, and health
Mikey is the joker of the group. Ready with a one-liner, he’s easily the most unpredictable! Designed for poke and play.
Weapons: Nunchucks
Gameplay: Advanced Play
Range: Close
Base Traits: Moderate Attack Damage and Moderate Health
Focus Trait: Free Spirit & Punchline
Can gain Focus by spinning the nunchucks
Focus Mode Nunchucks cause stun
Low increase to damage
Upgrades: When upgrading, gains a modest amount of health and tech slots, and high amount of item slots
Donnie is the brains of the group with smarts in combat and a fondness for tech. Designed for defensive play and crowd control
Weapons: Bo (Staff)
Gameplay: Advanced Play
Range: Medium to Far
Base Traits: Moderate Attack Damage and Low Health
Focus Trait: Supercharge & Extra Prep
Gains a lot of focus from blocks and parries
Focus Mode Bo causes electricity (stun)
Moderate increase to damage
Upgrades: When upgrading, gains a low amount of health, a modest amount of item slots, and a large amount of tech slots
The hot-head of the group. There’s nothing Raph loves more than being in the thick of it. Designed for aggression.
Weapons: Sai
Gameplay: Aggressive Play
Range: Close
Base Traits: High Health and High Attack Damage
Focus Trait: Fury & Payback
Gains Focus when taking damage
Focus decays quickly
High increase in damage
Upgrades: When upgrading, gains a low amount of item and tech slots, and a large amount of health slots
What else would you like to hear more about for the game? Let us know!
Patch 1.0.3 is now deployed on Meta Quest and Steam and is pending on Pico. We’re so grateful for everyone’s support and patience, and your continued feedback will inform the next patch.
**Note:** 🐢 indicates changes led by community feedback!
🐢 Fixed several cases where players could become stuck or unable to progress during missions.
🐢 Bebop will no longer become invincible or stop progressing in multiplayer sessions.
🐢 Keycards now correctly spawn in affected warehouse areas.
Fixed an issue where dead players could still revive teammates.
Added clearer markers and guidance for spare parts during the Port mission.
Players can no longer dash while being knocked back by enemies.
Fixed a crash caused by trying to eat non-edible items.
Reduced an unnecessarily long dialogue exit delay in one mission sequence.
Improved object ownership handling for smoother multiplayer interactions.
Added safeguards against ownership race conditions that could cause desync issues.
Fixed a host rejoin issue affecting multiplayer sessions.
Improved recovery systems in the event of network connection failures.
Late-joining players should now spawn correctly instead of sometimes appearing far away from team mates.
Fixed an issue where remote-grabbed items could disappear if the grab was canceled.
🐢 Fixed a katana audio glitch related to spinning.
🐢 Improved door collision behavior using the player body more accurately.
Fixed issues related to enemy targeting and animation behavior.
Increased the grip threshold for bo staffs to reduce accidental flipping.
🐢 Added an additional save slot for a total of four.
🐢 Fixed loadout updates not properly saving in some situations.
Fixed localization/font issues in Machima Lab.
Corrected certain visual effects that were using incorrect interaction layers.
Multiple backend fixes and optimizations to improve overall stability and reduce crashes.
Improved character spawning reliability.
Fixed memory leaks and several non-player-facing system issues.
Added improved release diagnostics to help track future issues more effectively.
🐢 Improved Valve Index grip sensitivity for more reliable interactions.
Added a Windows system game icon for the standalone Steam executable.
Patch 1.0.2 is now deployed on Meta Quest and Steam and is pending on Pico. We’re so grateful for everyone’s support and patience, and your feedback will inform the next patch.
Fixed a bug in the Loadout Tutorial that would sometimes not provide the correct amount of recyclables to progress
Fixed a bug that would sometimes break Missions involving the collection of mission objects
Fixed a situation where Mousers cannot be eliminated
Fixed a bug that prevented crimes from spawning
Fixed a bug in MP related to the Beebop and Rocksteady fight
Corrected a number in the definition of a Large Health Shot to 3
Fixed a bug where, in some instances, supplementary voice lines did not fire.
Fixed a bug related to mission markers disappearing or not triggering.
Tweaked the mesh artifact that sometimes obstructs the player's view when turning quickly. Note for PCVR users supported headsets are listed on the store page; viewport mileage may vary on unsupported hardware.
Corrected text for some tech Upgrades
Added a “timeout” safety that progresses a mission if an objective stalls due to errors
Removed Mouser’s ability to be affected by stun bombs
Added missing climbables to Chinatown and a warehouse
Tweaked and corrected localization in various locations
Tweaked and improved Dash Kick targeting
Polish of a number of art instances and poses
Polish of a number of VFX instances
Polish of a number of animation instances
Stabilized and polished Turtle emotes triggered by the player.
Tweaked minimap to more accurately represent the real world
Tweaked the Digital Deluxe Artbok aspect ratio
Improved physicality of weapons to react more to environments
Polished kick to prevent misfires. “Kick surfing” should be less frequent.
Added missing colliders to enemies and bosses
Changed bomb timers from 10 seconds to 5 seconds
Changed Donatello’s stun from 1 second to 1.8 seconds
Changed Michelangelo’s stun from 3 seconds to 1.2 seconds
Implemented better Valve Index controller grip force values, less grip strength required.
Fixed a crash that sometimes occurred \when the Giant Mouser\ shoots missiles at a dead player
Go behind the bandana for the first time in virtual reality solo, or with up to four players cooperatively. Forge your own chapter in TMNT legacy in this original action adventure. Take the fight to a resurgent Foot Clan after the death of The Shredder.
It's time to save the city 👇
Available for an additional $4.99 and features four alternate skins for the Turtles (Mirage, Nostalgia, Owari Masks, and Red Masks), in-game digital art book, and in-game digital soundtrack.
Check it out 👇
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Be sure to join our official Discord and follow us on social. You can also sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
The Shredder's Legacy 👀 The story of TMNT: Empire City features a power vacuum, a fractured Foot Clan, and a leader trying to decide what the organization becomes next. If Shredder has already been defeated, and Karai isn't our big bad...who is? It's time to reveal what you're actually up against... Our Creative Director, Ace St. Germain, and Narrative Consultant, Tom Waltz, sit down to re-introduce this newly emergent threat from TMNT past. Learn more in the latest dev diary 👉 https://bit.ly/4u9uP7V
In the lead up to launch, we'll be sharing even more insight and behind the scenes of the development of the first TMNT game to come to virtual reality. Be sure to join our official Discord and follow us on social.
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
It's finally time to share the news you've all been patiently waiting for 👀 Teenage Mutant Ninja Turtles: Empire City will be freshly delivered on April 30th to Meta Quest, Steam VR, and Pico! Karai, Rocksteady, and an endless supply of Foot Soldiers? We've definitely not bought enough pizza for everyone... 🍕 📺Watch part one of the date reveal trailer 👇
Wishlist on Steam so you don't miss out on the launch window 20% discount.
With TMNT: Empire City, we wanted to introduce a character that could be a reflection of the player's choices. Enter Karai. She isn't just the head of the Japanese branch of the Foot Clan, or the first boss you fight in Empire City's tutorial, she's key to your journey through the entire story campaign and reactive narrative we've crafted.
Our Creative Director, Ace St. Germain, and Narrative Consultant, Tom Waltz, sit down to discuss Karai's history of conflict (both internal and external) and how, this time out, her ultimate fate is in your hands.
Learn how in the latest dev diary 👉 https://bit.ly/4l15eJZ
In the lead up to launch, we'll be sharing even more insight and behind the scenes of the development of the first TMNT game to come to virtual reality. Be sure to join our official Discord and follow us on social.
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
We just want to extend a massive thank you to everyone who checked out Teenage Mutant Ninja Turtles: Empire City when the Steam Next Fest Demo was live, especially those who went to the effort of providing crucial feedback.
The response has been incredible and we're actively addressing your feedback right now, as we work towards the final launch build of the game for this Spring.
If you liked what you played, be sure to wishlist the game so you don't miss out on Steam's launch window discount (and stay in the loop for the game's upcoming reveals - yes, there's more)!
Be sure to join our Discord too, to get access to our team, take part in exclusive AMAs and rewards, and connect with a growing community of shell-heads from around the world.
Miss out on the demo? Be sure to check out these creator videos of TMNT: Empire City from Next Fest:
Like a thin crust pizza that's been in for 10 minutes already, we’re almost done cooking. TMNT: Empire City is coming out very soon, and you probably have a lot of questions. Creative Director, Ace St. Germain, takes you through everything you might have missed so far...
Get caught up 👉 https://www.cortopia.com/tmnt-empire-city-dev-diary-recap/
In the lead up to launch, we'll be sharing even more insight and behind the scenes of the development of the first TMNT game to come to virtual reality. Be sure to join our official Discord and follow us on social.
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
Steam Next Fest may be over, but it's not over (yet) for us! We're keeping the demo for TMNT: Empire City up for a little bit longer so we can get even more of your feedback...but time is running out.
This'll be the last chance to play TMNT: Empire City before launch!
Jump into the first 15 minutes of the game and get behind the bandana of each Turtle.
Become the heroes in a half-shell 👉 https://bit.ly/47L99o8
Already stepped into the sewers? Be sure to wishlist the game so you don't miss out on Steam's 20% launch window discount!
We've talked about traversal, combat, and how it feels when you bring your friends into the TMNT: Empire City adventure through cooperative play...but what happens when the heavy hitters show up? It's time to talk about boss fights!
We dove into the subject in podcast format and brought in TMNT heavy hitter and TMNT: Empire City Story Consultant, Tom Waltz, to have a conversation with our Creative Director, Ace St. Germain.
Check out dev diary 9 in full 👉 https://bit.ly/4ryM0xm
Check out the complementary podcast episode below!
Teenage Mutant Ninja Turtles: Empire City will be available Spring 2026 for $24.99, with a 20% launch discount on Steam. Be sure to try the game out for yourself with the single player Steam Next Fest demo (available now)! In the lead up to launch, we'll be sharing even more insight and behind the scenes of the development of the first TMNT game to come to virtual reality. Be sure to join our official Discord and follow us on social.
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
How does co-op work in TMNT: Empire City? It works pretty much however you want it to. From the very beginning, freedom of expression was a key pillar in our design. We didn’t want co-op to feel like a rigid system of rules, roles, and forced mechanics. The Turtles adapt and improvise, so we set out to build a flexible system to allow players to do that too.
Learn more 👉 https://bit.ly/4r4do6d
Playing together will be a blast, but we appreciate that you probably want to know when you'll be able to play with your friends. Today, we announced that Teenage Mutant Ninja Turtles: Empire City will be available Spring 2026 for $24.99. We will offer a 20% launch discount available in the first two weeks of the game's release. Players hoping to get an early hands-on with Teenage Mutant Ninja Turtles: Empire City will get to descend into the sewers for the first time on February 23rd, when a playable single-player demo arrives on Steam. This demo represents the first 15 minutes of gameplay and offers a taste of every playable Turtle. This time-limited demo is available exclusively as part of Steam Next Fest until March 2.
In the lead up to launch, we'll be sharing even more insight and behind the scenes of the development of the first TMNT game to come to virtual reality. Be sure to join our official Discord and follow us on social.
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
When Alex May describes the sound of Teenage Mutant Ninja Turtles: Empire City, he doesn’t start with software, synthesizers, or the kind of digital audio wizardry you’d expect to hear from a game composer in the 21st century. Instead Alex focuses on the hiss. The moment you hear the soul-satisfying “click” of the tape locking into place. The soft, imperfect whisper of a cassette spinning after you push play. The warmth and grit of a ’90s sampler. The tactile fingerprints that analogue recording leaves behind.
Learn more 👉 https://www.cortopia.com/tmnt-empire-city-dev-diary-7/
Check out the complementary podcast episode below!
In the lead up to launch, we'll be sharing even more insight and behind the scenes of the development of the first TMNT game to come to virtual reality. Be sure to join our official Discord, follow us on social, and wishlist the game. Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first VR adventure.
It’s finally time to show you exactly what our game has to offer. We recently let a handful of folks in games media go hands-on with the first 15 minutes of Empire City. Check out how they slashed, swung, and stabbed their way through combat as they landed precision strikes, blocked crushing reprisals, and evaded the killing blow.
Check it out 👉 https://www.cortopia.com/tmnt-empire-city-dev-diary-6/
Want to learn more about TMNT: Empire City? We're hosting an exclusive Discord AMA! Ask a question, get entered into a draw to win exclusive goodies. Get your questions in ✨FROM NOW✨
📌 Developer AMA \
📅 Dec 10th
⏰ 7pm GMT / 8pm CEST / 11am PT / 2pm ET
In the lead up to launch, we'll be sharing further insight and behind the scenes of the development of the first TMNT game to come to VR. Be sure to join our official Discord, follow us on social, and wishlist the game. Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first adventure in virtual reality: http://mailchi.mp/61330b997657/get-the-latest-from-cortopia
It's finally time...the official gameplay reveal for TMNT: Empire City is here! 🥳 Get behind the bandana as the iconic heroes in a half shell, stalking the sewers, streets, and rooftops as Leonardo, Raphael, Donatello, or Michelangelo in the first-ever Teenage Mutant Ninja Turtles that takes YOU inside the shell. 📺 Watch the trailer 👇
Master each Turtle's signature weapon, scale buildings with fluid parkour, and confront fan favourite villains as you forge your own chapter in TMNT legacy solo or with up to three friends in four player coop. Family is forever. Find yours in 2026. ⚔️ Master each Turtle's signature weapon with precision strikes and blocks in this VR action adventure 🌆 Scale urban landscapes with fluid parkour 🦏 Confront fan-favourite villains 🐢 Forge your own chapter in the TMNT legacy solo or together with friends in four player co-op Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Follow us on social and be sure to sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first adventure in virtual reality.
Hear from our Art Director, Marcus Fritze, on how it's been working with one of the most beloved pop culture franchises:
"When I joined Teenage Mutant Ninja Turtles: Empire City, I’ll admit it: I was overwhelmed. I’d missed the original Turtlemania and thought I had a sense of it, but the universe is massive. Decades of comics, cartoons, movies and games. It’s a lot to take in."
Check it out 👉 https://www.cortopia.com/tmnt-empire-city-dev-diary-5/
In the lead up to launch, we'll be sharing further insight and behind the scenes of the development of the first TMNT game to come to VR. Be sure to join our official Discord, follow us on social, and wishlist the game.
Last month, we finally popped the manhole cover off TMNT: Empire City, showcasing the game for the first time to attendees and select press at New York Comic Con. Creative Director Ace St Germain was joined by TMNT legend, and Narrative Consultant, Tom Waltz, as we showcased gameplay and the history behind our heroes in a half shell.
Since then, we’ve been showing off much more of the game, sharing our little green-tinged digital slice of NYC with creators and press. They got to get to grips with the turtle’s lair and learn just what getting behind the bandana for the first time in virtual reality really means.
As part of hands-on opportunities from NYCC, Variety sat down with Ace St. Germain and were the first to showcase the lair after a short bonding session with the battle-hardened brothers. Check it out.
We were also fortunate to partner with VR content creators as they too got to check out the turtles’ lair. You can see a collection of their videos below...
Don’t want to miss out on the latest news and reveals when it comes to TMNT: Empire City? Sign up to our newsletter! You’ll get monthly round-ups of all the goings on in the turtles’ first adventure in virtual reality.
Jump shell first into our official Discord server and connect with VR and TMNT fans from around the world. Enjoy exclusive AMAs and giveaways. Get involved.
We’re proud (and incredibly excited) to confirm that we’ll be supporting the newly announced Steam Frame VR headset from Valve in 2026. Yes, that does mean TMNT: Empire City too. We’ll be speaking more about what that means next year.
When the Turtles want to visit the streets of New York, all it takes is a pop of a manhole cover – but for the Cortopia team, our trip took a little more planning. This past month, we boarded a plane in our home city of Stockholm, Sweden bound for New York Comic Con – and behind closed doors, 250+ attendees got their first-ever look at the combat of Teenage Mutant Ninja Turtles: Empire City. And while I know you’re eager to see it too, we couldn’t help but want to be a part of that time honored Comic Con tradition of “you had to be there.” But, that doesn’t mean we can’t drop a hint or two as we recap our incredible week in New York. Check it out 👉 https://www.cortopia.com/tmnt-empire-city-dev-diary-4/
In the lead up to launch, we'll be sharing further insight and behind the scenes of the development of the first TMNT game to come to VR. Be sure to join our official Discord, follow us on social, and wishlist the game.
Hey Turtles fans,
Next week at New York Comic Con we’re showing all-new gameplay footage of Teenage Mutant Ninja Turtles: Empire City for the first time. No filters. No cinematic tease. The catch? You’ll have to be in the room to see it!
📍 Friday, Oct 10, 12:45pm in Room 408 (NYCC).
🙋 Ace St. Germain (Creative Director) + Tom Waltz (who worked on *Last Ronin*)
🎮 Gameplay
📗 Story details
…and maybe a surprise or two ;)
And here’s the best part: if you attend the panel, you’ll receive an exclusive in-game item at launch. You won’t be able to get this anywhere else!
Be sure to get us on your NYCC schedule, and we’ll see you on October 10th. Stay green, friends! (Psst, if you're not in town for NYCC; be sure to follow along on Instagram Stories and ask panel questions on Discord!)
In the lead-up to the launch of Teenage Mutant Ninja Turtles: Empire City in 2026, we will provide you with insights into the game's design and production through a series of developer diaries, wishlist to stay up to date, and follow our socials!
Teenage Mutant Ninja Turtles is all too often thought of as big action and silly gags – and while you’ll definitely find both in the series, at its core there’s a deeper story about brotherhood, about interpersonal dynamics, and about feeling the weight of something more than yourself. To communicate that effectively, you need to tell a story – and that story needs to be said by performers who understand the characters inside and out. So without further ado, we're proud to announce the main voice cast for Teenage Mutant Ninja Turtles: Empire City
Check out the full Dev Diary #3 here, including a first exclusive audio clip! 👉🔗 https://www.cortopia.com/tmnt-empire-city-dev-diary-3/
In the lead-up to the launch of Teenage Mutant Ninja Turtles: Empire City in 2026, we will provide you with insights into the game's design and production through a series of developer diaries, wishlist to stay up to date, and follow our socials!
The rooftops of New York are such iconic environments for the Turtles, so using them for navigation became a top priority for us. When designing our movement system for Empire City, our north star was to help players feel like a Ninja Turtle who grew up in New York, leaping from building to building with a sense of style and speed. We want Empire City players to feel that, over time, they have a command over every nook and cranny of the city just like Leo, Donnie, Raph, or Mikey would.
Check out Dev Diary #2 in the video above and read more here 👉🔗 https://www.cortopia.com/tmnt-empire-city-dev-diary-2/
In the lead-up to the launch of Teenage Mutant Ninja Turtles: Empire City in 2026, we will provide you with insights into the game's design and production through a series of developer diaries.
Keep an eye out for Dev Diary #3 in September!
In the lead-up to the launch of Teenage Mutant Ninja Turtles: Empire City in 2026, we will provide you with insights into the game's design and production through a series of developer diaries. In the first one, Creative Director Ace St.Germain talks about his journey from fandom to game creation. Check out the link below!
👉🔗 https://www.cortopia.com/tmnt-empire-city-dev-diary-1/
Keep an eye out for Dev Diary #2 in August!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Teenage Mutant Ninja Turtles: Empire City, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Teenage Mutant Ninja Turtles: Empire City statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.