
Selaco is a brand new original shooter running on GZDoom, featuring thrilling action set pieces, destructibility, smart AI and a fleshed out story taking place within an immersive game world. It draws inspiration heavily from F.E.A.R. in terms of action set pieces, while mixing traditional retro-FPS elements from QUAKE and DOOM, along with some more modern features. Together with professional artists who work in the industry, several having worked on successful throwback FPS games in the past, Selaco is a fully fleshed out world full of character, action, and mystery.

The story takes place during a violent invasion of Selaco, the underground facility that's home to the surviving refugees after the fall of Earth. You play as Dawn, an ACE Security Captain who, with her recent promotion and high level security clearances, is digging deep into the truth behind Selaco's murky history. Before she can finish her investigation, Selaco is rocked by explosions and armed invaders. While Selaco may take place in a large-scale conflict, much of it will be the personal story of Dawn, the center-piece of the game.

- A lengthy story-driven campaign
- Intense Action set pieces
- Custom AI
- Full soundtrack
- Professional voice-acting.
- Extra Gamemodes

- Full open-source modding support
Greetings captains,
Happy 1-year Anniversary to Selaco's Early Access release!
Valve has blessed us with a Steam Daily Deal for this special day, so we've dropped Selaco to its biggest-ever discount (yes, we broke our discount record again!). If you bought the game at full price about a week ago, you should be able to contact Steam Support for a refund of the difference. Just link them to this blog post as confirmation that we're on board with that.
This will likely be our biggest discount for the foreseeable future, so if youve been waiting to try Selaco, nows the perfect time!
https://store.steampowered.com/app/1592280/Selaco/
Heres what well be covering in this blog post:
Let's address the elephant in the room; This blog post is huge. Just look at the scrollbar to the right of your browser window and you'll probably see what we mean. Sit back, relax, and let's not waste any more time!



One of the key goals of this update is to enhance performance without sacrificing visual fidelity. This is always challenging for a game like Selaco, because we aim for a world that's highly interactive and responsive to player actions. We've made significant improvements toward our performance targets ahead of leaving Early Access. Heres a quick overview of whats been improved.
We've completely rebuilt our particle system from the ground up! Instead of relying on clunky old methods, the new system is much faster and smarter -- using pooled particles and hardware rendering to significantly reduce performance overhead.
This means smoother gameplay across the board, especially during combat!
To take full advantage of the new system, every single particle effect has been rewritten from scratch. Not only do they look better than ever because we're more experienced, but they also run more efficiently.
Ever noticed how having thousands of blood splatters on the floor reduced your FPS to a significant amount? We've optimized how floor decals are rendered, which should result in much better performance. Most noticeable in gauntlet encounters, and for players who have Permanent Blood enabled.
We've improved how smoke is handled, reducing the performance hit when lots of smoke is on-screen by preventing too many smoke clouds from stacking.
Floor decals like blood, bullet holes, and scorch marks now spawn more intelligently. They wont stack on top of each other anymore (which helps avoid unnecessary slowdown), and we've made changes that reduce micro-stutters when a bunch spawn at once.
Blood never utilized any type of particle system before, making them more demanding than they should have been. With this new system in place, it only made sense to port our blood effects over. This took quite some doing, but we pulled it off! Expect more performant blood and some new effects sprinkled in-between.
This has been an ongoing effort with every single update, and weve taken more steps forward here. Their behavior feels the same, but the way they make decisions is now more efficient.
Other performance improvements


The second goal was to spice up the Special Campaign / Randomizer even further! Feedback on this moment has been great and we expect things to be even better with this update.
Brand New Options Menu

A common bit of feedback was that some options were too vague, and that there were simply too many - which understandably, not everyone wants to tweak every time they do a new run. We've tackled both problems!
Rather than having to select everything manually, weve added a number of presets that configure everything for you. The following presets are available:
Minimal Preset
[list]
Default Preset
Vanilla Preset
Vanilla Plus Preset
Controlled Chaos Preset
Overkill Preset
All presets can be manually tweaked after being selected.
Highlighting an option in the Randomizer Menu will now explain what the setting does. No more asking on reddit required!
Some enemies can now be an Ammo Bearer. Ammo Bearers have an Ammo Icon above them and drop a bunch of ammo for random weapons when killed. These type of enemies are rare.
Same as above, but for armor instead! Look for an armor icon.
This new setting allows you to spice things up (or spice things down). Increasing this setting will result in more stronger enemies. For instance, less Riflemen and more Plasma Troopers, while lowering this setting results in less stronger enemies.

The randomizer can now spawn Health and Armor shards in hallways. On by default, but can be disabled.
The setting that was formally known as Extra Clutter has now been renamed to Extra Cover. We've added a brand new system that focuses on adding small-scale clutter (like extra mugs, cardboard boxes and more) that can now be controlled with the Extra Clutter setting.

Selaco has always been about immersion. Special Campaign is a very gamified experience which caused it to not click with everyone as a result. As such, we've added an Immersive Mode that keeps most of the gameplay in tact, but with some tweaks to retain immersion. For instance, floating weapons will now instead be stationary on the floor, and "joke traits" like the Brick Launcher or Paintsplosion are no longer present.
They're like Gunners, but a lot meaner! They are bigger, have a stronger shield and a much louder minigun. Better save some shotgun shells for these bastards.
Random Encounters will no longer spawn when players are actively fighting, and will instead be queued (with an additional delay) until their fight is over. This results in less snowballing and eliminates time pressure when fighting enemies.
Other Special Campaign improvements


Fully Reworked Swimming
Armor
UC-11 Exon SMG
Roaring Cricket
S-8 Marksman Rifle
This is a little embarrassing, but...
Slide Proning

Sliding under a tight area now puts Dawn into a prone position, allowing movement where you'd otherwise get stuck.
Other Stuff




In our endless pursuit of making Selaco's combat the most dynamic as possible, numerous projectiles now respond to explosions. For instance, an explosion can apply knockback to a grenade, causing it to go another direction. Quite similar to the Halo series. This can result in some beautiful chaos, or a very embarrassing death. We have plans to spice this up even further in the future.

This is not nearly special enough to warrant its own headline, yet here we are, we think it's cool! All bullet casings now interact to both player and enemy movement; kicking them aside based on the direction of the footstep.
Selaco is full of in-game gags that reference other media - it's something we love doing! However, we realized that in some areas we may have gone a bit overboard with the amount of it, affecting the believability of the game world. While we haven't removed anything, we've spaced things out a lot better to keep the experience immersive and avoid distractions.
Visual Effects
Sound & Audio
Immersion & Interactions
Watermelons

Never did we anticipate that watermelons would become the strongest health source in the game, yet here we are.

The Save Scumming mutator lets you save anytime with zero downsides, whether you're in the middle of a firefight or standing next to a primed explosive barrel. This one is for the Gamer Dad, Gamer Mom, or anyone who just loves cheese.
(Unavailable on Admiral Difficulty and Hardcore Mode)
Disabled the Mercy System in Hardcore Mode. Getting hit while at low health can now kill you outright and will no longer grant you a grace period at 1hp


Soldiers
Air Drones
Siegers
Plasma Troopers


For the future
Were still looking into adding a Contrast Mode for visually impaired players, which will apply a strong colored overlay to enemies and interactive elements.




If you ran into any issues or simply prefer the old version, you can go back to an older version by rolling back using the Steam Beta features
[olist]
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You are now back to the old version of the game!


Stoked for this one!
We've been thrilled by the number of mods Selaco has received since the Early Access launch a year ago -- especially considering we havent launched any documentation yet!
Shortly after Chapter 2's launch, well launch a full Modding SDK as free DLC for Selaco. This SDK will include the 3D models we used to create sprites (both Weapons and Enemies), our first-person arm rig, development tools, and more.
This allows modders to create anything they want with almost no limits! New guns that use Dawn's arm model? New animations for existing enemies? All possible!



Selaco Level Editor Source Code Is Now Available
Our Level Editor is based on UltimateDoomBuilder, a staple tool for DOOM and GZDoom mappers. Selaco, on the other hand, needed its own custom editor optimized for our systems like path nodes, spawning configurations, and more.
If youre not a developer and just want to create maps using the tool, you can download the newest version of UltimateSelacoBuilder here:
Selaco Level Editor Download (Windows Only)
If you want to see the source code for development reasons or curiosity, here it is:Source Code Link



Our Store Page has been reworked!
We made our Steam page roughly 5 years ago when the basics of the game were still shaping up, and it was starting to show its age. A lot of the information was outdated, and the game wasn't presented in a way it deserved.
Oh, and better GIFs! Feel free to look a look.


Lets talk about how development is going!
Im happy to report that development is going well, especially when it comes to Chapter 2, which well dive into in just a moment. Overall, the current state of development mirrors what we shared in our last update: there are no major roadblocks, and things continue to move forward at a steady, healthy pace.
However...

This one hurts to write.
Our original plan was to launch in Q4 2024. Then we aimed for Q1 2025. Neither worked out. Then we aimed for this patch to have it, which also didn't work out. We know that's a bummer -- and trust us, it bums us out just the same.
We want to be upfront here: Weve been underestimating just how much work it takes to make this game. This is our first real project, and it landed a bigger audience than we had anticipated. We're still learning how to deal with expectations and not get carried away with our excitement.
The good news? It's shaping up really well. We're actively working with Melissa Medina (Dawn's voice actress) as we speak to get a lot of work done, as well as working with a number of new actors who have been brought on board recently. And, because our players like them so much, a whole bunch of new enemy chatter and new callout types!
Given the past delays, well only announce the new release date when were confident its close. This is what we've been doing with Chapter 2, and something we should be doing here, too. Thanks for sticking with us, and were sorry for the wait.


2 months ago we launched the so-called "Nightly Builds". It's always been our goal to be fully transparent during our Early Access phase, which is why we invite everyone to play our development builds on a (almost) daily basis. Complete with all the bugs that come with!
This has been a lot of fun, and something we'll continue doing! The update rate might slow down a little as we work on two other major Selaco projects (Chapter 2, Story), but we'll keep 'em coming at a good rate!
For details on how to enter, visit this page


Shaping up really well, but still far from complete!
Chapter 2 is more than just a content update, its a full-blown expansion by this point. Were not just making a few new maps and calling it a day with this. It has new guns, new tools, updated mechanics, and even a Chapter 1 makeover that takes full advantage of a brand new lighting system we're making for Chapter 2. A lot of content is already fully functional, and you might be surprised to learn just how much of it is already completed.
But hey, its our 1-year anniversary! So we figured its about time we start showing some stuff. Consider this a little treat.
For now, enjoy these random, completely out-of-context images from Chapter 2. No explanations yet, just a taste of whats to come. When the time comes, we'll do an actual trailer and introduce the new toys properly. Everything below is Work in Progress!
Enjoy!


















What a journey it's been so far and what a behemoth of a blog post this turned into!
It's hard to believe it's already been a year since Selaco launched into Early Access. Month after month, the game continues to perform well, and were constantly humbled by the love and support youve shown. Seeing players recommend Selaco in many corners of the internet never fails to make our day. We may sound like a broken record by now, but we truly are grateful for all of this, and we will not disappoint with the final version of this project.
If we can ask for one more favor: please consider giving the game a review on Steam to give us your input. We're a very small studio who work really hard on Selaco, and these things help tremendously!
Thank you all very much, and until next time!


Minimum Setup
- OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
- Processor: Intel i3 2100 or higherMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Anything capable of running OpenGL 4.0 (eg. ATI Radeon HD 57xx or Nvidia GeForce 400 and higher)
- Storage: 600 MB available space
Recommended Setup
- OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
- Processor: Intel i5-3570kMemory: 4 GB RAM
- Graphics: 1 GB of VRAM with OpenGL 3.3 (GeForce GTX 630 or higher)
- Storage: 600 MB available space
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