Selaco cover
Selaco screenshot
Linux PC Steam
Genre: Shooter, Adventure

Selaco

Selaco v0.90 Update + State of Early Access



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 you’ve been waiting to try Selaco, now’s the perfect time!

https://store.steampowered.com/app/1592280/Selaco/
Here’s what we’ll be covering in this blog post:

  • Patch Notes
  • Announcements
  • State of Early Access (Including Chapter 2 stuff!)

    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. Here’s a quick overview of what’s been improved.

    • Brand new Particle System
      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!

    • Complete do-over for all particle effects
      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.

    • Improved rendering performance for Floor Decals
      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.

    • Improved smoke culling
      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.

    • Improved floor decal spawning
      Floor decals like blood, bullet holes, and scorch marks now spawn more intelligently. They won’t 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 effect overhaul
      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.

    • Improved Enemy AI logic
      This has been an ongoing effort with every single update, and we’ve taken more steps forward here. Their behavior feels the same, but the way they make decisions is now more efficient.


    Other performance improvements

    • Updated glass effects to be more performant
    • Improved fire hydrant performance by culling water sprays for faraway players
    • Paint buckets now utilize an actual particle system instead of actors
    • UI elements are now precached and can be properly unloaded to save VRAM
    • Added a "Texture Quality" setting. This will slightly reduce sprite resolutions but drastically decrease VRAM usage. Use this if you have a GPU with low VRAM!
    • Numerous smaller improvements to reduce VRAM usage
    • Overhauled bullet puff code to be more performant and easier to maintain
    • Red blood decals are no longer flat meshes and now use the new decal rendering
    • A lot of "simple" effects are now considered Particles to make them cheaper to spawn.




    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!


    • Added Presets
      Rather than having to select everything manually, we’ve added a number of presets that configure everything for you. The following presets are available:

      Minimal Preset

      • Keeps all possible randomization elements but makes them subtle. Use this if you want to utilize all the Special Campaign features while keeping randomization to a minimum.

      Default Preset

      • Uses all available randomization while keeping gameplay balance in mind. Use this if you want a random, yet balanced experience.

      Vanilla Preset

      • No new content and minimal randomization. An optimized preset for players who want to replay the Standard Campaign with a few surprises, including extra enemy spawns and shuffled item pickups.

      Vanilla Plus Preset

      • Very similar to Vanilla but adds Special Campaign-exclusive enemy types. An optimized preset for players who want something close to the Standard Campaign with slight alterations and a few new features.

      Controlled Chaos Preset

      • High randomization with all the bells and whistles. Designed to be chaotic but fair.

      Overkill Preset

      • All randomization cranked up to 11! This run will be chaotic, unpredictable, and probably very difficult.

      All presets can be manually tweaked after being selected.

    • Added Description Pane and Option Descriptions
      Highlighting an option in the Randomizer Menu will now explain what the setting does. No more asking on reddit required!


  • Added Ammo Bearers
    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.

  • Added Armor Bearers
    Same as above, but for armor instead! Look for an armor icon.

  • Added 'High-Tier Enemy Frequency'
    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.

  • Added Item Trails

    The randomizer can now spawn Health and Armor shards in hallways. On by default, but can be disabled.

  • Added Extra Cover and Extra Clutter settings
    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.

  • Added Immersive Mode

    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.

  • Added Heavy Gunners
    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 Encounter Rework
    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

    • Added full localization support
    • Added 2 new Weapon Traits
    • Fixed an error where Random Encounter enemies could spawn in inaccessible areas
    • Random Encounters will no longer spawn when the player is in a Safe Room
    • Fixed an error where Engineer Grenade Shells used the wrong model
    • Added proper ammo UI for weapons with the Bottomless Mags trait
    • Earthquakes no longer push Detonators, preventing potential softlocks
    • Fixed Triple Damage trait not applying its intended damage correctly
    • Combat Chests now have a distinct color and slight illumination, making them easier to spot
    • Fixed an error where Encounter Chests spawned enemies too close to the player
    • Fixed an error where Crawler Queens became invisible
    • Dawn's suit no longer references "+ Roaring Cricket" when Weapon Randomization Style is not set to "Vanilla"
    • Reduced healing sound volume for Life Leech and Life Siphon
    • Fixed an issue where Item Flares did not despawn properly. Most noticeable with red flares on Medkits
    • Ammo pickup counts are now biased toward slightly higher amounts, addressing scarcity issues
    • Disabled Soldier and Robotic spawns in Level 6-3





    Fully Reworked Swimming

    • More natural swimming movement: the player now darts forward while swimming instead of moving at a constant velocity, better simulating the feel of real swimming
    • Added underwater swimming sounds
    • Crouching no longer slows swimming speed
    • Players are now forced into crouch mode while swimming
    • Removed view and weapon bobbing while swimming
    • Added a warning sound when the player is about to run out of oxygen
    • Added a warning sound when the player has run out of oxygen
    • New and improved exertion sounds when resurfacing after a long swim
    • Added dripping sound and visual effects when leaving the water
    • Most weapons can no longer be fired underwater. Since Selaco doesn't feature underwater combat, we focused on immersion here. If underwater combat is added in the future, we’ll revisit this
    • Vertical swimming movement speed is now equal to horizontal speed
    • Improved underwater bubble visuals

    Armor

    • Armor is now slightly less durable on higher difficulties. Recent buffs made it stronger than intended
    • Plasma Projectiles deal significantly less damage against Armored players, but deals more severe damage to the armor itself
    • Reworked sound effects when taking damage with armor on

    UC-11 Exon SMG

    • Increased weapon damage (21 -> 23)

    Roaring Cricket

    • Slightly louder firing sounds

    S-8 Marksman Rifle
    This is a little embarrassing, but...

    • Headshot damage now increases with distance, as originally intended. This feature broke during a previous systems rework. Thanks to Discord user "Lush" for spotting it!

    Slide Proning

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

    Other Stuff

    • Dawn can no longer uncrouch when the ceiling is too low
    • Pain sounds now trigger more consistently when taking damage



    • Further improved sign posting and navigation in numerous levels
    • Weapon Bar icons are now greyed out when the weapon has no ammo
    • Added "Mark all as read" button to the Wrist Codex
    • Added "Invert Y-Axis" setting to the Gamepad menu. This was always there, but it was buried deep into an Advanced Settings Menu where players could not find it.
    • Yellow Barrels now appear on the minimap. Now you can all stop losing them!
    • Machine Gun Ammo dropped by Enemy Soldiers now use a different voxel model to be more distinct from regular Machine Gun Ammo pickups, resulting in less misleading +10 ammo pickups.





  • More reactive Explosions

    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.

  • Added Interactive Bullet Casings

    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.

  • In-game references has been spread out a little better
    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

    • Added Railgun Beam effect
    • Improved visual effect for Railgun shot impacts
    • Improved visual effects for animated spark effects, looking a little less cartoony.
    • Added more gravity and bouncing variations for Spark particles
    • Added Red Spark effect when hitting Energy Shields
    • Improved Plasma Puff effects to be more visually pleasing and powerful
    • Added new Purple Blood wall decals
    • Adjusted illumination color for all blood effects to better match the purple blood color
    • Decal spray directions when hitting have been adjusted to be more believable and will no longer spray unreasonably far away
    • Yellow Barrels now have an impact effect when shot
    • Improved bone gibs by being more performant and having better bouncing sounds
    • Applied a bit more texture to Gore Mist sprites
    • Improved (almost) every pick-up sound to be more snappy and satisfying to listen to
    • Improved gibbing sound effects to be slightly louder and slimey
    • Added a whole bunch of new bullet impact effects for Wood, Metal, Concrete and more. A shooter can never have enough bullet impacts!
    • Added a wooden thud effect when enemy corpses hit a wooden floor
    • Lamp/Light Textures now spawn glass effects when shot
    • Fully reworked Wire Texture to appear less out of place. It was an old asset that should have been updated sooner
    • Added 'Burger Junkie' flyers
    • Explosion effects now always face the player, even from above or below
    • Added a new destruction model for Computer Monitors, giving a bit more variety


    Sound & Audio

    • Added sound effect when crouching
    • Added stepping sounds for walking over static paper decals
    • Added pushing effort sounds when pushing heavy objects like Heavy Barrels.
    • Improved Health Regeneration sound effects
    • Added sound effects for leaking waterpipes
    • Pain Sounds are now more reliable and always play as intended.
    • Pain Sounds no longer cancel eachother out
    • Brand new recordings for Pain, Death and Danger States sounds
    • Added new spark sound effects
    • Added unique pickup sound for Small Machine Gun Ammo
    • Improved Bullet Whiz sound effect for bullets that pass the player
    • New Sound Effects for picking up Plasma Rifle ammo
    • Reduced audio volume of Rooftop Wind sound effects
    • Fully reworked the 'Warzone' soundscape ambient effect that plays in the background of some earlier levels


    Immersion & Interactions

    • Disabled Weapon Bobbing when not on the floor
    • Plants on Plant Pots now properly rotate along with the pot when picked up by the player
    • Enemy Flashlights now cause a shadow based on the player's Shadow Quality
    • Spark Missile effects can no longer spawn underwater
    • Updated a whole lot of outdated posters in Pathfinder Memorial Hospital. They were showing their age!
    • Added Civilian Corpses. No longer is everybody being turned into a pile of red giblets; there are actual civilians now!
    • Added Corpse Shadows for both enemies and civilians
    • Added a whole bunch of new Doodle Decorations, created by our patrons!
    • Jukeboxes stop playing music when destroyed
    • Added sound effect that plays on all connected Jukebox speakers when the jukebox is destroyed
    • Vending Machines now spit Soda Cans when destroyed
    • Vending Machines now have increased Soda Can quantity. This was needed to make the previous change cooler, which is sometimes all that matters.


    Watermelons

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

    • Added 3 new voxels for destroyed watermelons
    • Improved randomization for watermelon chunk angles to add more visual variance
    • Nerfed watermelon health gain (2hp -> 1hp). However, large chunks still give 2hp
    • Watermelon effects are now juicier



  • New Mutator: Save Scumming
    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)

  • 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

    All Enemies

    • Improved AI logic to reduce hesitation during pathfinding
    Soldiers

    • Soldiers now reload when low on ammo and not in direct line of sight with the player, avoiding awkward moments where they rush in with empty weapons
    • Slightly increased hitbox height
    Air Drones

    • Rendering tweaks to improve visibility from below
    • Reduced rocket projectile speed (25 -> 20)
    Siegers

    • Rendering tweaks to improve visibility from below
    Plasma Troopers

    • Reduced projectile size by 25%
    • Added flare effect to Plasma Trooper projectiles






    • Added option to disable View Bobbing. This removes vertical up/down movement while walking and can help reduce motion sickness. This keeps Weapon Bobbing, but this can also be disabled.
    • Improved camera tilting on gamepad. Previously, slightly angled input could cause an unintended wobble, this has been fixed

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





    • Updated Plasma Rifle weapon bar icon
    • Improved camera tilting on Gamepad
    • Corrected broken audio mixing on kill notifications
    • Removed numerous Juggernaut brightmaps to save space
    • Fixed an error where the Weapon Wheel could be opened from the Main Menu
    • Fixed overlapping Mutator UI elements on lower resolutions
    • Fixed an error where Windows would stop capturing mouse input after closing the game
    • Tweaked DMR scope timings to better match the zoom effect
    • Keycards are now set to "Always Pickup" to reduce softlocks from sequence breaking
    • Destroyed Sentry Guns no longer block doorways, a common cause for soft locks
    • Weapon swapping with Bottomless Mags (Mutator or Weapon Trait) no longer forces a Weapon Reload
    • Fixed an error where Children Doodles briefly turned into an "X" when shredded
    • Fixed a crash caused by Stretchbeds if their hitbox was missing
    • Fixed an exploit allowing players to boost rate of fire by timing the 'Throw Equipment' button
    • Gravity Manipulator no longer picks up explosive plants, preventing potential softlocks
    • Fixed an error where Shooting Range menu info didn’t match actual settings, often causes by load games
    • Menus and intermission screens now close the automap
    • Fixed a crash caused by snipers targeting a non-existent entity
    • Fixed an error where Weapon Kits played a healing sound on pickup
    • Fixed overlapping pickup sounds
    • Fixed an error where throwing a grenade with the Grenade Launcher could lock weapon state, rendering all of your weapons unusable
    • Removed duplicate smoke sprite effect, reducing file size by a massive 650 bytes
    • DMR: Fixed an issue rapidly zooming in-and-out could result in a zoom with no scope overlay
    • Fixed an error where Stretchbeds spawned blood decals when shot
    • Playstation icons are now properly saturated
    • "Sitting Corpses" no longer spin when shot
    • Fixed crash when Weapon Mods had no ammo type assigned
    • Fixed error where purple blood splatters looped back to the first frame
    • Fixed rare crash caused by switching equipment when Dawn didn’t exist (???)
    • Fixed error where Crawler Mine corpses dealt incorrect damage type on impact
    • Fixed numerous typos in upgrade descriptions
    • Fixed error where rain splatters showed a white block texture
    • Removed the “Enemy Grenade (Unusable)” prompt
    • Fixed a bug where Yellow Paint was Purple Paint and vice versa, ruining our best joke for a second time
    • Fixed an error where Bottomless Mags reduced ammo in the Shooting Range
    • Fixed crash from Sentry Guns acquiring targets after becoming friendly turrets
    • Transitioning from in-game to Titlemap no longer briefly shows hexacons
    • Tweaked item flare offset for Large Plasma Ammo to prevent model clipping
    • Siegers are now easier to see from below thanks to forced XY billboarding
    • Added 'Drink' interaction label when looking at beer bottles
    • Fixed an error where UltimateSelacoBuilder was missing from the Steam download
    • Fixed a Level 1-3 bug where a one-way door could be closed from the wrong side
    • Fixed potential crashes caused by Pathnodes
    • Automap can no longer be opened when dead
    • Fixed graphical issue with the first frame of the Invasion Tier menu
    • Fixed "Pimp My Vacbot" neon sign appearing massive from behind
    • Added extra snipers when returning from the South Wing with a key in the Mall level
    • Cleaned up Level 5 map screen to hide unintended areas
    • Attempted fix for Mall level keycard not spawning correctly
    • Fixed numerous script oversights across the entire game
    • Fixed Plastic Shards despawning with Permanent Destruction enabled
    • Improved transition of Item Flares and Icons for smoother appearance
    • "Give All" now includes a Flashlight
    • Fixed Workshop Screen showing Xbox controls while using Playstation icons
    • Holding Jump in tight spaces no longer causes repeated jump sounds




    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


    1. Go to your Steam Library
    2. Right Click on 'Selaco'
    3. Click on 'Properties'
    4. On the right side of the screen, press 'beta'
    5. Click on the Dropdown Menu
    6. Select 'v0.89-BF'
    7. Wait for the download the finish

    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 haven’t launched any documentation yet!

    Shortly after Chapter 2's launch, we’ll 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 you’re 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.





    Let’s talk about how development is going!

    I’m happy to report that development is going well, especially when it comes to Chapter 2, which we’ll 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: We’ve 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, we’ll only announce the new release date when we’re confident it’s 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 we’re 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, it’s a full-blown expansion by this point. We’re 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, it’s our 1-year anniversary! So we figured it’s 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 what’s 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 we’re constantly humbled by the love and support you’ve 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! 💙



  • Nightly Builds are Now Available!



    Captains,

    From the moment we decided to launch into Early Access, we’ve aimed to make our development process as transparent as possible and bring our players along for the ride.

    A little over a month ago, we mentioned the so-called Nightly Builds in our patch notes, describing them as something we wanted to experiment with in the near future.

    Today is that day!



    For those unfamiliar, a Nightly Build is a development build that updates daily. Basically, if any progress toward an update has been made, that progress will be uploaded to Steam before one of the developers goes to sleep.

    These builds are likely to be unstable, very buggy, and may not even work from time to time, but they can be very interesting for those who want to see how things are shaping up.

    With Nightly Builds becoming a thing, there are now 3 Branches players can pick from. Let's briefly go over these:

    • Default (none): This is where most players are. Everything here is thoroughly tested, polished, and stable. If this is your first time playing Selaco, this is the version we highly recommend.

    • Beta Branch: A curated version that combines several Nightly Builds from the past 2–3 weeks. It’s our way of offering newer content with fewer bugs, making it more stable and playable.

    • Nightly: Untested changes that may not even work. Will the game boot up? Will VAC-Bots multiply? Who knows what happens in here! This is only recommended for those who want to stay deeply involved with the development process and report their thoughts early.

    Important:
    Nightly development is all about the next possible update that we will launch onto Steam! If there’s no new Nightly one day, don’t worry! it usually means we were working on something bigger, like Chapter 2 content or features meant for a future update that aren’t ready to show just yet.




    The best expectation is to have no expectations at all! Nightly Builds can go in any direction.

    It’s entirely possible that the Nightly for that day won’t even boot up successfully. Or, when we’re in the middle of reworking some systems, it might be so buggy that a normal playthrough becomes nearly impossible. Enemies might bleed red instead of purple, all pizza boxes might be empty, or Dawn might burp at random intervals.

    However, if a build goes well, you'll have access to the newest changes earlier than anyone else! You may even get to play around with (potentially stupid) experimental stuff that might never make it into the final game.

    If something goes wrong, you can always switch back to the Beta or Default branch.
    Just make sure to save often to avoid lost progress in case of a broken save




    We're currently in the middle of a significant performance pass that reworks Smoke and Particle Effects from the ground up.

    Our goal is to keep them visually identical, but make them far more efficient in terms of CPU usage. Current tests show major improvements, especially during combat, but there's still a long way to go!

    Some things may look a little off in the Nightly Build as we’re in the process of migrating to the new particle system.





    Similar to the Public Beta!

    1. Go to your Steam Library
    2. Right Click on 'Selaco'
    3. Click on 'Properties'
    4. On the right side of the screen, press 'beta'
    5. Click on the Dropdown Menu
    6. Select 'Nightly'
    7. Wait for the download the finish

    Going back to a more stable build works the same. Just click on PublicBeta or Default instead!




    Feedback is welcome, but not necessary! Really, it's entirely up to you.

    There's a solid chance we are fully aware of the issues, largely because it's all mid-development stuff. But if you believe it's something we can easily miss, or think it's worth mentioning, please do not hesitate to do so!

    Three options!

    1. Selaco has a very cozy Discord community that you are more than welcome to join. Feel free to report anything in the Forum category.
    2. You can use our Steam Forums.
    3. Email me directly via wesley@alteredorbitstudios.com.


    We're very excited to hear what everyone thinks of the Nightly Builds. Like most of what we're doing, it's a very experimental approach, but one we really enjoy doing.

    Thank you for sticking with us, as always!




    Burger Flipper - Major Content Update


    This Update is sponsored by Pluto Burger - Almost as big as a PLANET!



    Dear Burger Flipper Playtester,

    Zynzu Entertainment here! First off, a huge thank you for playtesting our mobile game, Burger Flipper, as we prepare to launch it to the masses of Selaco. We're in the home stretch, and our best friends at Pluto Burger are eagerly awaiting the finished product.

    Just one more obstacle ahead; surviving the upcoming review embargo! Be aware that one of the highlights in this build is the introduction of microtransactions, which will be hidden in the Review Build. As far as reviewers are concerned, they do not exist. So please keep quiet about them.

    We're nearly there. Test, test, test! Alright?



    Burger Flipper v0.3 Changelog

    [An update for Selaco has been pushed to Steam. Burger Flipper v0.3 will be available on your Datapad after updating.]


    • Added Global Save System


      Progress is no longer tied to your local Datapad! If you were to, somehow, start a life, you can now continue where you left off. Just make sure to click the button to convert your existing save into a Cloud Save. Or Global Save... Whatever the term is post-Exodus.

    • Added a bunch of Cosmetic Burger Skins



      Now featuring Gwyn Burger, VAC-Burger, and more that we will not spoil. You will not believe what the last one is!

    • Added Achievement System


      Improve your Gamer cred by achieving Burger Flipping milestones.

    • Added Battle Pass



      Complete achievements to earn Points for your Battle Pass. Unlock exclusive new Skins and Gems to use in the store.

    • Added Golden Burger Events


      These rare burgers spawn periodically to boost burger flipping productivity—but they don’t stick around for long! Click fast or miss out.

    • Added In-Game Shop


      You can now spend your hard-earned Selver Credits on some in-game items.

    • Added Uninstall Button



      Our business experts said this was a terrible idea, but we did it anyway! Burger Flipper can now be uninstalled from your Datapad.

    • Added Prestige System


      Acquiring the final Production Building now lets you Prestige. Prestige resets your progress, but spawns more Golden Burgers, unlocks a new Mirror Universe Production Building, and gives more chances to earn rewards.

    • Added In-Game Advertisements



      Someone ask Charlie from PR if this is meant to be listed here. Probably not the feature everyone was waiting for.

    • Other improvements


      - Fully redid all Burger Flipper sound effects
      - Added larger number displays for your burger horde (Quintillion, Bazillion, etc.)
      - Added anti-cheat measures. it occurred to us that most playtesters we're cheating??




    Conclusion


    Our next step is to introduce Loot Box mechanics, but oh boy... So far, AOS/ACE are putting a hard stop to it. Blah blah blah—bad influence on children, blah blah blah—gambling... or whatever.

    We’ll keep pushing back on this, as we believe there’s plenty of pride and accomplishment to be had here. For now, please ignore the Gem button—it won’t do anything.

    Kind regards,
    Zynzu Entertainment






    *All features are completely free. We have no intention of ever adding any actual microtransactions to Selaco.

    Selaco v0.88 Update + State of Development


    Greetings captains,

    The Spring Sale is here, and we've put the game on our biggest discount yet (again!). If you purchased the game at full price about a week ago, don't worry—you can request a refund for the price difference by contacting Steam Support. Just point them to this blog post as confirmation that we’re fully on board with it.

    If you do not own the game yet, you can get it right below for 30% cheaper during the Spring Sale. And better yet... if you own Fallen Aces, Echo Point Nova, or Mullet Madjack, it'll be even cheaper for you!

    https://store.steampowered.com/app/1592280/Selaco/

    Please consider reviewing the game if you haven't already. They help immensely and we do read all of them!

    Let's dive into the State of Development before we go through the patch notes, as there's quite a bit to talk about.



    Chapter 2 is where most of our time is being spent these days, and the majority of the team is dedicating their full development time to it. We're happy to share that things are coming along very nicely, and the number of roadblocks we've encountered so far has been minimal at best!

    There's a lot to share and a lot we'd love to see reactions to, but we are going to hold off for now and save it for a trailer in the future. Instead, have a voxel chicken. One of the many new food items in Chapter 2.


    And, fine, a Sniper. They will eventually replace the snipers we currently use in Chapter 1, as we're not quite satisfied with them and think they could be a bit more dynamic.






    Selaco is a big game, and there’s still plenty of work ahead before we’re ready to leave Early Access. To keep development moving at a steady pace, we’ve brought in some new talent to assist with programming!

    We’re excited to welcome Nick London to the team! He has a lot of experience working on game engines, including building his own from scratch for The Last Exterminator; a game you may have heard of before, and one we can highly recommend based on the demo alone.

    If you're a fan of the game, rest assured that Nick's involvement with Selaco has no bearing on The Last Exterminator's development. In fact, it was one of the first things we talked about! I can also assure everyone that his game is coming along nicely.

    Let's get a bit more specific below.



    On top of many smaller endeavors, two big projects have been set in motion that aim to improve Selaco's performance significantly across all systems.

    • Particle System Overhaul
      We want combat to feel punchy, intense, and dramatic, using a variety of effects to spice up the action.

      However, the way we currently calculate and render these effects leaves a lot of room for improvement, often causing noticeable frame drops when too many explosions or bullets fill the screen. Based on benchmarks and user feedback, this is easily our biggest performance bottleneck when it involves action.

      To address this, we're developing a brand-new Particle System built directly into the engine (which is why we brought Nick on board). This will reduce the computational load, ensuring smoother performance across the board.

    • Light Baking
      Every light source in Selaco is fully dynamic, allowing for interactive features like destructible and flickering lights, and functional light switches. However, most lights don’t have these interactions but are still rendered dynamically. This is problematic because dynamic lighting is expensive to render and offers no visual advantage when interactivity isn’t needed.

      We are exploring a way to implement static lights by baking lighting data directly into level geometry and textures. This would eliminate their performance cost entirely/mostly, leading to significantly improved frame rates, while interactive lights remain as dynamic as they’ve always been. And who knows, maybe we can use this technique to make Selaco look even better by baking more accurate shadows into the game.

      VKDoom / GZDoom has been working on this for a while and hopefully we can get it ported into Selaco in the future. If you want to see an example of where this technology is used, take a look at Disdain (demo available!)





    Moving forward, I (Nexxtic) will no longer be working from home! I've secured an office space nearby where I'll be dedicating all my time to Selaco development, with fewer distractions for my ADHD-fueled brain. Selaco has been a huge success (thanks to all of you!), and it’s time to take this job more seriously by setting up a dedicated workspace.




    Every update moving forward will likely introduce a few new additions to the Special Campaign. It's a fun outlet for us, as it allows us to lean into a more 'video gamey' approach, rather than something highly immersive. It’s a nice change of pace, development-wise.

    We’re currently brainstorming a lot of potential ideas, including meta-progression systems to encourage repeated playthroughs in the Special Campaign, Challenge Runs, presets, improved randomization, and more.

    Progress on this will be a little slower, as we've got our hands full with Chapter 2 and the Story Update, but it'll be moving forward from time to time.




    A new type of beta will be added very soon, called the 'Nightly,' which is a bit more experimental.

    The Nightly will be updated almost every day, provided there’s progress on Chapter 1-related work. Essentially, once our workday ends, we’ll upload progress directly to the Nightly. Once it has received enough updates and is considered 'stable,' those changes will be pushed to the Public Beta Build (hopefully automatically). Let’s briefly go over the different versions:

    • Default (none): This is where most players are. Everything here is thoroughly tested, polished, and stable. If this is your first time playing Selaco, this is the version we highly recommend.
    • Beta Branch: A collection of multiple Nightly builds uploaded over the past 2-3 weeks. While not entirely stable, it will definitely be more stable than a Nightly.
    • Nightly: Untested changes that may not even work. Will the game boot up? Will VAC-Bots multiply? Who knows what happens in here! This is only recommended for those who want to stay deeply involved with the development process and report their thoughts early.

    We will post a new Steam Blog once the Nightly is up.

    Please note, Chapter 2 content and system overhauls won’t be included in these updates, as we want to save those for one big update! Anything related to Chapter 2 will be tested privately.




    We've been Beta Testing the new Engine Version with our playerbase and we're happy to report that we got all the information we need! We've been able to fix numerous crash issues and ironed out strange bugs that were introduced in this new engine.

    Big thanks to everyone who helped us test! <3





    Selaco's engine source code is now available on Github. This version will always be up-to-date with the current Steam Version of the game. Whenever we deploy a new update, github will also be updated.

    Feel free to take it, modify it, fix it, use it. It's up to you!

    GZSelaco Github Page




    Unfortunately, we have to delay this one. It’s a big project, and we need a little more time to get everything right, especially since we're also working hard on the second chapter. We've cast (the majority of) the actors and they're ready to go, but getting everything properly implemented and done right will take a bit more effort.

    Next major patch!





    Summary
    This update isn't as massive as prior ones due to Chapter 2 and Story Update focus, but still plenty of good stuff here that improves the core experience in a significant way. TL;DR for some of the highlights:

    • Vastly upgraded engine version
    • Added 'Early Access Roadmap' to the Main Menu
    • Added 'Game Detail' setting
    • Added Unlock notifications after beating this game.
    • Added Visibility Welcome Screen that will be given to new players
    • Numerous Special Campaign improvements
    • Added 'No Health Regeneration' mutator
    • Added 'Bottomless Mags' mutator
    • Improved music quality
    • Hardcore Mode has been made more Hardcore
    • Lots of gameplay polish
    • Wires can now be shot to briefly electrocute nearby enemies
    • A whole bunch of new environmental reactions and effects
    • Improved visual clarity for players with a Low Smoke Density setting
    • Additional improvements to level design and scripting
    • Another massive sound pass
    • Weapon buffs and nerfs
    • Improved numerous art assets
    • Improved Error Handling
    • Added 'Strongbox' achievement
    • Audio pass for some robotic enemies
    • Minor Shotgun buff because why not
    • Performance optimizations
    • SPECIAL CAMPAIGN: Added Encounter Chests
    • SPECIAL CAMPAIGN: Added Grenadier Engineer


    Optimization

    • Upgraded the engine to the newest GZDoom version. This will now function as our new base to expand upon. This will likely be more stable and perform slightly better
    • Added "Game Detail" setting. Adds additional environmental details that make the world more reactive. This includes additional bullet puff behavior, improved object collisions, bullet casing duration, and much more. New 'non-essential' world details will consider the Game Detail setting moving forward
    • Reworked numerous actors to be more memory-efficient
    • Added Background Model Loading to reduce traversal stutter
    • Numerous UI elements are now loaded on a different CPU thread
    • Upgraded numerous particle effects
    • Reduced the number of CVAR checks to lower CPU load
    • Particle effects are no longer stored in saved games, reducing file size and stutter duration when saving
    • WINDOWS: Fixed an error where mouse inputs would cease to function correctly when Selaco was running in the present or past



    Special Campaign

    • Added Encounter Chests. These chests are spawned at random locations in Selaco. Interacting with an Encounter Chest spawns enemies around the room. Eliminate all enemies to get a reward
    • Added Engineer Grenadiers
    • Railgun Slugs can now spawn via the Randomizer
    • Storage Cabinets are no longer empty
    • Added numerous new Weapon Traits
    • Improved spawning algorithms to consider density. Maps like the Mall will no longer see extreme amounts of enemies
    • Reduced 'bias' to ensure Random Spawns are properly spread around the level rather than focused around certain spots


    Mutators

    • Added "No Health Regeneration" mutator
    • Added "Bottomless Mags" mutator - This mutator removes the reloading mechanic
    • HARDCORE MODE: Removed spread and recoil limits. This makes weapons harder to control during sustained fire
    • HARDCORE MODE: Added option to disable spread and recoil limits
    DEV NOTE:
    Remember, in a future update you will be able to change most Mutators via Safe Rooms. However, the end game screen will highlight which mutators have been adjusted during the run


    Gameplay

    • Reduced recoil build-up when zooming
    • Shooting at wire textures will now create electricity hazards. This can be used to your advantage
    • Explosion Area of Effect damage is now done with a spherical shape instead of a square. This makes explosion behavior more accurate and similar to modern titles
    • Shock duration on enemies now depends on the amount of shock damage
    • Reduced Airdrone bullet damage
    • Alerted enemies will now enter Patrol Mode when the player exits the level
    • Added 'Strongbox' achievement
    • ENEMY SENTRY GUN: Gave them a much-needed sound pass
    • ENEMY SENTRY GUN: Added self-lighting to make them easier to see
    • ENEMY SENTRY GUN: Added a slight delay before they begin attacking
    • ENEMY SENTRY GUN: Unalerted turrets can now be deactivated by pressing USE behind them
    • NAILGUN: 'Twin Barrel' has been buffed. The second nail no longer deals reduced damage
    • LANDMINES: Now require the 'Extractor' upgrade in order to be removed after deployment. Sorry, they were overperforming!
    • ESG-24 SHOTGUN: Boosted damage per pellet (32 -> 34)
    There were some instances where the shotgun doesn't end up killing a target when they really should have. This small buff should reduce the amount of instances where enemies survive with 1-5HP left from an almost perfect shot.

    UI

    • Added Unlock notifications after beating this game. This will now inform players about new features that become available
    • Added Visibility Welcome Screen that will be shown to all players on startup. This allows players to choose between two visual modes: 'Spectacle' and 'Visibility'
    • Added "Early Access Roadmap" button in the main menu
    • Added a brand-new error system. This will make it easier for us to solve reported issues moving forward
    • Added a warning prompt when loading a saved game that it's incompatible
    • Improved ammo counter display for weapons that do not require reloading
    • Save Game Menu descriptions now have a scroll bar
    • LookAt prompts now have a smaller font when they have a lot of text
    • Used mods are now shown in the Save Game Menu when selecting a save
    • Localization support improvements.



    Art

    • Most of the music in Selaco has been re-exported from the source. The quality should be much higher now
    • Improved behavior of Stretcher voxels. Rotating them will now display a proper animation and their hitboxes have been corrected
    • Ice Grenades now have a unique voxel model
    • Most weapons now have a layered gun sound, making them sound different depending on the amount of ammo left
    • Added particle effects when mines drill themselves into the floor
    • Added a new set of doodles
    • Improved visuals for Grenade Launcher explosions
    • Added carpet puffs when walking on carpet materials
    • Carpet textures now spawn a unique effect when hit by bullets
    • Added 'Cloth' material behavior
    • Added new dust decals
    • Level 1-1 and Level 1-2 have some additional ambient sounds
    • Numerous new combat sound effects have been added
    • Added animated smoke puffs
    • Shocked enemies will now continue shocking when dead
    • Improved Roaring Cricket gun sound and trail visuals
    • Paper particles now seamlessly transition into paper decals when touching the floor
    • Repainted some older art assets


    Modding

    • Fixed crashes when giving SelacoWeapon to enemies
    • Level Editor will now visually display Path Node Connections
    • Added more virtual functions that modders can override


    Bug Fixes

    • Fixed unintended horizontal lines on some smoke sprites. Let us know if you see any more!
    • Reduced amount of trash that is spawned by the ENDLESS TRASH trait
    • Slugs no longer cost ammo in the Shooting Range
    • Players no longer take damage during the Intermission Screen
    • Fists no longer increments 'Shots Fired' stat
    • 'Deaf' enemies will no longer be alerted by sound
    • FIxed bug where keycard icons would 'jitter' on the HUD
    • Food items now have correct calorie properties. Water was never meant to add 50 calories to your diet!
    • Cars and their hitboxes no longer go out of sync during earthquakes
    • Lockers in Level 1-1 no longer close after 9000 ticks. They now stay open indefinitely
    • Fixed broken Windows Shutters in level 1-1
    • Weapon Traits no longer display incorrect values during the Special Campaign
    • 'Enable Bipod' upgrade has been renamed to 'Bipod'
    • Fixed error where 'Paintsplosion' trait would spawn Purple paint only.
    • Gravity Manipulator no longer behaves incorrectly when used without ammo
    • Fixed an error where Keyboards would sometimes be pushed by player collision
    • Knifes now correctly break apart when used against armored enemies
    • Knife kills against Siegers no longer turn them into Rifleman
    • Fixed a bug where Iron Fury did not ignite enemies correctly
    • Removed 'BEEP SPEED' debug in the console that was never meant to be there
    • Fixed rare crash caused by Ammo Warnings
    • World Items that cost 0 Selver Credits no longer displays your credit balance on the HUD
    • Fixed incorrect animation timing in Save Menu
    • Allied projectiles no longer spawn a smoke puff against killed enemies
    • Sentry Gun and Combat VAC-Bot kills no longer counts towards the UC-36 Kill stat
    • Plasma Area of Effect kills are now considered Plasma Rifle kills
    • Target Dummies no longer have rarities during the Special Campaign
    • Fixed 'Unknown Folder' crashes on Windows 11
    • Fixed potential crashes caused by Pathfinding
    • Fire Resistance for Juggernauts now works as intended






    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


    1. Go to your Steam Library
    2. Right Click on 'Selaco'
    3. Click on 'Properties'
    4. On the right side of the screen, press 'beta'
    5. Click on the Dropdown Menu
    6. Select 'version_v0.87'
    7. Wait for the download the finish

    You are now back to the old version of the game!




    Once again I would like to thank everyone for their support towards this project of ours, and for all the word of mouth that helped Selaco grow. It has almost been a year since we've launched and Selaco continues to perform above our expectations.

    We're very grateful for the community we've built, and it makes creating updates like these all the more satisfying for us.

    Looking forward towards hearing your thoughts!



    Selaco is getting an Engine Upgrade - Beta Testers needed!


    Hey everyone,

    We have our next Game Update planned for March, but before this can launch, we are looking for some players to help us test one of the major changes.

    Allow me to elaborate on what is happening.

    We are upgrading the engine!


    Moving forward, Selaco will be running on a vastly updated version of GZDoom. Selaco was based on GZDoom 4.8, with this new version running on GZDoom 4.13; roughly five years worth of improvements.

    We've made numerous changes to the engine ourselves over the years to make Selaco possible, some of which were rooted pretty deeply into how GZDoom functions. As such, the upgrade process required a lot of additional work to pull off. We want to ensure everything still works as intended by doing a public test with our playerbase (you!).

    Why does this engine upgrade matter?


    This new version of the engine is what we will be building on moving forward. It runs better, has better development tools, and we need it for some of the Chapter 2 content that I cannot talk about yet!

    We recently started a new engine-related project that aims to significantly improve Selaco’s performance across all systems. The upcoming State of Development in March will elaborate more on what we are trying to do. Before starting such an endeavor, it simply made the most sense to do this using an engine version that's the most future-proof.

    What information are we looking for?


    We are mostly interested in the following:

    • Stability – Did you encounter any crashes?
    • Bugs – Any quirks you think are engine-related and weren’t there before?
    • Performance – Did you notice any changes in performance compared to the old engine? If so, was it better or worse?
    • Does it launch? – This is an important one. During earlier testing, users reported being unable to launch the game. We have fixed these issues since, but the more people we can get to test this new build, the more likely we are to fix any issues we’ve missed before the update goes live.
    Even if you have no issues to report, we would still love to hear about it!

    How do I enter?


    The beta is available right now for everyone who owns Selaco. To enter, follow these steps to gain access:

    1. Go to your Steam Library
    2. Right-click on Selaco
    3. Click on ‘Properties’
    4. On the left side of the new window, click on ‘Betas’
    5. Select ‘publicbetabranch’ in the dropdown menu
    6. Wait for the download to finish
    7. Start the game




    Where can I report feedback?


    Three options!

    1. Selaco has a very cozy Discord community that you are more than welcome to join. Feel free to give any input in the #Selaco-Lounge or #Experimental-Engine channels.
    2. You can use our Steam Forums.
    3. Email me directly via wesley@alteredorbitstudios.com.

    A big "thank you!" to everyone who is willing to lend us a hand with this one. The more information we have, the faster things can get fixed!

    Expect a new Game Update and State of Development blog post in March that goes in-depth on how the Early Access is coming along!

    Kind regards,

    - Nexxtic

    Selaco v0.86g Update - Bugs, Stability & Balance


    Hello everyone,

    We're still hard at work creating the next Mega Patch, which aims to be the most significant one yet, as it adds narrative elements, significantly amps up the worldbuilding of the game and updates almost every single level.

    While this is currently in the works, we've been working on a number of fixes that we wanted to patch early. This patch is not as significant as the ones we did in the past, but it’s still a good step towards making Selaco a more stable, better game. After all, why would we delay bug fixes!?

    Going in!

    Version 0.86g


    General Improvements



    • Added a system that prevents floor decals from z-fighting
    • Added Light Effect Culling to give a slight performance boost during scenes that are heavy on lighting (e.g., multiple enemies shooting at the player)
    • Added precaching for animated textures to reduce potential stutters
    • Multiple adjustments to how UI elements are cached, aiming for more efficient memory usage
    • Updated an outdated texture that mentioned 'Teddy11' instead of 'Teddy13'
    • Added a transition effect when loading a saved game
    • Minor artwork revisions
    • Audio readability improvements for damaged Fire Extinguishers
    • Slightly reduced the file size, yay!
    • Special Campaign: Squad Leaders no longer spawn when 'Spawn Additional Squad Leaders' is disabled

    Plasma Rifle



    • Slight increase to Damage, Magazine Capacity, and Ammo Pickup count
    • Added multiple Muzzle Flash variants when firing
    • Recolored Plasma Bolts to match the color of the Muzzle Flashes
    • Reduced visual clutter when firing Plasma Bolts
    • Added transparency to secondary crosshair elements for improved readability
    • Fixed some inconsistencies in Upgrade descriptions

    UC-11 SMG



    • Shock Dart now has a small amount of Area of Effect to make landing shots easier
    • Fixed a bug where Shock Darts would not shock enemies when hit during a pain state

    Enemy Mines



    • Enemy Mine Beeps are now brighter
    • Enemy Mine Beeps will no longer be dimmed when Dimmed Muzzle Flashes is enabled

    Bug Fixes



    • Rain puddles no longer cause precaching issues
    • Toilet Paper spawns from Paper Dispensers can now be picked up
    • 'Panic Button' upgrade no longer persists when disabled
    • Recovered a missing sound effect that was meant to play near ventilation shafts
    • Fixed a large number of crashes and stability issues
    • Fixed an error where Metal Shrapnel particles coming from Metal Floors would never despawn
    • Fixed a very stupid performance oversight with Landmines
    • Fixed numerous startup issues
    • Weapon Kits no longer show Automap Notifications when Automap Updates is turned off
    • Fixed Rate of Fire exploit for Elephant Rounds
    • Fixed an exploit where Elephant Rounds would not have any recoil
    • Fixed Elephant Rounds displaying incorrect stats on older Saved Games
    • Fixed an error where the Overblown upgrade lied about adding +3 damage
    • Fixed a couple of menu quirks
    • Fixed an error where the Grenade Launcher would be missing Display Frames when equipped shortly after loading a saved game
    • (Linux) Fixed Linux mouse disappearing when clicking

    A few more changes are made, but unfortunately went undocumented. Sorry about that :(

    Public Beta Build



    I mention this often, but I think this is important and worth bringing up from time to time.

    We aim to be highly transparent during the Early Access phase of the game. As such, we've added a Public Beta Branch that will always be available for use. Here, we apply updates on a weekly basis, often containing more experimental changes to the game. If you enjoy feeling more involved with the development process, feel free to join us here and give it a try!

    Just be wary that there will be bugs. If VAC-Bots start multiplying and slowly start ruling over the humans, then you're having the authentic Public Beta Experience. No, this will not be canon!

    Conclusion


    Happy to report that everything regarding development continues to go well and there are no major obstacles to bring up. There's a lot in motion, and I'm very excited to share more with you in due time.
    Chapter 2 is, of course, still far away, but there's a lot to show already. Perhaps the next blog post can show some of the things we've been working on.


    For the time being, here is an Anti-Armor Rocket Launcher!

    Thank you for supporting our game and genuinely making Selaco even more fun to work on!

    - Nexxtic

    Early Access Progress & Roadmap


    Hello everyone, Nexxtic here.

    I hope you’ve all been doing well! As the year draws to a close, I wanted to take a moment to reflect on the state of the game and the progress of our Early Access.

    I’ll summarize the major changes and improvements we’ve made so far, and give you a glimpse of what’s coming next. Chapter 2 has been in full production since July, but in the meantime, I’ve been dedicating time to maintaining the current Steam version with occasional help from other people in the team.

    Let's get started!


    If you’re just here for the highlights of what we've done so far, or just want to see the future plans, feel free to skip ahead.

    The decision to launch Selaco in Early Access was made about three years ago, shortly after we posted our Realms Deep 2021 gameplay video. With the story already written we quickly realized that, given its scale, starting 'small' was the only realistic path forward. This wasn’t an easy decision, and we had long discussions about the best approach. The concept of Early Access isn't loved by everyone, and since we often play these type of games ourselves, we completely understand why some feel that way.

    From the start, we aimed to make Early Access a meaningful part of development. Instead of releasing a small portion of the game and making players wait for new content (something that can take over a year), we launched with a 10-hour-long chapter to see how it landed among players. Then, as feedback rolled in, we apply course corrections where needed while simultaneously working on the second chapter. This approach helps us understand our own game better.

    We looked at how Early Access was handled in its earlier days. Games like 'The Forest' and 'Don’t Starve' stood out to me, as they were actively building the game alongside their community.

    I think we've done a good job communicating with players across multiple platforms so far, and have no intent to change this. There isn’t a single post on the Steam forums or Reddit that we haven’t read or acknowledged. The extensive list of changes below is a direct result of these dialogues.

    We truly hope it shows!



    Since our launch in May 2024, we’ve rolled out over 10 updates to improve the core game, fix bugs, and occasionally add new bits and pieces.

    If you’ve reviewed the game in the past, please consider updating your review if your biggest issues have been addressed. As a small studio, reviews are crucial and help immensely.

    Below is what we've worked on so far. Keep in mind that this is not everything we've done since then, only the most noteworthy changes.

    Content / Major Changes



    • Added Special Campaign - a new take on New Game Plus and Randomizer Modes
    • Introduced Unlocking System, allowing players to gain new modes or features by completing certain tasks
    • Enabled Public Beta feature for early access to experimental features
    • Added additional Weapon Upgrades and Weapon Kits
    • Major reworks to difficulty, weapon balance and combat
    • Added 'Selaco Must Fall' difficulty, an intentionally unbeatable difficulty mode
    • Added Workshop Support
    • Added an option to roll back to previous versions
    • Added GeForce NOW and Steam Cloud Gaming support
    • Option to play the original demo build from nearly 3 years ago
    • Full Steam Deck support, including Valve's verification
    • (Upcoming) Story content and character dialog updates

    Quality of Life / Core Improvements



    • Added Steam Trading Cards and Point Shop
    • Weapon Kits now persist across playthroughs
    • Introduced Smart Ammo Pickup system
    • Save Protection system to avoid unfair deaths due to unpredictable AI actions
    • Option to change campaign difficulty mid-playthrough
    • Increased number of checkpoints
    • Smart Tutorial System to ensure tutorials are not repeated on replays
    • Reworked player dodging to be more useful and provide better visual feedback
    • Improved headshot feedback for better readability and impact
    • Added Backpack Reloading
    • Improved grenade-throwing responsiveness
    • Additional accessibility options
    • Added ‘Resume Game’ button to the Main Menu
    • Implemented Cloud Saving
    • Improved visual readability for frozen enemies
    • Engine rework to maintain save compatibility with every update
    • Expanded map screen with more icons and better controls
    • Rebalanced difficulty settings
    • Improved keycard visibility
    • Added 'Smoke Density' setting for additional visibility
    • Enhanced weapon upgrade station UI
    • Added Audio Device settings to switch playback device in real-time
    • Added option to skip intro screens
    • Improved enemy footstep audio localization
    • Reworked Ice Damage for greater utility
    • Added melee kicking when fists are equipped
    • Implemented a proper framerate limiter
    • Reworked certain game sections to improve combat flow and signposting
    • Vastly improved stability, resolving nearly every crash report received (Not all, but many!)
    • Improved menu descriptions and UI clarity
    • Added a custom ammo system for the shotgun
    • Default values are now displayed in the options menu
    • Fixed at least 1,000 bugs (rough estimate as we didn't keep count lol)

    Immersion



    • Numerous improvements to immersion, including refined audio, effects, and interactables
    • Introduced 'Extended Bullet Casings' graphical setting
    • Reworked rain visuals, including puddles and splatter effects
    • Added Healing Stations
    • Added numerous ambient sound systems to help make the world feel more alive
    • Most objects now feature unique sound effects upon collision with the player
    • Enhanced muzzle flashes for greater impact
    • Implemented 'Object Bumping' system
    • Greatly improved gore visuals and audio
    • Added new statistics to the Data Pad
    • Included additional Data Pads for world-building
    • Improved interactions for falling objects
    • Multiple iterations on particle effect improvements
    • Drastically improved explosion effects, including surface-specific effects (e.g., wood splinters on wooden floors), force and more
    • Upgraded weapon sound effects for added punch
    • Added maggots
    • Players can now pet VAC-Bots as often as they want

    Enemies



    • Reworked enemy stagger system
    • Enemies now react to the player’s flashlight
    • Added dialog for sound-based alerts
    • Enemies now throw grenades at the player’s last known position
    • Enemies now throw grenades at allies (Combat VAC-Bots, Sentry Guns)
    • Patrolling behavior added for enemies that lose sight of the player
    • Added AI reactions for being shot in the leg
    • Improved enemy tactics, such as being more defensive when losing squadmates
    • Introduced new enemy callouts

    Mutators



    • Introduced a system to unlock new Mutators
    • Added customization options for Mutators
    • New Mutators

      • "Hard-Boiled!" - Adds new layers of difficulty
      • "Armor Up" - Increases armor durability
      • "Extra Ammo" - Ammo pickups have an increase in quantity
      • "Defensive Enemies" - Makes enemies take on a more defensive combat style
      • "Half-Like" - Removes or reduces gamified elements like secrets and intermission screens
      • "Burger Flipper Start" - Begin the game with the true GOTY of 2024: Burger Flipper
      • "Legacy Item Pickups" - Removes Smart Ammo Pickups




    Two things I want to get out of the way first:

    • The goal of the roadmap is to provide a rough idea of what we're doing, not give deadlines.
    • We will provide deadlines when we're confident with them, otherwise we'll be giving rough estimates!

    Roadmaps, at least for us, often negatively impact development quality and leave little room to experiment with new ideas. Experimentation takes time, while roadmaps are schedule-focused and push us to chase deadlines without giving enough space to look back and improve upon older systems. I want to give the team (and by extension, myself) time to cook and try different things.

    When something is in progress or priorities need to shift, we’ll let you know through blog posts like these almost right away!

    Below is what we are currently working on, or are in the planning stages with.

    • Chapter 2
      This is where most of our resources are currently being spent. As we've said since the start, both Chapter 2 and Chapter 3 will be quite a bit shorter than Chapter 1, but in exchange, they're a lot punchier on a minute-to-minute basis.

      It introduces new weapons, new tools, new enemies, allied NPCs, hundreds of new voxel decorations, overhauls the 'weaker' gameplay systems, gives Chapter 1 a good facelift, and more. We'll need a good amount of time to cook this one up and will share an ETA when we have a release date.

    • Story Elements
      Currently being worked on. Originally aimed to launch in November, but we shifted focus toward the Special Campaign instead to amp up the replay value early on. We’re aiming to launch this in Q1 2025.

    • New Special Campaign features
      Enemy Traits, Battle Chests, and other randomization features are planned for the second half of 2025.

    • Engine Upgrade
      We’re actively working on upgrading to a new engine version that brings better performance, improved rendering features, improved compatibility with specific hardware combinations and more. While we initially aimed to release a test build in December, we couldn’t quite meet that deadline. We want to avoid giving an ETA for the time being, but we’ll keep you updated! It should not be much longer!

    • Making Safe Rooms More Interesting
      The Big Chapter 2 Update will upgrade every Safe Room in the game by adding new facilities.

    • Wave Survival Mode
      This mode is called 'Incursions,' and we started prototyping this 5 years ago. We will eventually pick this back up and finish it. It will be a while, however, as it also requires us to get a new dedicated level designer onboard to create deathmatch-style layouts. We'll plan this out after we've launched Chapter 2.

    • Swapping Weapon Kits During Gameplay
      Currently, you can only switch Weapon Kits in Safe Rooms. We plan to change this by allowing players to select two Weapon Kits in Safe Rooms and swap between them during gameplay, at the expense of a slight delay while switching. For example, you’ll be able to use both Nail Gun Turrets and the Shotgun Module without being limited to just one, but switching in combat will take a second or two.

    • Enemy AI
      A ton of stuff is planned over the course of Early Access, including a cover system for enemies, a reliable Last Known Position system, the ability for them to prone, a buddy system where individual squad mates can group up and stay close together, and more.

    • Reducing FOMO Elements
      One common piece of feedback is the frustration of missing out on Weapon Kits, which can feel like missing part of the intended experience given their significance. To address this, we’re introducing a system where missed Weapon Kits can be purchased in Safe Rooms using credits. While exploration is still the better approach since it doesn’t cost you any credits, this will give players an alternative method.

    • Some upgrades aren't worth the Weapon parts
      We are aware. Consider a few of the upgrades placeholders for the time being. With the game being unfinished, there are only a limited number of parameters to work with, but we aim to redo a few of these closer to v1.0.

    As ever, while we are confident with all of this, plans and dates may be subject to change.


    And... that’s it for the last blog post of 2024! If you have suggestions or concerns, feel free to share them in the comments, and I’ll respond as soon as I can.

    It has been an exciting (and somewhat strange) year for us. Launching Selaco has been a dream come true and not something we ever considered possible 5 years ago. Seeing the game grow over time and slowly shape into what we have today is a very surreal experience, yet something I’d gladly do all over again.

    On behalf of the team at Altered Orbit Studios, we wish you a very Happy New Year! Take care, and we’ll see you in 2025!

    - Nexxtic

    Selaco v0.86c Update - Full Patch Notes


    Hey everyone,

    As we actively work on the Story Update launching in February, we felt the need to address some issues in the current build of the game. As such, we’re releasing a quick update to improve stability and add a few new features. This update is now available!

    The Winter Sale has begun, and we’ve put the game on another discount. Just like with our Autumn Sale, if you purchased the game earlier this week at full price, you should be able to get the difference refunded by contacting Steam Support. We're completely fine with you doing this.

    Let's talk about some of the changes in this update!

    v0.86c Patch Notes


    Game Improvements



    • Added in-game credits upon entering Level 3-2.
    • Introduced new shotgun visual effects.
    • Minor health nerf for Enforcers.
    • Improved debugging information. This should make it easier to solve technical problems moving forward.

    Special Campaign Improvements



    • Added a 'Compensate Item Pickups' setting.
    • Milestones are now available from the start.
    • Earthquakes no longer break car hitboxes.
    • Mammoth Turret is no longer affected by earthquakes.
    • Fixed an issue where enemies would spawn inside doorways.
    • Resolved a sloppy oversight preventing custom enemies from spawning. This ended up being more broken than anticipated. Apologies for that.
    • Fixed the Vampire Trait not providing health correctly.
    • Slug Generator now functions as intended.

    Bug Fixes



    • Prevented soft locks in Level 3-2b. An upcoming update early next week will see further stability
      fixes here.
    • Pulling Metal Signs from walls no longer causes them to briefly clip through the wall behind them.
    • In-game menus (e.g., Weapon Upgrade menu) no longer stay on-screen after a player death.
    • Resolved accessibility issues where "Dim muzzle flashes" didn’t work as intended.
    • Weapon auto-switching is now forced when the player acquires a weapon while unarmed.
    • Fixed flames having an unintendedly large damage radius.
    • Adjusted the static crosshair to be non-additive, improving visibility in bright environments.
    • Corrected an issue where enemies wouldn’t react to taking damage.
    • Tasked Zynzu Entertainment with fixing numerous bugs in Burger Flipper. They happily obliged as long as they may launch a feature update for Chapter 2!
    • Fixed patrolling enemies lacking animations.
    • Resolved spark effects spawning at incorrect offsets on metal signs.
    • Fixed a progression issue with the Tychus Challenge not rewarding a Weapon Kit on repeat playthroughs.
    • Attempted fix for a rare issue where the Cloning Plant Elevator Panel would no longer respond to input.
    • Addressed multiple startup crashes -- please report any ongoing issues if you are still affected by this!
    • Resolved Rifle Start taking unintended credits upon level entry.
    • Dawn no longer takes damage when slide-kicking into dinner plates.
    • Printers no longer display as an 'X' sprite when destroyed by explosions.
    • Fixed a crash when punching Crawler Mines.
    • Resolved a soft lock in Exploration Mode.
    • Ensured "Selaco Must Fall" unlocks for players who completed the game in earlier builds.
    • Medical Posters now display proper tags instead of "MedicalPaper2" or "MedicalPaper3."
    • Fixed numerous typos throughout the game.

    Public Beta Branch



    We’ll perform another quick round of bug fixes before Christmas. If you believe something crucial is missing, let us know so we can address it. Perhaps in the comments below!

    Remember, our Public Beta Branch is available to everyone. This branch includes new content and fixes long before the Live Branch, providing an opportunity for players who prefer a quicker feedback loop over stability. Be aware that these updates are largely untested, so stability isn’t guaranteed.

    IndieDB's Indie of the Year Voting



    We typically don’t ask for votes, but after learning we might stand a chance to win the First Person Shooter category, we’ve started taking it seriously. For small self-published teams like us, an award like this is a tremendous honor.

    If you enjoy the game, please consider voting for Selaco or any other game you think deserves recognition. No account is required to vote, thankfully!

    Click here to vote!

    Conclusion


    Thank you all for your continued support and for reporting issues. Your feedback makes a significant difference here!

    We’ve aimed to be highly active during Selaco’s Early Access period, and we hope our numerous updates over the last six months properly reflect that. While Selaco is still far from finished, the progress we’ve made is staggering! Bigger updates are coming, including a gigantic Chapter 2 update in the far future, but for now, we look forward to hearing your thoughts on the upcoming story update; which is still planned to launch on February 2025.

    Good luck out there, captains!

    Selaco is nominated for IndieDB's Indie of the Year 2024 - We need your help!


    Captains,

    Hope you’ve all been doing well!

    We’re thrilled to announce that Selaco has been nominated as a potential Indie of the Year over at IndieDB! This news caught us by complete surprise, as being on here is not something we ever anticipated.

    Indie games have been delivering incredible experiences this year, as they always have. They’re a big part of why we’ll always remain passionate about this industry. Being able to share a spot with such titles is nothing short of an honor.

    Becoming Indie of the Year is no easy task, especially given the popularity and quality of the other nominees. However, we may stand a chance for the First Person Shooter category. This is what we are aiming for!

    To make it happen, we need your vote! If not for us, vote for another game you love. No account is needed in order to vote.



    Quick update: We’re hard at work on the next big Game Update. This one places a heavy emphasis on world-building and story dialogue. We're very stoked about this one, hopefully you are too!

    Thank you all for reading and happy voting!

    Selaco v0.86 Patchnotes - Special Campaign, Future Plans & Chapter 2 teases

    Six-Month Selaco Anniversary


    Hey everyone,

    Yikes, we've accidentally prepared a gigantic update... Again. It took forever to put these Patch Notes together so get comfortable. No, really, it's long! Maybe prepare a nice cold Arachnocola and listen to the Selaco Trailer Mix to elevate the reading experience. We've added some Chapter 2 teases all the way at the bottom so it's worth the time!

    First, let's celebrate a milestone: Selaco's Early Access release has already been six months ago, which is still quite hard to believe. Not only will we celebrate with a major patch, we are also putting the game on a 25% discount during the upcoming Autumn Sale, our biggest discount yet!

    If you purchased the game within the past week, you might be eligible for a refund of the difference. Contact Valve, and feel free to share this post as confirmation that we’re on board with it.

    Alright, onto the patch notes!

    V0.86 Patch Notes



    This patch once again adds and improves lots of different things. Here is a brief summary of what to expect before we go into more detail!


    • Added Special Campaign - A mix between New Game Plus and Randomizer Mode. Here are some of the highlights:


      • A fully customizable campaign experience
      • ARPG-style rarity system for both enemies and weapons
      • Weapon Trait system where weapons can have new effects and behaviors
      • Random Encounter system where new enemies can spawn into the level in real-time
      • New unique enemy variants of existing enemies
      • Randomization options including shuffled pickup locations, randomized weapon spawns, mystery boxes, and more

    • Added support for Steam Cloud and GeForce NOW
    • Added Nextfest Demo for those who want to experience what Selaco was like 2.5 years ago
    • Added new achievement
    • Reworked Headshots
    • Smart Tutorial Prompts
    • Added behavior for shooting enemies in the legs
    • Drastically improved Sound Design
    • Added option to customize individual Mutators
    • Added two new Mutators - 'Defensive Enemies' and 'Burger Flipper Tester'
    • Improvements to Game Balance
    • Improved numerous weapons
    • Improved gun sounds
    • Improved visual effects
    • Added two new upgrades
    • Added 'Custom Ammo' feature for the Shotgun
    • Level reworks for improved flow, navigation, and immersion
    • More stat tracking on your Wrist Codex
    • Gore improvements
    • Improved enemy behavior and added new abilities
    • Melee Improvements
    • Some art revisions
    • Reworked upgrades
    • Tons of bug fixes and optimization efforts

    That's the summary. Now for the detailed notes!


    Added Special Campaign (A fusion between New Game Plus and Randomizer Mode)

    • New Game Special allows players to replay the campaign but with unique Endgame Content and Randomization
    • Requires Chapter 1 to be completed
    • The following options are available in New Game Special:


      • Random Encounters
      • Add Random Encounters
      • Weaken Random Encounter Enemies

      • Random Spawns
        The following options have 6 settings: 'None', 'Less', 'Normal', 'More', 'Way More', and 'Ridiculous'
      • Spawn Additional Enemies
      • Spawn Additional Traps
      • Spawn Additional VAC-Bots
      • Spawn Additional Item Crates
      • Spawn Additional Hazards
      • Spawn Additional Ammo and Items
      • Spawn Additional Health and Armor
      • Spawn Additional Clutter Objects
      • Spawn Mystery Boxes
      • Spawn Allied NPCs (Locked until Chapter 2)

      • Additional Spawns
      • Allow Squad Leader Spawns
      • Allow Zombie Spawns
      • Allow Robot Spawns
      • (Exclusive) Allow Nailgunners
      • (Exclusive) Allow Stinger Soldiers
      • (Exclusive) Allow Burst Rifle Soldiers
      • (Exclusive) Allow Crawler Queen

      • Weapons
      • Weapon Spawn Style [Vanilla, Swapped, Full Random]
      • Allow Heavy Weapons (Locked until Chapter 2)

      • Events
      • Allow Zombie Invasions
      • Allow Crawler Mine Ambushes
      • Allow Saw Drone Ambushes

      • Tier-Based Spawns
        Adds Action-RPG Style Rarity Colors to both Enemies and Weapons. Higher rarity types are less frequent but are more powerful.
      • Enabled Tiered Weapons
      • Enable Tiered Enemies
      • Tiered Progression

      • Additional Settings
      • Randomize Food Items
      • Randomize Enemy Types
      • Randomize Enemy Locations
      • Randomize Pickup Amounts
      • Shuffle Item Pickup Locations
      • Start with all Tech Modules
      • Earthquakes
      • Skip Opening Scene

    Cloud Gaming



    • Added support for GeForce NOW and Steam Cloud

    Achievements



    • Added 'Embrace The Chaos' achievement

    Nextfest Demo



    • The original Nextfest Demo can now be played by selecting `Nextfest 2022` as a Steam Beta.
    • Important: This demo is outdated. It will work on Steam Deck, but has not been Steam Deck verified. Please do not report any bugs regarding the demo.


    Save Protection



    • Loading a Saved Game created by a Checkpoint will now give players two seconds of immunity against enemy attacks.
    • This is exclusively applied to Checkpoints. Quick Saves will not offer Save Protection.
    Selaco aims for dynamic encounters where danger can occur in an unscripted fashion. While we always try to add checkpoints in safe locations, there is often no telling what the AI is up to. In order to avoid softlocks from bad checkpoints, we've decided to give a short period of spawn protection to allow players to evade if needed.

    Smart Tutorial Prompts



    • Tutorial Prompts now only appear once. After starting a new Campaign, you will no longer get tutorials you've already seen before.
    • Added option to reset Tutorial Progress in Options -> Interface. Use this if you prefer to get all tutorials again.

    Improved Headshots



    • Added unique visual and sound effects when hitting enemy soldiers.
    • Hitmarker tweaks to make headshots easier to read.
    • Headshots no longer cause enemies to enter their sideways Stumble animation.
    • Added 'Enable Headshot Sounds' setting in the Sound Menu.

    Melee Attacks




    • The camera no longer sloppily snaps onto the target in a single frame. Instead, there is now a clean transition to make it more similar to the HALO series.
    • Increased Melee Lunge Distance and Lunge Speed.
    • Melee detection has been rewritten to be more reliable.

    Frozen enemies




    • Frozen enemies take increased damage from all sources.
    • Added additional ice particles around frozen enemies.
    • Added 'frost smoke' effects around frozen enemies
    • Frozen enemies will now display an icon above their head to indicate that they are frozen. This is a temporary solution to make them easier to spot.
    In the future, enemy sprites will instead be recolored to appear frozen. Due to one of our optimization efforts, the engine does not support Color Translations at this time.

    Load Game Menu



    • Added 'Campaign Type' information to the Save Game Description. This will show whether the save is for a Standard Campaign or a Special Campaign.
    • Added Mutator List information to Save Game description.

    Weapon Wheel



    • The Weapon Wheel now always shows 10 Weapon Slots regardless of whether the player owns the weapon.
    • SPECIAL CAMPAIGN: Weapon Wheel now shows Weapon Stats when selecting a weapon.
      DEV NOTE: A common critique was how weapons switched positions on the Weapon Wheel whenever a new weapon had been acquired, messing with the player's muscle memory. This change should solve that and make it faster to switch weapons from memory.

    Leg Shots



    • Enemies now react to being shot in the leg.
    • Shooting an enemy in the leg while they are moving has a very high chance to cause them to stumble. This is a pain animation that lasts longer than other pain animations.
    • Leg Shots deal 25% less damage compared to bodyshots.
    • Enemies are now less likely to trigger a stumble animation from body shots, but it's still possible.

    Accessibility



    • Added 'Reduced Explosion Volume' option


    Sound Design



      Continued trying to give Selaco the richest soundscape in an indie shooter, ever.
    • Aforementioned Headshot improvements
    • Improved door sounds
    • Went nuts on the audio design for bullet impacts and whizzes
    • All guns now have a unique dry fire sound effect
    • Added sound effect when loading a saved game
    • Added mechanical sound effect when shooting at Crawler Mines
    • Added new sound effects for bouncing pieces of debris and metal
    • Added additional delayed sound effects when walking over glass shards
    • Improved oomph for Fire Extinguisher explosions
    • Improved sound effect when walking over glass
    • Some props have increased sound variants when shot
    • Some weapons have their firing sound improved
    • ...And so much more

    Enemy callouts / AI




    • Enemies now call out your flashlight usage.
    • Enemies will now request status updates after losing sight of their target.
    • Enemies now respond to sound when unalerted

    Interaction




    • Drawings can now be torn down with the Use key
    • The portrait in Dawn's HQ can now be downloaded to your datapad in a higher resolution
    • Brooms can now be pulled from walls with the Use key
    • Dinner Plates are now thrown like a frisbee, knocking enemies over when hit

    Effects & Details



    • Added squeaky sound and effects when enemies stumble sideways
    • Improved particle effects when destroying glass objects
    • Some spark effects now shrink as they fade out
    • Added maggot particle effects that some of the later enemies can spawn when hit or gibbed
    • Maggots can crawl across the floor
    • Bullets and projectiles now pass through Kids Doodles
    • Ceiling Fans are now interpolated to appear smoother
    • Added cork voxel when destroying wine bottles
    • Added Perfume Sprayer voxel for destroyed Perfume Bottles
    • Reworked explosions further
    • Spark Effects have improved visuals

    Other



    • Items spawned from Wooden Crates are more scattered and no longer face the crate
    • Items spawned from Wooden Crates are less slippery after hitting the floor
    • Improved effects when firing Heavy Metal container-type decorations
    • Pickupable prompts now fade out when holding an object for a couple of seconds
    • Tweaked one of our book cover illustrations to look less like some disrespectful doctor.




    Mutator Menu



    • Reworked some UI elements on the Mutator Menu
    • Added support for configurable mutators. This will be further expanded upon in the future

    New Mutator: Defensive Enemies



    • All Enemy Soldiers are more defensive than usual. They are more likely to keep their distance and surround the player, and less likely to push and be aggressive.
    • This makes Selaco slightly slower-paced while still maintaining a similar level of difficulty.

    New Mutator: Burger Flipper Tester



    • Dawn starts the campaign with the Burger Flipper Test Build installed on her Wrist Computer
    • Locked by default. Unlocked by finding Burger Flipper in level 3-2

    Hard-Boiled Mode



    • Added Customization Option: Decreased stagger chances on enemies is now optional (Default: ON)
    • Now requires completing Chapter 1 on Captain difficulty or above. Players who already unlocked it in an older version do not have to unlock it again.

    Hardcore Mode



    • Added Customization Option: Hardcore Reloading has returned!

      • If you preferred the original approach where reloads would discard the remaining ammo of a magazine, it can now be enabled again. (Default: OFF)



    Game Balance


    Upgrading



    • Most Weapon Upgrades now require 50 Selver Credits on top of their respective Weapon Parts.
      Chapter 2 will introduce more credit sinks and may see this change reverted

    Slidings



    • Increased Dodge Chance from 50% to 75%
    • Added sound and visual effects when evading bullets while sliding
    • Increased enemy knockback by slide kicks by 33%

    Weapon Melee Attacks



    • Reduced melee knockback by 25%.

    Shock Damage



    • Enemies hit by Chain Lightning have a much shorter Shock Duration. The initial enemy hit by Shock Damage remains the same as before
    • Enemies in a Shocked state now have their hitboxes updated. Before, projectiles had a tendency to pass through their head and not connect

    Weapon Balance & Improvements


    Roaring Cricket




    • Reworked Elephant Rounds upgrade

      • Damage increased 40 -> 50
      • Headshot Damage Increased (5% -> 110%)
      • Increased Recoil (2.5 -> 4.5)
      • Requires 500 Selver Credits on top of 350 Weapon Parts
      • Upon hitting the fire button, it takes 0.3 seconds until the shot is fired
    Elephant Rounds can now kill most enemies with a single shot to the head, but it comes at a cost; This is a hard weapon to use now! The recoil has increased and due to the added delay, players will have to track their target for a brief period before an actual shot is fired.

    Apply a Cranial Rounds upgrade on top and you can start eliminating higher tiers, like Enforcers, with a headshot too

    ESG-24 Shotgun




    • Improved weapon sounds
    • Reworked Recall Upgrade: Killing an enemy at Point Blank range with a Shotgun will now disable Slide Cooldowns for 2.5 seconds, allowing for more slides.
    • Added chance to spawn a cosmetic bullet tracer effect
    • Re-rendered most of the sprite work to make them more appealing to look at.
    • New Weapon Kit: High-Velocity Slug - You can find this upgrade in Level 2-1
    Shotguns now have full support for Special Ammo types. We will explore this further in Chapter 2!

    UC-36 Assault Rifle




    • Added chance to spawn a cosmetic bullet tracer effect

    24MM HW-Penetrator



    Needed a bit more oomph to become more than just a mobile turret launcher

    • Reworked gun sounds
    • Increased Base Spread (395 -> 425)
    • Increased Stabilization Speed by (0.6 -> 1.0)
    • Increased Damage (32 -> 33)
    • ZOOMING: Spread has been greatly reduced when zooming (0.75x -> 0.4x)
    • ZOOMING: Fire Rate is now reduced when zooming, but nails traverse much faster.
    • SHOTGUN MODULE: Increased spread by 25% to encourage taking a bit more risk when utilizing its power
    • SHOTGUN MODULE: Added Knockback when firing, pushing you slightly backwards (firing while running backwards will speed you up)
    • New Upgrade: Twin Barrels - While firing from the hip, an additional nail is fired. However, Rate of Fire is slightly reduced and the second nail does not inherit any of the Penetrator upgrades


    Grav-VI Plasma Rifle



    • Raised weapon sound volume
    • Added Area of Effect damage when gibbing Enemy Soldiers. Dawn is not affected by this damage
    • New Upgrade: Overblown - Plasma Bolt kills have 25% increased Damage and Area of Effect


    Landmines


    It felt like landmines were a bit too powerful, so we've decided to make a few tiny tweaks.

    • Explosion Radius upgrade has its radius reduced (110 -> 60)
    • Landmine Capacity reduced (3 -> 2). You can still get a capacity of 3 by finding a Grenade Bandolier


    Levels



    • Navigation in numerous areas have been reworked, especially Water Treatment
    • Improved Courtyard encounter zone in Level 2-2
    • Added path nodes to Level 3-2 to allow for combat during a Special Campaign
    • A full resolution sample of the 'Dawn&Mom' portrait can now be downloaded to the Datapad

    Statistics & Milestones



    • Added 'Legs shot' statistic
    • Added 'Target Dummies destroyed' statistic
    • Added 'Heads kicked' statistic
    • Added 'Walls humped' statistic
    • Added 'Weapon Kits Collected' statistic
    • Added 'Melee Hits' statistic
    • Added 'Slide Kick Hits' statistic
    • Added 'Enemies Shocked' statistic
    • Added 'Junction Boxes Destroyed' statistics
    • Added Jump Counter - Yes, you can now keep track of how often you jump.
    • Added Milestone for collecting Weapon Kits
    • Added Milestone for eliminating Snipers

    Steam Deck



    • Added option to reduce FOV all the way to 60. Due to the smaller screen, higher FOV's ended up making the game harder to read
    • Numerous improvements to performance and stability

    UI / Interface



    • Weapon Kit prompts now show a label informing the player what their current Alt Fire is
    • Added icons to the Settings menu
    • Added brand new menu where players can select their Campaign Style (Standard Campaign, Special Campaign. In the future this will also include Incursion Mode)
    • Fully redrawn Dawn's intermission illustrations
    • 'Credits' and 'News & Updates' are no longer visible in the menu when playing a campaign
    • Extended Bullet Casings is no longer considered 'Experimental'. It has proven to be very stable and not impact the framerate as much as we had thought
    • Level and Chapter completion screens now have to icon to show the current game mode (Standard Campaign / Special Campaign)
    • Added support for UI shake in intermission screens
    • Fixed menu stuttering when switching graphical presets

    Dinner plates



    • Improved destruction effects
    • Dinner Plates are now thrown faster and spin around like a frisbee, knocking over any enemy it hits.

    Enemy Damage



    • Added new bone pieces that spawn when gibbing enemies
    • Added bounce effects for bone sprites
    • Added more Bone Pieces when killing enemy soldiers with Acid
    • Improved visual effects when shooting at Red Blooded enemies
    • Improved visual effects when shooting at Robotic enemies

    Linux



    • Updated Linux Workshop Downloader binary

    Source Code



    • To reduce the file size, the Source Files are no longer included in the Steam Download. Instead, there is a text file that takes you to the download page.


    All Enemies



    • Improved patrol system.
    • When the enemy no longer sees the player at their last known position, enemies will now enter Patrol Mode
    • Enemies in Patrol Mode have a slightly reduced Field of View and wander around the encounter zone looking for the player
    • Chapter 2 will further improve upon this system.
    • Enemy Soldiers can now crouch
    • Enemy Soldiers can now throw grenades at Player Allies (Turrets, allied NPC's, Nail Turrets and more)

    Juggernaut



    • Added Headshot Hitbox

    Siegers



    • Added Nailgun Death animation for Siegers

    Engineers



    • Now have more accurate shotgun reloading where they must insert the shells one by one (before they were inserted in pairs of two). Interrupting the reload after an engineer inserted two shots allows him to fire two shots.
    • Audio changes

    Crawler Mine



    • Crawler Mines now flash a red dynamic light when they are about to explode

    Squad Leaders



    • Increased Damage Reduction for enemies buffed by a Squad Leader (25% -> 35%)
    • Squad Leaders now prefer to fight from long range and will no longer rush to the player.

    Plasma Troopers



    • No longer have Frag Grenades
    • Now have a Crawler Bomb. A grenade that spawns 2 mini-crawlers upon detonation.

    New Enemy Type: Mini-Crawler Mines



    • Spawned by Crawler Bombs from Plasma Troopers
    • Mini-Crawler Mines are smaller and have less health

    [Level 6 spoilers]

    All Zombies



    • Increased hitbox height

    Ranged Zombie



    • Color Corrected their attacks



    • Railgun Wallcrack in Starlight now has a correct hitbox, no longer requiring players to shoot slightly under it.
    • Improved Wall Detection for brooms
    • Fixed an error where Gwyn Machines could crash the game due to an out of bounds array reference
    • Fixed a large number of errors where Juggernauts would trigger animations they did not have
    • Fixed invisible screwdrivers
    • Fixed an inconsistency where the DMR Extended Magazine upgrade description mentioned '6' instead of '4'
    • Fixed Wall Paintings being far too slippery after being destroyed
    • Fixed a floating rain sprite in Level 3-2. Thank you for reporting this at least 5 times a day! <3
    • Fixed a bug where Red Blooded enemies would gib with purple fog
    • Fixed Plant Debris always showing an incorrect sprite
    • Fixed an error where enemies lost their headshot hitbox during their Taser animation
    • Fixed a rare crash when shocking Crawler Mines
    • Removed numerous debugs that were never meant to be shown in the console
    • Fixed a rare bug where enemies killed by electricity would instead become invincible
    • Chair feet no longer spawn smoke puffs when picked up
    • Fixed a rare bug where Burrowed Crawlermines would become invisible during a chase
    • Fixed a bug where picking up Weapon Parts at the same time as they were spawned would not despawn the gear decorations around it
    • Fixed Whiteboard hitbox not matching the height of the voxel
    • Fixed a crash caused by pressing START on Gamepad/Steam Deck before the game had time to properly initialize
    • Fixed an error where left-sided lists were partially unclickable when the Interface Setting was set to 'Small'
    • Enemy Speech Systems can now re-initialize when new voice lines are added, making older save files more stable.
    • (Steam Deck) fixed missing symbols in On Screen Keyboard
    • Fixed an error where Soldiers would consider a Pathnode as an enemy when failing to find a path
    • Corrected more Keyboard positions to no longer appear under desks. If you find any more, let us know!
    • Fixed a configuration error where the Steam download size was double in size of what it was meant to be
    • Opening the Weapon Station for the first time with a UC-36 equipped no longer plays the Zoom/Unzoom sound
    • Throwing toilets against enemies no longer crashes the game
    • Fixed a bug where hitting Alt Fire during a Door Kick animation would result in an infinitely looping kick sound
    • Fixed a bug where Starlight Purple's lipstick drawing could be torn by pressing USE
    • Fixed an error where saves were improperly ordered
    • Fixed Trashbins being more slippery than intended when pushed
    • Fixed an error where enemies would be able to fire a shot when out of ammo. This would not spawn a projectile, but would spawn muzzle flash effects
    • Corrected some questionable word choices for the Plasma Rifle AOE Invasion Tier
    • Fixed an error where multiple Weapon Kits can be enabled at once on repeat playthroughs
    • Juggernauts no longer turn into gigantic Riflemen when electrocuted by a Junction Box
    • Removed lots and lots of Spawn calls towards actors that do not exist
    • Dry firing while zooming with the Roaring Cricket will no longer unzoom the player
    • Light Poles can no longer be picked up by the Gravity Manipulator
    • Fixed a bug where the Shotgun Module would not spawn in the Safe Room Extension after beating the Tychus challenge
    • Fixed a sound error where both 'Remove window' and 'Switch tab' sound effects were played when switching tabs on the Wrist Codex
    • Fixed numerous z-fighting issues involving floor decals
    • Fixed Water Bottle collision box being much smaller than intended
    • Fixed an error where Paint Buckets crushed by a door became invincible
    • Fixed an error where there was a very brief 1-tick delay before Paint Buckets got destroyed
    • Fixed an error where Computer Monitor pieces had a spawn offset that was far too high
    • Fixed Level 1-3 having an impassable desk that blocked objects.
    • Fixed an error where picking up transparent voxels would be made fully opaque when dropped
    • Fixed an error where Yellow Reagent barrels would be invisible when far away
    • Fixed overlapping UI elements on Steam Deck
    • Fixed yet another instance of a Brick Duplication glitch
    • Walking over a large number of Paper Decals will no longer flood the audio channels with paper noises
    • Fixed bug in Level 2-1 where the Yellow Crate would not spawn Yellow Paint Cans - ruining our joke!
    • Fixed an error where ignition sounds would stack when an enemy kept getting burned
    • Attempted fix for Plant Factory Elevator Panels moving out of position (We have been unable to reproduce this, but did find a quirk in the code. Let us know if it happens again!)
    • Fixed a bug where two or more options at once would show up as selected in the Main Menu
    • Fixed a crash caused by Paper Dispensers trying to reference a Toilet Roll that no longer exists
    • Fixed a rare crash caused by walking on glass shards
    • Fixed oversight where Slide Jump hits would register as a regular melee hit, eliminating the Slide Kick benefits
    • Rephrased 'Bullets Evaded' to 'Shots Evaded'
    • Fixed an error where Slide Jump Attacks were considered "Weapon Melee Attacks" and not "Slide Attacks"



    Development Status


    Early Access development remains right on schedule, but changes have been made in the order of which we approach things.

    We originally intended for New Game Plus-like modes to be explored somewhere between Chapter 2 and Chapter 3. But due to popular demand, we had to rethink this approach and decided to do it a little earlier. As such, development remains right on track but priorities have been shifted.

    What has changed?


    This new version was meant to be solely about the Randomizer Mode, but has now evolved into the aforementioned Special Campaign - something much bigger. As a result of this, the following has been changed:

    • Story Content has moved from December 2024 to January/February 2025
    • Special Campaign has been moved from Late 2025 / Early 2026 to Today - Although, in a beta state.
    • Chapter 2 development continues to progress rapidly

    I'm aware many of you were eager for the Story Content, and I apologize for having to push that back a little. Rest assured, it'll be worth the wait!




    While it's still early, there are a few things I can share about Chapter 2!

    • One of the levels takes place in a mansion
    • New defensive items, including a deployable Mini-Turret which comes with its own upgrade tree
    • Heavy Weapons. These weapons are extremely powerful, but cannot be stored in your inventory and are thrown away once depleted.
    • Enemy Miniguns can be picked up
    • Drop Pods that can result in unexpected encounters when venturing outside
    • Friendly NPC's

    Here is a tease for one of the new tools you get to play with:


    We often post development blogs on Patreon where we talk about ideas we are exploring, Chapter 2, scrapped content and more. Consider supporting us there!

    https://www.patreon.com/PlaySelaco/




    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


    1. Go to your Steam Library
    2. Right Click on 'Selaco'
    3. Click on 'Properties'
    4. On the right side of the screen, press 'beta'
    5. Click on the Dropdown Menu
    6. Select 'v0.85'
    7. Wait for the download to finish

    You are now back to the old version of the game!



    Phew, that’s quite the list, isn’t it? It took a lot of doing but it resulted in arguably our most significant patch yet. Which is saying a lot, given the scope of every patch we've launched so far!

    While it’s unfortunate that the Story Content had to be pushed back by two months, we hope the early launch of the Special Campaign makes up for it. This mode offers endless potential for long-term expansion, which we’re excited to explore further in our Early Access period. We might even dedicate an entire update to Special Campaign additions further down the line.

    Thank you all so much for continuously giving us your feedback, and a double thanks for everyone who participated in the Public Beta where we could test this update a little earlier.

    Let us know what you think of the changes. Either in the comments below, or through a Steam Review. If the update fixed any of the issues you've had, consider giving your review an update!

    Have fun, captains!