Selaco

Selaco is a brand new original shooter inspired by classics, featuring thrilling action set pieces, destructibility, smart enemies and a fleshed out story taking place within an immersive game world.

Selaco is a fps, female protagonist and shooter game developed and published by Altered Orbit Studios.
Released on May 31st 2024 is available in English on Windows and Linux.

It has received 3,438 reviews of which 3,239 were positive and 199 were negative resulting in an impressive rating of 9.0 out of 10. 😍

The game is currently priced at 18.37€ on Steam and has a 25% discount.


The Steam community has classified Selaco into these genres:

Media & Screenshots

Get an in-depth look at Selaco through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows Vista
  • Processor: Intel i3 2100 or higher
  • Memory: 4 GB RAM
  • Graphics: 4 GB of VRAM with OpenGL 3.3 (GeForce GTX970 or higher)
  • Storage: 900 MB available space
  • Additional Notes: SSD is highly recommended. Requirements subject to change
Linux
  • OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
  • Processor: Intel i3 2100 or higher
  • Memory: 4 GB RAM
  • Graphics: Anything capable of running OpenGL 4.0 (eg. ATI Radeon HD 57xx or Nvidia GeForce 400 and higher)
  • Storage: 900 MB available space
  • Additional Notes: SSD is highly recommended. Requirements subject to change

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
There's lots of games out there that borrow from several genres and/or IPs, and most of the time they do a piss-poor job of it. Some don't understand why some conventions were done away with on iterations upon them, keeping in an annoying aspect for the sake of staying true to the nostalgia. It's never a good look. In my ten hours so far, Selaco doesn't seem to be making this mistake. The game borrows what works, and glues it all together for an experience that's seemingly tailor-made. Hell, the levels alone feel like what would happen if high-talented map makers for Doom or Duke got some proper funding and/or time. That perpetual feeling of pushing the limit and going "Look at what I can do!" with your level design. Old games may stagnate as the tech evolves, but modders seem to love to push the envelope as computers grow beefier. It feels good, is what I'm trying to say. What are the insprations, and what is it doing (well) with them. Duke - Not Doom. Why? Environmental interactability is a major reason as to what made Duke3D become one of the holy boomshoot trinity. So many things to futz with pointlessly. Faucets, keyboards, mouses, move stuff with physics. All of it breaks. It's what elevates a combat zone from an arena to an actual immersive location. As Civvie once put it, Duke's level design is at its best when it takes place in a believable location. Selaco, despite being futuristic, constantly has you move from one believable location to the other. It's helped by the fact that, in order to find secrets, you really have to turn the place upside down. Though thankfully there's a handy-dandy item you can grab and move around with that'll ping as you get closer to a secret. A+ idea, every boomshoot should retroactively have this. F.E.A.R This one's obvious. The grunt AI is miles smarter than what you'd expect from any in (GZ)Doom. It's not just that they try to flank you. 2010's covershooters did that too. It's that they try that when they know you're firing at another enemy and you're distracted and the sound of gunfire masks their footsteps. It singlehandedly makes mines worthwhile, because commonly firefights will not provide you a perfect place to take cover in. Run & Gun only works with an exceeding amount of skill. Lacking that, you're carefully peeking. And don't you think for a second that the enemy won't pixel peek exactly the same way you've been doing. You need to be smart, or tough. The enemy progression works in its favor too. There's a handful of different enemies, but story/area progression will gradually 'unlock' upgrades for them, such as more damage and new tactics they can employ, keeping the familiar enemies still relatively fresh. The harshness and lethality of combat reminds a little of Ion Fury, though the encouraged playstyle is very different, obviously. Frankly, if Ion Fury is a Blood successor with the atmosphere of Duke, Selaco is a FEAR successor with a technical atmosphere of Deus Ex, but a style all of its own. Deus Ex This one's all about the environmental and datalog storytelling. Logs/e-mails/etc. are strewn around the place and tell a story about the area from before the enemy started attacking, all from the context of e-mail conversations. Sometimes you'll find keypads, and you bet the codes for them are hidden in these datalogs. Even your own plot motivation and (immediate pre-game start) background is all written out there. If you don't want it, ignore it. The goals list generally does a good enough job of leading you by the nose on what you need to do. It's up to you to get from A to B to go do these things. Resident Evil (the classic ones) Speaking of goals, much like in the classic RE titles, your main goal generally is to get 'somewhere'. Your intermediate goal is to clear up any obstacles that are in your way from doing that. This ranges from keycard hunting, to disabling hazards, to finding some explosives to blow up a gate. The intermediate goals generally compound on one another, so if you find one key item, it's best you immediately set out to finding what it unlocks. They also really let you experience an area at their fullest, as most key items are guarded by goons and/or will trigger an ambush once picked up. Here are some things I'd like to see added/different. Frankly, they're nitpicks. Their issues are absolutely are not a deal breaker, but to heck with it, I wanna throw some suggestions in there. F.E.A.R had slow-mo. It was the great equalizer. Plopping that in Selaco wouldn't be a bad move per sé, but we can think of something better. How about something akin to, say, Cyberpunk 2077's Kerenzikov? Dodge while aiming (maybe figure something other than aiming for a GZDoom boomshoot...) and you'll get a couple of seconds of slow-mo. It's intuitive, simple, though probably would require the slide to move to a different button. Speaking of which... It doesn't feel super great to use dodge, and the slide even less. I'm going to blame this on it being Early Access. When you slide (button press on forward) or dodge (button press on anything BUT forward), you generally do so strictly in the direction you were pressing. This should blend a little, or at least permit some proper diagonal sliding/dodging. I've missed sliding behind a doorway and got shot for it because my slide aiming wasn't perfect. It doesn't feel great. Sliding's required to progress early in the game, so there's no sense in doing away with it. Other games intuitively mix sliding with their crouching functionality. Maybe a slide triggers when you crouch after a dodge? It would make dodging in all directions possible, in the very least. Maybe I haven't found an upgrade yet that addresses this, but even though the shotgun is MASSIVELY POWERFUL, like UMPTF strong, the firing rate is really just slow. So slow in fact, that if an enemy survives it, they most definitely will take away half my health in retaliation while I'm pumping the shotgun. To its merit, it pretty much feels like what a KS-23 would feel like, I venture to guess. Just an irresponsible amount of kinetic power in a shotgun casing. When it kills, it kills good. When it doesn't... you feel like your pants have dropped down. It's lead to it pretty much being relegated to just the task of corner-hunting. Some [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3260172966]idiot-proof stuff for keyitem hunting might be needed too. I was unaware the broken seal bar had a basement, something about the wooden walls just making everything blend together. So there's a PSA for ya. I was backtracking pretty far, thinking I must've missed something. Oh well. In conclusion: You can borrow from 2 or 200 different games, genres and IPs if you like, but if you don't know how to marry them cohesively, your game'll be a mess. Dark Souls knockoffs are the most notorious example of it. Selaco's development 'feels' like it knows what it's doing, and if my gut tells me that, it's probably not that far off. Oh yeah, and just in case you need to be reminded: THIS IS ALL DONE IN GZDOOM. IT'S MADNESS. Why would you do that to yourself, Dev? And how have you done it so competently? Have you signed a pact with something?
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June 2024
Selaco. I've waited for this game for TWO YEARS, as many others who are finally playing it have as well. I'm glad it's finally here as it's certainly been worth the wait. I've played the game for a little over 18 hours, and it's the only FPS which has allowed me to eat over 25,000 calories worth of food in the first chapter, and bond with a semi-sentient Roomba which tried to nibble off the toes of my enemies. Please note that before you continue with reading this review I'd like to state that the following review opinions and views expressed are from playing on Admiral Difficulty, so it's possible that they may not be reflective of your experience. If you like this review and you'd like to read other long-form reviews, or get in contact with me you can do so by [url=https://store.steampowered.com/curator/36761101-Miphnificent]*Clicking Here* for more content The Good - Gameplay. It's primarily about the gameplay with this one, and it feels fantastic . Taking inspiration from multiple games, but primarily striving to be a "F.E.A.R.-Like" (as more games should be) it has a more methodical approach to the gameplay it delivers requiring the player to think more and run less than most of the games within the same design category. Even though it's relentlessly challenging (on Admiral) it's one of the best FPS experiences I've had in quite some time, and I crave for more. - Fantastic enemy variety. There are quite a few enemies in the game, so none of the firefights ever truly felt stale. On top of the number of enemy types, there are upgrades for each of the enemies which are given throughout the campaign to make them more deadly as if they're actually mounting an increasing assault against the player. - Weapon variety and their upgrades. I've never played a game which allows me to carry around a game-ending throwable explosive which will kill everyone in the room including myself, but Selaco allows you to do that and it just assumes you know what you're doing. - Fantastic worldbuilding and scale, as well as being genuinely beautiful. I wasn't actually expecting much from the world of Selaco, and more so just assumed it'd be a game I played more for the gameplay and spectacle, but I've been genuinely surprised by it. There's so much lore and worldbuilding through the environmental cues and details left around, and the datapads paint a good picture of what was going on up to the events that transpire within the game. I also didn't expect the game to be as gorgeous as it is, with the pixel-art style they'd gone with for the games graphics, but when I first stepped foot out into one of the large open areas I was awe-struck by how pretty the game is. - Soundtrack and Audio Design. Selaco's Soundtrack is fantastic, and fits wholly into the world of the game with each track filling out the world with that one little more detail that was needed. Audio design and positioning in Selaco are also excellent, with each enemy type conveying its own sounds as they look for you, and the enemies even going so far as to communicate with one another to give the player more feedback as to the current combat situation they're in. THERE'S ALSO A JUKEBOX WHICH TURNS ON MUSIC AT A POINT WHICH HAS FULL POSITIONAL SOUNDMAPPING AND IT'S AMAZING OH MY GOD. - Meticulous and painstaking world detail. I find this to be fascinating, as there are SO MANY THINGS to interact with in Selaco, and many of them serve no reason at all. You can pump a soap bottle onto a sink until it's empty, you can flush entire rolls of toilet paper down the toilet, you can throw a banana peel on the ground and have an enemy slip on it. Truly astounding how much attention and work has been put into making the world almost wholly interactive, and it's magnificent. There are even things scattered about such as various food items which give you a small but not insignificant amount of health back, and I love it. - Full Mod Support from Launch. How cool is that? I understand that's mainly just due to GzDoom and all, but I've only ever seen this done a handful of times. Absolutely incredible, and I'm so excited to see what comes to Steam as a result of this. - Vac-Bot's and ISAAC's. No notes, just good. The Ok - Some of the weapon balance. Occasionally the weapon balance in the game just feels weird. Your primary workhorse that you get access to is the Assault Rifle, but it fell quickly to the wayside for me when I found the SMG's as they're close in damage but also stun enemies and kill them faster. Nailgun's in the F.E.A.R. series have always been my favorites and the weapons I've always been the most excited to find in them, but in Selaco for the longest part of having it I felt like it was just taking up an extra space on my weapons bar that wasn't necessary even though I did eventually find an upgrade that let me rain hundreds of nails upon my enemies. On top of all this, Ice Grenades feel ENTIRELY useless, being the only thing in the game I never used as they didn't freeze or slow the enemies I wanted them to. - Occasional unintuitive map progression. This is only a problem in a FEW of the maps in the game, but it's pretty bad. I was worried I was the only one, and there are several discussions specifically talking about the exact spots I was stuck on. It sort of has that old-school Doom-like problem where to progress occasionally you have to just kind of bumble around until you find where to go on accident. Sadly this isn't exactly helped with the Automap either, as whilst it does fill in points of interest and areas you've been, it doesn't do a particularly great job of conveying what direction you're supposed to go in. The Bad - A Flashlight with a completely superfluous recharge. Battery drains so slowly and returns in like 2 seconds to the point it feels entirely unnecessary to make it even have a recharge. We're in the future space year of 2255 with batteries that can power entire segments of the Selaco itself, so miniaturized infinite batteries don't seem too far-fetched. - Massive performance hits in big gun fights. I truly LOVE the excruciating level of work that has been put into this game for the amount of destruction and everything that can be caused in it. However, there are occasional gunfights that have caused my FPS to go from 160FPS on a 2070 Super down to 40's and 50's due to all of the destruction and terrain effects going on. - What? No slo-mo juice? This is more of a joke, but I do kind of wish it was in the game for the added flair, though I've no idea how taxing this would be on the GzDoom engine. - Not enough weaponized Vac-Bots in the entire playthrough. - No Vac-Bot/ISAAC Plushie's which can be purchased _ Final Verdict Overall Score: 9.5/10. This is the closest a game has come so far to being my perfect game, and with more to come maybe it someday will be the game I preach about nonstop to my friends. Worth $25? What a silly question to ask. With how much is packed into the game, the answer is definitively a YES .
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June 2024
This is a game that has a clear focus and identity, and it sticks to its guns to the end (of the Early Access content at least). You will be thrown in well fleshed-out world where you have to fend for yourself by exploring impressive levels, managing your resources and honing your skill through brutally satisfying combat. This isn't Half Life, or FEAR, or Ion Fury, it's Selaco, and it's awesome.
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June 2024
A slow and immersive shooter in this day and age? I must be dreaming! Selaco is like a baby of Doom 3 and FEAR that takes the best things out of both of those titles; It features great atmosphere and immersive exploration of the former, but with intense, tactical combat of the latter (albeit without the bullet time - So far, at least). Then it's all dressed up with stylish visuals, great gunplay, metroidvania-style semi-open world, and with Sonic music put on top of that. It's not a horror game, but it can be spooky, and don't be fooled by the engine, as with a focus on slow exploration, atmosphere and deadly, tactical combat it's much closer to "millenial shooters" like Half-Life, Alien vs Predator 2, FEAR etc., rather than anything resembling Quake, Doom or Duke Nukem; it just, at a glance, looks like a boomer shooter. So far a definitive highlight of the year and I can't wait to see what more it has in store.
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June 2024
"Early Access" And it's more content complete and polished than any AAA game released in the last decade. Absolute blast. If you like shooters, play Selaco. If you like video game, play Selaco.
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Last Updates

Steam data 23 December 2024 00:39
SteamSpy data 19 December 2024 02:52
Steam price 23 December 2024 12:33
Steam reviews 22 December 2024 06:07
Selaco
9.0
3,239
199
Online players
95
Developer
Altered Orbit Studios
Publisher
Altered Orbit Studios
Release 31 May 2024
Platforms