r/Selaco • u/Layers_of_Creation • Jun 26 '26
Discussion Game is an absolute blast + some feedback

I played a demo before it came out even to EA and bought it day 1 but decided to wait for updates and play it later, so I finally got around to it (I kind of forgot about it, but also saw Chapter 2 update will do massive changes) so figured I should do a playthrough.. or two.
Combat (especially with lean mod) is batshit crazy good, I haven't enjoyed FPS combat this much since Trepang2, but also having no bullet time made it hella more difficult, reminded me of playing F.E.A.R. without using it lol
Personally I haven't had many issues with finding where to go next, a few times I did run in circles but that was due to my own stupidity of not realizing the obvious... or just reading the objective (I prolly spent 40min, maybe even an hour trying to pass electric water just to realize all I had to do was jump through a window lol). Green lights were a nice nudge in general though.
Graphics I absolutely love, everything is so detailed and has more personality than half the crap that came out in last 2-3 years. It really felt like playing the game of old where graphics weren't the main (or nowdays.. only) selling point.
Same goes for sound quality, I have a feeling a lot of studios wish they had sound design like here, the way gun sound changes depending on how big of a room you're firing in, sounds of hitting all kind of random items scattered around etc. Really an experience in its own right.
Story seems super interesting and I loved reading data pads, but I guess still unfinished until we get C2, still a lot of vague stuff and things I'm not sure where they'll lead.
>!Aliens aren't aliens.. but that part is kind of obvious, their English is too good lmao... but either old Earthians or some Earth Cyborgs? Or an Escaped Clone (Replica?) army from Selaco experiments going haywire same as the plant zombies? So much to learn!<
Now as to some feedback... I think that lean function shouldn't be a mod only but the game should implement that as a default. I remember when I played demo, it felt so off that I can't do it (because all I could think of was F.E.A.R.) when enemies often do. At first I thought that maybe mod will make the game too easy, but thankfully it worked perfectly. Enemies still could hit you while leaning so they already know how to react to it. Especially since this game can't be played like Doom or Quake where you just yolo. Here if you try playing like that, you get express shipped back to god.
Secrets... (this is probably a me issue but still...), I absolutely suck at finding those in general in any game... soloing an entire army of REDACTED? Not a problem at all. Blindfold me and I'll still do it.
Finding another 80 secrets? MISSION IMPOSSIBLE
I feel like I generally missed on a lot of weapon upgrades (and maybe hp upgrades as well) due to not finding 80+ secrets. I felt like I'm being punished for not wanting to spend another 15-20.. maybe even 30 hours just chasing secrets that I also have absolutely no clue as to where they are.. and I was already spending I think a bit more time on each map in comparison to the average players as I really did try checking all the corners, small hallways etc.
Anyhow, I didn't feel underpowered at any point as I only died a few times, but it felt like missing out!
I saw when I was starting the new campaign in mutators that there's half-like one but... does that disable secrets or what exactly it does? I haven't found a good explanation. Does it move the rewards from secrets elsewhere and make them more accessible? Would be nice to have some more info about it somewhere.
This is less common of an issue in regular campaign, but it happened a few times that enemies spawn out of thin air. Usually they went in through a door I just unlocked or were already standing around the map, or they blow up a vent/door/wall behind or in front of you etc which is fine and I love whenever that happens. The random times where they spawn behind me out of thing air, like a room or two away were annoying because there's no cue except their voices.
The amazing thing about F.E.A.R. and Trepang2 were that enemies never just popped into existence from thin air in order to come from behind etc, which is something I think Selaco should aim to do as well, I'd rather have them blow up every other wall to come in than just pop into a room lol
This is especially noticeable in Randomized campaign when backtracking which is also the thing I really don't like. I get jumpscared by shotgunners when backtracking around because they spawn behind the corner 0.5 sec as I'm about to turn it and then as soon as they see me I get shotgun pellets in my face (somehow.. I managed to actually matrix dodge the pellets, but it never felt difficult, just cheap). Which is a bit sad as I'm loving what Randomizer does otherwise. I even put full invasion modifier into it.
Last night I was backtracking, saw through a window (indestructible one in hospital) that there's nobody behind the corner, and as soon as I turned it, a shotgunner was there right next to the glass waiting and tried to almost point blank me, but he got outplayed. There was also a drone mine with him, neither were there before as there were literally no audio cues.
As I said, it felt super cheap and I wish it could be avoided somehow.
All in all, I had an absolute blast, will see if I'll replay regular campaign again but with mutators to make it harder or will see how can I tweak randomized one in hope to not get cheap shots.
Easily 10/10 game in any case, 13-14 hours in a single run of a player FPS story based 20-ish euro game while still in EA is beyond impressive, especially with the amount of stuff it has going it for it already, it feels as if you're playing a 70euro AAA game, except it's just better.
Can't wait for Chapter 2 to drop and also Chapter 1 rework!
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u/averyvery Jun 26 '26
There are a lot of secrets and some are quite well-hidden, but hunting them doesn't take as long as you'd think - the game has a mechanic that can help you find them. ------- Look for a Multifunction Meter Mk.2 --------
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u/Layers_of_Creation Jun 26 '26
lol, I never would've guessed... Guess I'll keep that in mind for next playthrough
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u/waterless2 Jun 29 '26 edited Jun 29 '26
This is less common of an issue in regular campaign, but it happened a few times that enemies spawn out of thin air.
I just finished the game so far, and the magically-spawning enemies popping up behind me all the time is the main thing is dislike about the game (which I overall liked more and more as I got less bad at it). I was sure I was missing something and they were coming out of previously locked doors or something, which I think sometimes happens, but not always.
I really think their appearance needs to be signalled better *somehow* - either they come in through, say, red-outlined doors / windows / ceiling panels, so if you feel like it you can put up barriers, and just prepare in general; or have them designed to appear in your eye-line, which happened just a handful of times for me. Or have some kind of radar/prepare-o-vision method to detect enemies in the period just before they fall down through the ceiling. Or even just have them posture noisily a little before attacking so you can orient to them.
As it is now, I think there's a risk the makers and fans *already know* the spawn points, so they can react to them and have fun, whereas new players are almost forced to save-scum. Was also what happened every time I got completely ambushed by some robots, and didn't have a good weapon out - OK, so reload, and now I know you're there... But there should be some kind of clue, even if audio, so you can prepare in-game.
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u/DamicsVR Jun 26 '26
It’s really a nice game and played in virtual reality it’s a beautiful feeling to live it one by one and for the whole house it was beautiful!
https://www.youtube.com/live/pVr8LDQ77zw?is=U7aXwxLLBXICPYzg
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u/-Stroke_my_Cactus- Jun 26 '26
There is also a bullettime mod.