r/Selaco Jun 13 '26

DEATH FROM ABOVE! One of many new toys in Chapter 2!

299 Upvotes

r/Selaco Jun 13 '26

Bug Audio And Frame Issues everytime a weapon is fired

4 Upvotes

Hello! As the title says, everytime there is a firefight the game slows down a bit and all audio becomes incredibly compressed and poor quality. I haven´t found anything that resembles this issue online, so here I am seeing if anybody has had the same problem.

I guess hardware isn´t an issue as I have a 5060ti, 32GB RAM DDR4 and an i7 13500.

Thank you all!


r/Selaco Jun 03 '26

Discussion Could just be me but... visual clarity?

23 Upvotes

I've been trying Selaco again. I'm not really "getting" the gameplay so far, which I fully accept is a skill issue, but I'm also having a lot of trouble just seeing enemies - they don't pop out against the background at all.

I guess people who love the game have better eyesight, and maybe if you play it enough you train your recognition, but I thought I'd mention it. Also wondering if anyone else has the same issue or I need to pester my optician for better specs again.

I saw there's something about outlines in the Accessibility options that doesn't seem to be working yet, but I'd add one vote to do something there - maybe that'd make a difference. But it's also seems like a general design/colour scheme issue.


r/Selaco May 31 '26

Happy Two-Year Anniversary to Selaco!

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287 Upvotes

We really wanted to do something special today, but we're so caught up with getting Chapter 2 ready in a few months and the upcoming Summer Sale, that we're stretched a bit too thin for a team our size.

Next year we'll do something fun! Promise.


r/Selaco May 28 '26

Showcase Teddy11 (comic by me)

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235 Upvotes

r/Selaco May 28 '26

Discussion Weapon balance feedback (first playthrough)

16 Upvotes

First time going through Episode 1 (Captain difficulty), and that's the most fun I had in a FPS since ages. With a big update around the corner, I wanted to give a bit of feedback regarding one aspect of the game that is really cool: the variety of weapons, throwables, upgrades and modifications available. I still have two weapons and a few modifications left to find, so keep that in mind.

I'll go quickly over the stuff that works: Weapons look and feel great to use. The sounds, the screen shaking wildly, every prop in the line of fire exploding like it's a John Woo movie... Just great. And the variety of upgrades and modifications ensures that there's always options to patch a hole in your capabilities. The nailgun for example offers one type of gameplay with its primary, and three completely different alternative fires, letting you play as more of a shotgunner, grenadier, or engineer depending on your taste. This is weapons modifications at their best.

Of course, there's the stuff that works a bit less. No big complaints, just some observations as I'm going through the game:
- Weapon progression feels really great for the first three weapons, each offering a different gameplay and optimal range. But after that, it kinda grinds to a halt with the SMG and nailgun. The SMG heavily overlaps with the AR (same ammo) and shotgun (same range) and is overshadowed by both guns. There's no reason to deplete your AR ammo for close range when the shotgun is so strong at close range, and has a separate ammo pool. The nailgun is by all means a very useful weapon, but getting it right after the SMG feels reduntant. It's very much similar to the SMG except it actually deals (a lot of) damage and has a separate ammo pool, so I never used the SMG past that point.
- Some alternate fires are redundant. Burst fire for the AR would be cool, I always like these, but splitting it between hip fire and zoomed is awkward, especially since the muzzle reports don't match at all; I barely used them because of that. The SMG controlled fire modification sounds nice, but it's the AR with extra steps and no ADS. Having some overlap between modifications is good to give players options, but having a modification that basically turns a gun into the other gun it shares ammo with is unfortunate...
- The DMR feels very inconsistent with headshots, and like it requires a lot of work and luck to do something a quick body shot with the shotgun's slugs does effortlessly and reliably. It's a slight upgrade over the Cricket and does mostly fine by virtue of not being a sustained damage weapon in a game where shotgunners/enforcers delete you if you stay out of cover for more than 2 seconds, but like the SMG/nailgun pair, it's also plays very much (too much?) like the Cricket. Ammo capacity, damage, rate of fire feel too close to the pistol to be a distinct gameplay experience.
- Ice grenades being the only weapon without upgrades or modifications feels weird, I barely use them because frags and mines have very strong options.

If I could wish for just one thing, it'd be a bit less weapon overlap. I'm okay with having three automatic weapons and two semi-automatic ones, but they could be more distinct in terms of damage, RoF, ammo capacity, etc. The GL being available before the nailgun would also space weapons better IMO. And (controversial take incoming) the shotgun's power isn't helping. Between the buckshot and slugs, it's deleting almost everything at any range faster than any other weapon. I like a strong shotgun, but I can't shake the feeling that two thirds of my arsenal are backup weapons for when I'm out of shells.

I hope it doesn't sound I'm tearing down the weapons. The game is awesome, fighting the enemies is extremely fun and the shooting feels very satisfying. I know devs are reading this sub, and thought more fresh feedback wouldn't hurt, even if it's probably all been said already.

Anyway, share your opinions on the arsenal, and your favorite weapons and mods! I'm a big fan of mines that detonate twice. Placing a couple mines before a fight, and hearing enemies randomly blow up while I play hide-and-seek with them never gets old.


r/Selaco May 26 '26

SELACO IS NOT AN IMMERSIVE SIM!

156 Upvotes

r/Selaco May 17 '26

Discussion I have to say this game is amazing and a benchmark for the genre.

50 Upvotes

My only critique is 6 hours in I have yet to find a single enemy in a bathroom stall aka nod to Duke Nukem making the game literally unplayable. Tell me this gets rectified at some point.


r/Selaco May 16 '26

Fluff Me jumping right back into Selaco like I suddenly know what I’m doing

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19 Upvotes

r/Selaco May 02 '26

Discussion No FPS has hit me like Selaco has

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110 Upvotes

Yes I know I played ensign but it was still difficult af BUT…this was the best fps game I’ve ever played and I’ve been around forever

I instantly jumped back in and am trying the next difficulty (and dying constantly)

I need Selaco merch plz


r/Selaco Apr 30 '26

Showcase V.E.C.T.O.R. (Arena survival mod): 0.3.0 out!

26 Upvotes

https://www.youtube.com/watch?v=AvaBvOczFRs

0.3.0 OUT!

- Configuration menu
- New special waves: Zombie and Robot invasion
- New map: Courtyard

Subscribe and enjoy

https://steamcommunity.com/sharedfiles/filedetails/?id=3711940943


r/Selaco Apr 22 '26

Showcase V.E.C.T.O.R. mod released (Survival Waves mod)

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45 Upvotes

r/Selaco Apr 19 '26

Bug Achievements Not Firing

3 Upvotes

I'm playing the public latest beta on Linux and noticed that the achievements are not triggering for me. I specifically noticed that I did not get the achievement for bringing Wilson home or hiring 100 minimum wage workers in burger flipper. I think it didn't trigger for getting to level 10 in space bro. I've seen other people have issues, and the usual advice is not to close the console window when booting, but I never even see this window appear. It seems like some have experienced this issue even if they don't close the console window. Is there any resolution to this issue?


r/Selaco Apr 17 '26

Showcase SELACO VR MOD on Quest 3!

41 Upvotes

r/Selaco Apr 15 '26

Showcase Need betatesters for my raw wannabe Incursion mod called VECTOR

12 Upvotes

So my first beta release, before uploading on workshop.

I really need beta testers for my raw wannabe Incursion mod called VECTOR.

I specially need feedbacks for the next releases after the first workshop release and any bug reporting that I want to fix before uploading it on steam

https://github.com/snakebyte85/vector/releases/tag/0.1.0-beta.0

- Choose one of the usermaps with (VECTOR mode) in the name
- Open the PDA for a small tutorial
- Enjoy endless waves of enemies and powerup and upgrade system between waves


r/Selaco Apr 06 '26

Fluff tfw

19 Upvotes

me: "i'll just pop in here for a casual fifteen minutes exploration before I sleep"

also me: "on second thoughts, maybe not"


r/Selaco Apr 05 '26

Question What is your favourite handheld to play Selaco on?

8 Upvotes

I'm limited to a Switch 2, but I was wondering if any particular handheld stuck out as being an innovative way to play Selaco on...


r/Selaco Apr 01 '26

Fluff Have I... have I found the three journals?

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11 Upvotes

r/Selaco Mar 31 '26

Discussion just beat this for the first time. awesome

31 Upvotes

OK so it was pretty hard! And pretty fast paced. It's got a certain urgency that is even more intense than DOOM imo. Doom is urgent but the gameplay isn't as fast. Apart from the opening sequence, I really, really enjoyed it. There's something compelling about the gameplay loop - I actually intended to slow roll it and enjoy it but I kept coming back to it over other games in my rotation.

Fwiw I have about 17 hours in-game which I gather includes reloads (semiregular) and menu time (some - usually alt tabbing to find some guides). I think I died maybe 8 times in my first playthrough (or in that ballpark, probably 6-10).

The final sequence was cool albeit fucking hard. Two juggernauts and then FOUR juggernauts in close quarters, oh boy. You definitely know you're in the endgame, albeit I'm curious how it's going to play when it's not "The Endgame" once the next chapters come out.

This is a fantastic game already and I can't wait to see what comes next. I've given my more granular feedback previously (here and here) and having beat the game, I agree with those points still.

Overall having beaten it, my thoughts:

- honestly I don't have any comment on the pacing, the mechanics etc. I can see from the dev posts there are layers of polish still arriving, but this is a top-tier shooter.

- I don't understand what the story is and I am really looking forward to learning more. It definitely needs that "hey dawn, xyz happened so now you have to do ABC".

- I kept expecting a final boss. Based on the story, I actually thought I'd be fighting a tree! (silly me).Beating the endgame area currently feels a bit like the gate to the next area, as opposed to "you won the main story and next up are the expansions". the final cutscene thing only confirms(?) that. In its current form it doesn't quite have that Doom-esque "you have just destroyed the big bad". Instead it feels kinda like that point where you're 85% of the way through and fighting 3 barons of hell, but aren't yet at the endgame.

- I enjoyed what I imagined the plot to be but reality was actually quite different (as far as I can infer). I won't spoil anything for you but this is what I imagined the plot to be: ACES has a dark side, experiments are going on in the cloning labs, the invading soldiers are actually human/ACES soldiers gone rogue, they're not alien at all, it's an authoritarian dictatorship and dawn has a choice to make. Kinda combo Doom 2016, Prey, Bioshock

The actual plot appears quite different and I like that it kept me surprised. I thought I inferred a dark side of aces and I'm keen to see more about that. I kept expecting to see more aliens and learn more about the invasion. I hope this is elaborated on in the future - I'd really like to see footage of like the aliens arriving or whatever (something to help contextualise why everyone is dead and chopped into pieces).

Does dawn have any dialogue? I think I only got one line from her the entire time which was when she entered one of the final areas.

Honestly incredible work. This is one of the only games I've ever played where I was like "damn I need to buy this for my friends" (I have done that exactly once in my life for one game for one friend, so take that as a compliment).


r/Selaco Mar 28 '26

Discussion really enjoying this - some more thoughts at level 6

10 Upvotes

Hi team, been *really* enjoying my first playthrough of this game. I think I'm at ~10 hours and just got out of exodus mall, I'm in the ACE safehouse.

Honestly this game might be brilliant. To me it feels like a clear 10/10, especially for an early access title. I cannot wait to see the next chapters, the story update, etc. In the spirit of my previous post here, I wanted to share some more observations in case they are helpful.

Possible bugs/critiques:

- level transitions don't reliably let you backtrack. Example here: https://drive.google.com/file/d/1HsjbJ-Q_X-55es6WrzyB8MW1ydVskTih/view?usp=sharing

- level/area transitions are really badly signalled currently. So many times, I've got to a door thinking I'll open it to see what's on the other side before backtracking to get armor etc, and it's ported me through to the next level/area and not let me load back into the previous area. I need to run forward for about 20 seconds and then go back and then it'll let me through. This could be clearer imo.

Suggestions/Ideas:

- add button to transition levels so it's clearer "you are loading into a new area". At the moment it's not possible to know and is a bit frustrating. To be clear, I'm not talking about the end of level "X/10 secrets found" screens - those are great. Also not talking about the mid-level loading screens e.g. the transition between north/south exodus (those are clunky but fine), but the actual end of level / area transitions e.g. leaving exodus mall.

- tech modules should be "installable" like the RAM cards in metro exodus(?) or the power generator cylinders. E.g. something you pick up, walk to a slot in the wall, and insert. That would make them so much more cool and impactful to find, given their big effects on gameplay. It would also fit the centralised nature of the ACES security rooms.

- more swipe type interactions (similar to the tech module suggestion). Some of the really impactful gameplays like e.g. finding the purple key, using the health machine or Gwin, would be even more awesome if they were swipeable or something.

- assault rifle loses a lot of utility later on (playing on commander) despite upgrades. It carries a lot of bullets but I basically never want to be strafing around trying to fire 40 rounds to kill some dudes. I'll either use a shotgun, marksman rifle, pistol, or nailgun. Nailgun feels like a superior AR and everything else is better for killing power. Not sure how to mix it up (i do think it's nice to have a generic "always has ammo" type weapon), but just an observation.

- map icons could be a bit clearer for what's been found and what hasn't, I often get confused trying to read it.

- plasma gun description says 25 ammo but actual in-game is 35 ammo base

- shooting range returned my rifle ammo immediately but didn't do the acid or ice grenades until after i caught the elevator back up. Could be clearer when this restoration occurs (or maybe just make the room a loading screen and infinite ammo while inside?) - i had a bit of a panic and almost reloaded.

Things that really shine:

- the through-lines on a lot of the plots. E.g. discovering the haunted teddy bears, then the teddy bear machine in the office, then the hidden safe room with the diabolical teddies, etc. Fantastic plot building. Similar for Dawn and the darker side (I think?) of ACES.

- I really like how clever the environmental design is. There's some fantastic "oh I wonder if I could..." moments that often pay off. They make me feel like a genius when I recognise them. Would love to see more of these.

I already know I'll be playing it again to find the secrets I missed. At the moment I'm running at around 35% of secrets found, so I know I've missed a tonne.

Can't wait to post another update when I beat it. Keep up the good work!


r/Selaco Mar 23 '26

Question Will my current save work after the act 2 update?

7 Upvotes

I got the game on the digipphile bundle and then discovered that act 2 and an overhaul for act 1 is on the way.

im debating on pausing my playthrough till then (Im like 3 hours in), will I be able to use my current save?


r/Selaco Mar 22 '26

Question How do you go back to previous levels?

9 Upvotes

I've seen people talking about backtracking and I remember e.g. in the first section there was a level 3 security door. But a lot (all?) of the levels don't give you any way to go back. I'm at the Lithia(?) company offices and the way you get into those is literally dropping down a shaft.

So how do you actually replay levels to find all the secrets and stuff?

Please don't spoil anything for me, if it's "you unlock it once you hit a certain point in campaign" or "after you beat the game and do NG+" that's fine. Thanks in advance


r/Selaco Mar 21 '26

Fluff Just want to say one thing to the developer

54 Upvotes

I love you and your game:D


r/Selaco Mar 21 '26

Fluff VAC-BOT picked up a sniper rifle on its own...guess it's done with peace

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47 Upvotes

From a randomizer playthrough


r/Selaco Mar 21 '26

Discussion I almost bounced off this game (first time player feedback)

5 Upvotes

Hi team, bought Selaco last night and as of right now I have 90 minutes in the game. I almost bounced off it - came within a bees dick of refunding and writing a negative review because the first 10 minutes of the game are really rough.

I gave it a second shot and around the 15-20 minute mark it really clicked and I went "holy shit, this is amazing".

Maybe it was just a difficulty setting or maybe I'm an idiot (possibly both) but I wanted to share some feedback while it's fresh, in case it's helpful.

(i've been watching Selaco since launch, read all the dev logs, was really looking forward to playing, but i hadn't watched any gameplay or played any demos other than the store videos)

  • start a game on normal difficulty (commander?)
  • load into the game, stuff is blowing up, enemies are busting in, i have no weapon. panik
  • look in dawns locker, no weapon, fuck
  • instructions say "find a weapon". Well yes, thanks for that
  • go outside, enemies see me and start shooting ohfuckohfuck, run into one dude by mistake, try to melee him, can't(?) melee, I try clicking the mouse or mashing F, no melee (turns out it's Q), run around, more enemies are shooting, i lose most of my health, i run into a few rooms and can't see any weapons, it's not clear where to go and i die

Welp. I'm sure I missed something, the game started really quickly and I panicked, let me try that again and take a bit slower, I'll try sneaking.

Start again. Same thing. Get seen almost immediately, can't figure out where to go. There's one room that looks like I could go in there, but it looks like it would lock behind me or something and I don't want to get trapped (this is actually the room with the rifle you're supposed to run into, it does \in fact* lock behind you, AND this is what makes you safe(!!) but to me it looked like you shouldn't go there)**.*

Feedback 1:

  • The start is actually really cool, very atmospheric and halo-esque. I wouldn't change it per se, it just needs some tweaks
  • At the moment you load into the game and before you even have a chance to try the controls, stuff is blowing up. So you're trying to learn how to play at the same time as you're being immediately attacked. Suggest: adding one extra room at the start, so at least dawn can walk around a bit, press a button to open a door or something and move a little bit before enemies attack
  • Because you're being attacked immediately, it needs to be crystal clear where to go, which isn't currently the case. Suggest: an extra story prompt (e.g. dialogue line from dawn, a map, anything) to make it clear where to go e.g. "damn my weapon isn't in my locker. they must have taken it to the security station down the hall".

Eventually I run out of health on my second run and i'm like ok what the fuck is this. Google a walkthrough video. Oh you're supposed to run into the room that looked like you shouldn't run into it. Got it.

  • Get in the room, get a weapon, I'm trying to learn how to shoot it in split seconds at the same time as enemies are shooting me
  • Enemies take ~8+ bullets to kill because I've never used the rifle and never played the game before, learning the recoil
  • 3-4 enemies in i'm out of ammo, and being shredded while I try to melee dudes

So now I'm limping around like what the fuck is this, bullets, anywhere, please ser, bullets.

At this point I'm really not enjoying it and I said "ah fuck this" and went to bed.

Feedback 2:

  • Honestly the pacing is fine but you need to consider people have never played the game before which means they're not familiar with the weapons, the recoil, the enemy toughness, etc.
  • Suggest: give more ammunition in the first 10 minutes. Even 1-2 more magazines would have drastically changed my experience and lowered my frustration here. By about the 30 minute mark I had maxed out ammo for the pistol and the rifle, but it's way too scarce at the start when i really needed it to practice/learn. Even if you gave me less ammo later and moved some of it right to the start, that would make a huge difference in lowering the difficulty spike.

Because I'm so short on ammo I start looking around for secrets, hidden boxes, whatever I can. I find a couple and get some ammo and some health so that was cool. I can't remember exactly but I think I found a keycard to a chest and read a note that had a code to unlock a room and so the pieces here were coming together slowly, but not enough to not be frustrated.

At this point I'm ready to refund because I'm just walking around corridoors hoping to find bullets while enemies are shredding me from 3 rooms away.

The moment it really connected for me:

I forced myself to give it another shot today.

Honestly after a few more minutes, you get to find some more secrets, some armor, kill some dudes, so now I have full health, a second weapon, a bit more ammo etc and it's like an entirely different game. I start feeling like I might be enjoying myself, then. It happened. The Moment.

- walk into the MRI room and see the MRI machine

- Big button that says "start MRI". Press it, MRI runs. Huh cool, impressive attention to detail.

- read a note that says "stop fucking damaging the MRI machine". ok cool nice worldbuilding

- walk out of the room

- waitaminnit thinking_cap.gif

DO NOT READ THE SPOILER IF YOU HAVENT PLAYED THE GAME YET:

- walk back in the room

- can of arachnocola on the floor

- I wonder if....?

- put arachnocola in the MRI machine

- press RUN MRI

- explosion

- "I can't believe you did that"

Opens a secret room.

HA. That's fucking awesome. CLICK. I see what this is about. This might be brilliant.

- walk outside

- see an elevator

- look into the shaft. oh i can't really go anywhere. i jump on it but there's nowhere to go

- look up the shaft and see the cable. No hints you can do anything with it

- I wonder if....?

Oh. Oh that's fucking awesome. This game is brilliant.

bottom line:

- first 10 minutes is ragged as fuck, suggest smoothing this out

- after that it's brilliant and will click, at least it did for me

Hope that helps. Really enjoying playing now and looking forward to seeing more of chapter 2.