
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.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

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. It draws inspiration heavily from F.E.A.R. in terms of action set pieces, while mixing exploration elements from Half-Life, along with some more modern features.


The story takes place during a violent invasion on Selaco, a massive space station sheltering the last refugees after Earth’s fall just a few years prior. You play as Dawn Collins, an ACE Security Captain who, with her recent promotion and high level security clearances, is digging deep into the truth behind Selaco's murky history. Before she can finish her investigation, Selaco is rocked by explosions and armed invaders.


A lengthy adventure-driven campaign
Selaco offers a massive, uninterrupted journey packed with action and atmosphere. Explore a wide range of environments in a fully connected world - no cutaways, no time jumps, just seamless momentum from start to finish.
Intense Action set pieces
Blast through your environment with impactful weapons that really leave a mark on the world. That once lavish office space, now nothing but a pile of rubble with broken paintings, smashed tables, screen, chairs, smoke, and chunks of debris.
Custom AI
Selaco’s AI was built from the ground up for dynamic, coordinated combat. Enemies communicate, flank, suppress, and adapt to your tactics - keeping pressure when you're aggressive or rushing when you're vulnerable. Hundreds of voiced lines hint at their next move, making every fight feel alive.
Full soundtrack
Selaco features an original, full-length soundtrack composed by Lawrence Steele, with over 3 hours of neon-tinged electronica spanning from high-intensity combat tracks to immersive, atmospheric soundscapes.
Adapt & Overcome
As enemies evolve and gain access to new tools, so do you. Improve your weaponry with new utility upgrades, or transform weapon behavior entirely with Weapon Kits.
Replayability
Selaco is designed with replayability in mind. Jump into Randomizer Mode to experience remixed mechanics, exclusive enemies, and fully customizable chaos. Or test your skills in Incursion Mode (coming later during Early Access), an endless survival challenge set in Deathmatch-style arenas. 
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The developers of Selaco have done an amazing job making an ancient engine produce modern effects while adding interactivity to the virtual world. However, I didn’t like Selaco personally. I understand the game is in Early Access, it might be improved, and overall, it’s not terrible. That’s why I’ll leave a positive review, but I’ll explain exactly what rubbed me the wrong way. [b]The good:[/b] [olist] [*][b]Certain tracks in the soundtrack.[/b] My favorite is the melody in the safe zone. The futuristic vibe with a laid-back rhythm sounds pleasing. [*][b]Weapons feel distinct.[/b] It’s fun to experiment with all the guns. [*][b]Optimization.[/b] It’s fantastic, which is shocking given how much has been crammed into the game’s engine. [/olist] [b]The meh:[/b] [olist] [*][b]Level design.[/b] No standout features. So far, I’ve seen chaotically placed rooms with occasional open areas. Some ideas, like random sliding cabinets (their purpose is unclear, almost hinting at platforming), feel undercooked. Levels are visually bland, cluttered with unnecessary nooks that imply tactical depth but add nothing since enemies just mindlessly charge at you. [*][b]Pacing.[/b] It’s inconsistent. Is the game pushing for slow exploration and careful shootouts or fast-paced battles with constant repositioning? On high difficulty, enemies hit too hard in direct confrontations, forcing you to play tactically. But they seem to see through walls, making environmental tactics futile. On medium, fights become tedious due to endless hordes. On easy, it’s just boring. [*][b]Lore notes.[/b] Same problem as the flop shooter Syndicate: some logs have interesting story tidbits, but the game doesn’t encourage pausing to read them. [/olist] [b]The bad:[/b] [olist] [*][b]Inconsistency kills immersion.[/b] The “rules” keep changing mid-game. For example: green-lit doors are openable, but some unmarked doors open too (defeating the color-coding). You can interact with soda cans (heal HP), but nearby food tins are just decor. Proximity mines and regular explosives share the same sound cue. Explosions sometimes trigger a yellow vignette effect without HP loss, while other times you take damage with no visual feedback. Environmental details like wall niches (usually hiding vents/secrets in games) are often just pointless clutter here. Level transitions are abrupt, sometimes blocking backtracking despite the game teasing secrets. Easily miss doors leading to new areas if you don’t squint at the map. [*][b]Terrible sound design.[/b] Enemies move silently or stomp loudly, but broken audio positioning makes sounds play from the wrong directions. Some effects are spatial, some mono, some feel inverted. As someone who relies on audio cues, this confused me constantly. [*][b]Weird progression.[/b] Some weapon upgrades seem useless, others require grinding for resources. Not sure about total playtime, but at my resource gain rate, I’d need 20-40 hours to max one gun. How is this supposed to work? [*][b]Enemy spawns.[/b] Sometimes they pop up silently behind you; other times, they burst through doors/walls noisily. Feels artificial. Would prefer static placements over chaotic teleporting squads. [*][b]It’s boring.[/b] Despite the “interactive” flash, Selaco feels worse than Duke Nukem 3D or similar games. The protagonist lacks charisma; enemies are generic troops and robots. Just dull. [/olist] [b]Final thoughts:[/b] Selaco is arguably one of the most tech-advanced boomer shooters thanks to its shiny interactivity. Strip that away, and you’ve got an outdated FPS with clunky level design, weird choices, and no standout moments. Not a bad game, but its future is unclear. Maybe I missed space levels with zero-gravity laser fights against giant spider-mechs… but I doubt that’s even in the game. The peak “interactivity” will likely remain flicking light switches and dragging explosive barrels to yellow-marked walls.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Nah man, if players have to spend one hour just looking how to lift lockdown, it is not a great level design.
I can't recommend this otherwise fun game because of how unstable it has been. The game has never run without issues. The retro visuals are anything but retro in their performance demands. Half of the updates have completely broken the game for me, as in it fails to launch.
This is the worst modern shooter I've played in a long time. The actual shooting mechanics are good but you're never really doing that. This game is about wandering around big levels and looking at your map wondering where the hell you're supposed to go next.
This is not a game for player with limited time. I found myself fighting the environment more than actual enemies. Was lost most of the time with a useless map and nearly identical spaces... so many "♥♥♥♥ this waste of time" moments. Play Boltgun instead.
Excellent game. Sidenote, the code comments are an amusing insight into the development. "Good Lord send help.." is always a reassuring sign of passionate developers. Eagerly awaiting the next chapter!
Disclaimer, this is NOT a Boomer Shooter, do not go in with that expectation because Selaco is a modern game developed in GZDoom. Why? I have no idea, but it's clear that the devs are crazy enough to make it work! Level design, music, enemy AI (and diversity), secrets galore, and a surprising amount of replayability, Selaco is a gem in a sea of other shooters. If you're looking for the kind of game that will respect your time throughout by presenting a detailed, loving tribute to how far we've come in singleplayer FPS games, this is the game for you, no question. I cannot recommend this game enough, please do yourself the favor of picking it up and seeing how much content there is in store. With another chapter just around the corner, this game truly is the gift that can keep on giving.
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I just run around aimlessly, getting lost in the endless maze, no enemies, just looking for the way. For me, this isn't a shooter, but a puzzle game.
This is the first time I played a game like this, where the core mechanics and general game polish is on a very high level, but the direction developers decided to take with this game absolutely ruins it and as result I cannot give it a positive rating. To give some context, I saw a video review of this game praising it for it's combat and attention to details and I felt like this is the exact type of game I would enjoy. But shortly after starting playing and going through first levels I was really dumbfounded with just how weird this game feels. If you looked at other negative reviews you'd probably notice a lot of people pointing out convoluted and cofusing layouts that levels in this game tend to have, and even though I agree with that, I think there are bigger problems at play here. The biggest problem I found in this game is it's pacing. Right at the start of the game you'd be wandering around the first few levels wondering where the hell all of the enemies are. Seriously, this is the most confusing thing to me with this game, developers put so much effort into combat, but throughout the game you'd spend maybe 25% of your time in combat and the rest 75% just walking. If I had to describe my feeling about this fact, I'd say it feels like someone tried to make a story-driven mod for a boomer shooter game with a fun combat. The lack of a good story and the development of the game's world is the second biggest downside of the game. Like I said, 75% of this game you'd be just walking and doing nothing, but the thing is it seemed like developers would've hoped you'd be enjoying your time exploring and learning the game's lore. But the unfortunate thing is, the story in this game is very shallow and it feels like it's supposed to be there just to give you a reason to kill bad guys. But then the game doesn't provide you any bad guys to kill so most of the time all you have left to do is to care about this shallow game story and world instead, which obviously no one is going to do? This game just doesn't know what it wants to be, whether to focus on the combat or the story, ultimately it fails at both. For example, It's filled to the brim with all kinds of data logs, environmental details and other stuff. But seriously, who would care about all that if the game world is supposed to be in the background of actual shooting and doesn't spark any interest in the player? Then you get very detailed mechanics of combat and the elaborate design of enemies and some of the shootouts, but who would care about that if you barely shoot anyone in this game and get blue-balled everytime you start to enjoy combat? That is definitely the strongest part of the game - combat. But there is just so little of it. At the very first level I thought my game was bugged or something, because it was constantly giving you signs of enemies approaching and that they're about to kick your ass and sh!t will go down, but that happens like so much later and when they're finally there it's like 3 enemies max a room (with rooms with no enemies in between). So even though the combat is good, the game just builds excitement for it but when it happens it leaves you dissapointed becasue of bad pacing and generally bad shootouts. Throughout the game there has been just a handful of shootouts (maybe exactly 2) where It felt super fun and I truly felt like this is what the game was supposed to be. It's when you're placed in a closed-off arenas and have to fight waves of enemies, it felt super fun and if the whole game was designed around this principle, it would've been incredible. But alas. Personally I enjoy the exploring aspect in games, and with this game it seemed like developers wanted to excel in that aspect but unfortunately it didn't come out as good as they probably intended to. There is an abundance of datapads which contain random sories and sometimes clues for finding secrets. I've read a few of them, and generally texts aren't terrible and somewhat interesting, but ultimately you'd just stop reading them after a few times because it really is just random stuff that doesn't contribute that much to an already weak world building and story, the premise of the story is so shallow that you can't take it or the world behind it seriously so you have no interest to learn more. Even though there is a big potential to improve this aspect. There are some cool/interesting details abot the game world, but the game doesn't try to present them to the player, rather just places them in the background and hopes the player would magically start caring and notices them. There are also some strange art decisions which contribute to the game world feeling shallow. While generally the environment art, weapons and enemies look good, I don't like the way the main character and characters' portraits on datapads are drawn at all. Their illustrations give off a very hobbyist-like feeling and look like fan-art of some sort. That kinda makes them feel "fake" and unbelievable. The soundtrack is also of a variable quality and overall lacks direction. While it's generally well produced and objectively sounds good, it's kinda bad at supporting whatever is happening on the screen, and rarely aims to deliver some kind of a mood to the player. For example the main menu theme, it just sounds like some cool synthwave track you'd find on spotify, how exactly it fits into the game's universe is unknown. It does kinda contributes to the game's vibe, but honestly that vibe is "a game that looks cool on surface, but is very shallow from inside". Another one is that singular D'N'B combat music piece, which felt super out of place. The safe room theme and some of the other combat music is pretty cool though. Generally all of these negatives which I described start to feel less bad towards the second half of the game, although still persistent. To me it definitely feels like this game had a lengthy development proccess in which developers worked on each level linearly, completing one from start to finish and moving onto the next one, and generally not revising their previous work as the game evolved throughout the development. This may explain such shift in quality. I have to stress that the problems are still there, but the second half of the game is definitely on a better direction than the frist. Ultimately I cannot recommend this game right now. I think developers need to get a strong direction/vision for their game first and rework it based on that. From what's there I think it'll be better off as a boomer-shooter with a focus on combat. Me saying that is funny, because that's the description which this game was given by the media. It's far from the truth though. It's more like a bad story-driven FPS that thinks it's story has more to offer than it's combat which proved to be such a wrong direction for this game.
Players by region
Where this game's players are, estimated from review languages.
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