
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 2,402 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
One of the very rare cases where I'm actually GLAD that the game is still in Early Access because it's already amazing as it is and there's gonna be even more to come.
For anyone concerned about purchasing this game because it's in early access, don't be. Is it flawless, complete, and perfectly polished? Not even close, but I've played through purportedly finished, supposedly "AAA" games that offered much less. This is early access like Hades & Hades II were early access. It's a great game with a passionate team behind it that's sure to get even bigger and better over time.
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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
Selaco has got to be one of the best purchases I've ever made for FPS games. The hard-hitting soundtrack, world-building, gunplay & gameplay is one of the best I've ever experienced and as I'm writing this review, I'm only about midway through Chapter 1 and I'm savouring every second of it. My only gripes are that visibility isn't that great, which has been addressed by the devs and they are looking to launch Chapter 2 in the future along with a revamped Chapter 1, alongside enhanced visual clarity. Selaco is more than just a GZDoom Mod, please give it a try!
[b]TL;DR: If you like a modern "movement-shooter" twist on an old-school FPS framework, this IS the game for you. Mostly everything from the gameplay to the music is excellent, though there are a few weak spots involving some enemy design, engine-jank, pacing, and storytelling. Playing this game on the highest difficulty was some of the funnest gaming I've experienced in years. Also, Roaring Cricket FTW.[/b] (For posterity, this review comes from a run-through of the “Admiral’ difficulty.) Growing up on boomer shooters like Doom, I thought I'd seen everything that needed to be seen from sequels, imitators, and the wonderful modding community, but, wow, I was wrong. Selaco is just a whole different beast. [u][b]GAMEPLAY:[/b][/u] Imagine FEAR (minus the slow-mo) with Titanfall 2/Apex Legends gunplay/movement (with a slide-cool down to keep things “fair”), but in GZDoom. Sounds scary and like an impossible task, yeah? Don’t worry, I thought the same thing, and was proven wrong. If you like fast-paced run-and-gun action, this is your game (expect SOME jank, but, this damn thing is running through GZDoom, so they get a slight pass.) You will need the jukes, because the enemy doesn’t really ♥♥♥♥ around (relative to limitations they face in GZDoom.) The A.I. is akin to FEAR, in that enemies will "strategize" to best attack and penetrate your position. In general, you cannot hold a corner and pick them off, one-by-one. I say "in general" because, while battle arenas are generally designed to give enemies multiple avenues of attack (sidewalls, windows, sprawling paths, etc.), you can manipulate their pathing and the environment to make some choke points. In fear of overselling the A.I., it’s not exactly SUPER smart, but it’s more than convincing, giving modern-day AAA games’ A.I. some competition. The TTK is high on both ends. All enemies require a relatively high level of respect, even the “lowly” Riflemen. Shotgunners can 1-2 hit you, even from range. Don’t get me started on the JumpJet soldiers, who, after dying, can crash into you and kill you. Again, much like Doom taught us back in the day: Don't. Stop. Moving. Personally, I live for this ♥♥♥♥, and if you are someone who loves high-risk, high-reward movement shooters, this is your jam. It does NOT disappoint. The funny part about the weapon arsenal is that every weapon is too good. The most boring weapon in your arsenal is the DMR, and that’s saying something. Because upgrades costs were too tight, I found myself primarily sticking with 5 weapons: Rifle (mid-long range tool) Roaring Cricket (the ♥♥♥♥♥♥♥ GOAT) Shotgun (short-range workhorse) Nail Gun (crowd-control/flex-shotty) Secret Weapon (sadly, by the time you get it, Chapter 1 is pretty much over, so not a lot of time to play with it.) This doesn’t mean that the remaining arsenal is garbage – every other weapon is great!! It’s just that the aforementioned line-up suited my playstyle. Though, to be honest, I feel like I could have just played the game entirely-through with just the Roaring Cricket -- that thing is a beast. The enemy-list is tight, but dynamic enough. The only enemies that were kinda meh will appear in the 2nd half of the game. You’ll know what I’m talking about when you see them. I wish they did get more creative with said enemies, maybe the design team can work in something akin to invisible Pinkies? I mean, it worked for "Enemy Zero" (IYKYK). There’s lots to do in the game too, from A CRAPLOAD of secrets to fun Easter eggs, this game has a lot of fun distractions. Heck, even the stupid in-app “Burger Flipper” game oddly worked, and I found myself invested into it for some reason. [u][b]GRAPHICS/ENVIRONMENT:[/b][/u] [b] If you get lost, follow the green lights. If you want to be sure you aren't accidentally backtracking, walk in some enemy viscera, and move out -- you'll leave visible footprints in the environment. [/b] It's a 2-D sprite shooter. Not for everyone, but, if you can get past that, do it. It's worth it. Though, I did encounter a few issues where enemies appeared"semi-invisible" due to seeing their 2-D sprites from certain (unintended?) angles. This seldom-happened, but when it did, it was a bit jarring. This game EXCELS at environmental storytelling. Since most items can be manipulated/destroyed in the environment, you can easily figure out where enemies are shooting/moving from, as their bullets break glass, displace objects, destroy books that launch paper pieces in the air, etc. It is very clear that meticulous detail was put into each area and combat scenario, and it does so much for the game's story and immersiveness. [u][b]STORY:[/b][/u] Basic run-of-the-mill stuff (so far). The story is there, if you look for it, but it is entirely possible to play the game without knowing the plot at all, and it surprisingly works. The gameplay is very engaging, and I am confident that those of you that just want a fun FPS run will enjoy this game without the story, even though the ending of the first chapter is….abrupt, to say the least. If you don't read the data logs, expect to be confused by the objectives. This can be a downside to many, and I don't blame you if it is for you. [u][b]MUSIC/SOUND:[/b][/u] Music, of course, is subject to taste, so YMMV, but I think that the OST is excellent. If you like electronic music, you will love the OST. High energy when the bullets fly, and moody during the more exploratory moments. "The Starlight Suite V: Blue", "Paint It Purple" (though a little too "dub-steppy" for me), "Second Chance" and "Hydrophobia" are the stand-out tracks to me. Sound effects, including environmental, spoken-dialogue, and for weapons/items are great. Every gun sounds appropriately meaty and weighty. Each environment definitely has its own distinct ambiance that helps with immersion. Dawn's movement/pain sounds are surprisingly spot-on and work well. Enemies will (stupidly) shout out their next moves in combat so you can adjust accordingly (thanks, FEAR), but, hey, it's a video game, so just go with it. :). Slight-side note, but I love how the Juggernauts talk ♥♥♥♥ during combat, it surprisingly was effective in getting me in the zone to air 'em out. [u][b]DIFFICULTY:[/b][/u] Play it how you like; however, I must say that playing it on Admiral difficulty was so much fun. The challenge was tough, but absolutely fair. I honestly don’t think I would have enjoyed the game on lower difficulties as much, because the high-difficulty combat scenarios were so engaging, high-octane, and, most importantly, fun! If you’re looking for an empowering challenge, I cannot recommend pushing yourself as much as you can, it is so worth it. This game is a steal, and might be my favorite game of this year. It’s certainly wild to see a FPS optimized for GZDoom giving modern-day AAA shooters a legitimate run for their collective money.
I really wanted to like this game, but as I played I kept encountering poor design choices that really hurt the overall experience. My biggest complaint would be the level design, at least at the beginning of the game levels are made up largely of hallways and small rooms that you have to repeatedly double back on constantly. While the game's visuals are great and the levels are well decorated, there are almost too many interactables populating the levels in some sections making it hard to know what you need to interact with to progress: like how, a button that is mandatory to unlock the next area, looks almost identical to the fifty other buttons in the same area that turn off lights or close doors. Levels are also sparsely populated with most of the enemies in the area all spawning at once; so after you kill all the enemies you are then stuck wandering around for 10 minutes trying to find a key card or button to progress to the next area. It doesn't help that on higher difficulties enemies are bullet sponges, that will tank repeated headshots. Some guns are also just outright better than others making parts of your arsenal feel redundant. Also I don't know if this is an intentional gameplay choice or not but ammo feels extremely scarce. It's probably the only game of this type while I was ever worried about running out of ammo during a firefight My other main complaint is with the in-game map, many of the levels have a lot of verticality but your map is completely 2d with no way of telling what level you are currently on, this makes exploring some of the levels difficult. It doesn't help that the map displays doors that you can go through the exact same way it shows doors that you cannot interact with at all. There are tutorial hints that pop up in the game when you encounter a new feature, but they disappear almost immediately and there doesn't seem to be any way to view them once they are gone. Honestly I can't recommend the game especially at full price, feel like some of these are issues that could eventually be fixed, maybe with the full release but currently I feel like they're better games especially at this price point .
[h1]Была бы возможность поставить нейтральный, то так и сделал бы. [/h1] Так как играл на максимальной сложности, будет отзыв и идти от неё же. При прохождение любого шутана на максимальной сложности я ожидаю от игры хорошего челенджа, но так же проверку своего скилла и вознаграждение за его использование прямыми руками. [b] Selaco [/b] [i] сразу даёт понять что вашими умениями аимить и стрейфить здесь не отделаться. Это не типикал дум где движение в бок спасёт вас от всех снарядов. Вы должны будете правильно себя позиционировать, следить за боеприпасами, а так же стараться ликвидировать более опасные цели в первую очередь. [/i] По крайней мере так идет первая половина первого эпизода. Дизайн уровней, оружие и противники: все вас СИЛЬНО завлекает и вы понимаете как правильно надо играть в эту игру. Игру часто сравнивают с F.E.A.R где ваши противники умны, стараются действовать слажено, обходить вас с фланга, закидывать в ваше укрытие гранаты и т.д. И по началу такая иллюзия присутствует и в данной игре. Но чем дольше вы играете, чем больше начинайте понимать все проблемы игры (В моём случае это сознание пришло на уровне Plaza): ваша оружие стреляет горохом, за исключением парочки, от которого противник не как не шелохнуться; у врагов реакций кобры на которую вы не успевайте как либо среагировать; а дизайн уровней превращается в ОГРОМНОЕ ЛОКАЦИЙ где вам предоставляют мизерное количество укрытий. Я понимал, что я хочу пройти всю игру с начальным пистолетом, не потому что это какой то челендж, а просто потому что это самое лучшее оружие в игре, и от его попадания враги хоть как то реагируют (вы чаще всего используйте автомат, с которого нужно целую обойму всадить для килла, но апа урона у него кот наплакал). Я понимал, что поиск секретов не имеет не какого толку потому что апгрейды на хп и на оружие это просто шутка (Держи +5 к макс хп), а любой чих снесёт всю мою броню и хп, которую я нашёл. А так же Я НЕ ПОНИМАЛ зачем нам даёт подкат с КД, и при этом противники, как кибер котлеты, ловят тебе префайрами даже если ты летишь на максимальной скорости. И после прохождения оставшиеся части у меня очень смешанные чувства. Я хочу порекомендовать только первую половину игры, так как она очень понравилась и очень хорошо сделана, но на второй же.... мне хотелось больше перепройти сам F.E.A.R или же Trepang2, чем продолжать играть в Selaco.
Every once in a while someone makes a game in the Doom engine that pushes that engine to its limit. Hedon, Total Chaos, SRB2, all games that have done wild and imaginative things with an engine that is not even fully 3d. I can tell you Selaco stands among them as a work of technical wizardry within the confines of the Doom engine so extreme it feels like genuine black magic. The particle effects alone do not feel possible, but possible they are, and they pay visual service to a fantastic game. Sporting a fun and varied weapon roster that the player can modify as they go, a variety of difficulty modes, interesting puzzles and worldbuilding, all of which is set against a set of enemies that on higher difficulty levels genuinely feel like an intelligent OpFor that is trying everything they can to see you dead, Selaco is a near-perfect run and gun shooting experience. Adding to that, the multi-level campaign present in the game, running around 15 hours if you do the side content, is only act one of the game. I enjoyed this one far beyond what I expected to, and cannot recommend it enough.
Fear meets Doom meets Half Life. Selaco is a spectacle considered it's made in the GZ Doom engine and looks this good. Gameplay is smooth and satisfying. Weapons are cool and punchy. The levels can be confusing, but the map is helpful and they mark some things on there that you need to collect. Overall a really good time. Can't wait for episode 2!
The game I’ve been looking for for a while. Extreme replayability (without being a rouge like, I’m so burnt out on those). The amount of modifiers I saw for a second playthrough left me shocked! The gunplay is so crunchy and satisfying that it still hasn’t gotten old for me. The level detail is something I haven’t seen in an indie game like this. The polish and level of care is so obvious all around that you can’t help but enjoy it cause you can clearly see how much the devs have poured into this. Greatness all around. Highly recommend! Edit: I also wanted to note for Steam Deck users that performance and controller support is stellar, ESPECIALLY compared to other gzdoom games on Steam which often tend to chug on large maps. It pairs with Steam Deck so nicely, so def give it a shot if you are interested!
One of my favorites, and it's not even finished yet. It's clearly a labor of love and I am very much looking forward to Chapter 2.
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Where this game's players are, estimated from review languages.
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