
A deep wordless metroidvania with 20+ hours of exploration through fog-covered ruins and the remnants of a lost world. Gain new abilities, uncover hidden paths and discover meaning without dialogue or guidance.
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About

Dive into a nonlinear exploration adventure filled with corrupted replicants, robot uprising, brutal warmachines and more. Guide a lone replicant from a war-torn metropolis through dunes, forest and sea as you unveil the secrets of this cryptic world.

Explore the secrets buried deep within a vast, ruined world. Only atmosphere, curiosity and discovery.

Moving platforms, hidden mechanisms and long-term objectives that reveal themselves through exploration. Nothing is explained. The world reveals itself as you learn to read it.

Defeat a boss, take the long path or be a little more observant while exploring. Any corner can hide a secret and every secret can unlock a new ability.

Corrupted replicants, corrupted machines, ruthless bosses and who knows what else...
"Accessible combat focusing on atmosphere and discovery over punishing difficulty."
"A labor of love crafted by a solo developer over 10 years. SELINI has been a journey of wild dreams, hard lessons and relentless self-growth."
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +91 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[b] SELINI [/b] is a very stylish and atmospheric Metroidvania with exploration, platforming, puzzle, and combat elements. Unfortunately, it suffers from the usual Metroidvania pitfalls of going around in circles and repetition. [b] Selini [/b] is in early access but it is easily a fully functioning and complete game which just needs a few tweaks here and there and some small bug fixing. You can tell that over ten years of development has gone into this game already because it looks and sounds great and it has plenty of nice touches that will leave you impressed. The developer wants to get this right and he is very active on discussion boards trying to polish an already shining attempt. Most of the elements in the game are a lot of fun. There's plenty of exploration needed with a few enemies along the way to defeat and the occasional boss fight. Your character can pick up a number of upgrades as he progresses like dash, and better fire power and some of these upgrades are needed to access some areas. Combat is quite fun. You have a short burst of energy or a concentrated burst when powered up, and you can collect orbs which fire from distance. There are a variety of enemies, some fly, some rush at you, and some explode when they detect you. The area is quite vast and your only guide is a map which can be a little confusing without any key to tell you what the shining and flashing lights actually are. Quite often, you will reach dead ends because a door is shut or only opens from one side or you need an upgrade to continue. I think it has been left deliberately unexplained, and that goes for a lot of the game too because events happen without much commentary and you are often left wondering what just happened. I was really enjoying the game up to a point. It's very atmospheric and everything just seems to be done well like the way the character moves or using the upgrades. Everything is easy and simple to use and very intuitive. I have a bit of a love hate relationship with Metroidvanias though and this one is no exception. It's just really hard to navigate easily around the environment because you either get lost and go around and around in circles or you get killed by enemies and have to go way back to a save point and repeat. Sometimes, it is fine and the checkpoint is close but there are some examples where I couldn't find a checkpoint after exploring for a while and then got killed and it returned me to a checkpoint which was very far away. It just gets disheartening when this happens too many times. Part of the game play is finding a torch and carrying that torch to checkpoints before it extinguishes, eventually reaching another torch which you can light and rinse and repeat. I think I am at the point now where I need a torch so that I can activate a machine yet there is no torch around me and I cannot get back to where I lit the last torch. The map doesn't help me decipher how to get back to that area and I have spent hours going around and around in circles and I've just had enough now. I know there are teleports you can use and I think that is the machine I am trying to activate but my previous lack of bringing a torch along seems to have left me in dire straits. It's a real shame because I was really enjoying the game and think it has so many redeeming qualities but it is no fun repeating areas over and over and not being able to explore places you want to return to. [h1]🍳Conclusion🍳[/h1] [quote][h2][b] SELINI [/b] has so many impressive features and game play is really fun but it is hampered by infrequent save points and a confusing map which hinders exploration. Perhaps, seasoned Metroidvania players will not be daunted by this but if you don't have a lot of patience it could become frustrating. I would still recommend the game though because it is a great package and does so many things exceptionally well but the lack of progress was the killer for me. I have no doubt that the dev will listen to comments though and if this does prove to be a common complaint then it will get fixed. [/h2][/quote] [quote]Thank you for reading my review. If you enjoyed it, please leave a like and follow[url=https://store.steampowered.com/curator/32732116-IndieGems/] [b]IndieGems[/b] [/url] for more reviews like this one. We also have a [url=https://www.youtube.com/@IndieGems2][b]YouTube channel[/b][/url] if you would rather see game play footage with reviews. [/quote]
There are games that try too hard to impress you. Big scenes. Loud music. Lights everywhere. SELINI does something completely different. It stands there quietly. Almost cold at first glance. And yet, a few minutes later, you start to feel it, that strange pull that only certain games manage to create. Curiosity mixed with a slight awkwardness. Awkwardness mixed with charm. SELINI was created by the Greek studio CYMBAN and is the work of Andreas Dimogiannis and his son. The story of its development alone speaks volumes, with over ten years of work. This is not just a production. It is an obsession. And, to be honest, it shows. But let's start from the beginning. SELINI doesn't welcome you in a spectacular way. It hardly welcomes you at all. You open the game. You look at the screen. And for a moment, a very logical thought crosses your mind: 'Is something broken? No indicators. No convenient hints. No bright instructions like 'Start here'. Literally. This design choice immediately reveals the philosophy of the game. SELINI doesn't give you everything on a plate. It requires patience. Attention. A willingness to explore. Some players will love it. Others will leave within minutes. Both reactions are perfectly justified.Because yes, the beginning may seem almost like a bad joke. You wander around without being sure if you are making progress or just going around in circles. But once you understand what the game wants from you, something changes. The confusion becomes interesting. SELINI belongs to that rare category of games that refuse to give you clear instructions. There are no pop-up tutorials. No "Press this to do that." Instead, you observe. You experiment. You make mistakes. Many mistakes. Every pixel seems suspicious. Every corner may hide something important. This feeling of uncertainty becomes the basic mechanism of the game. Progress does not come from reflexes, but from observation. A small movement pattern. A symbol. A detail that doesn't seem important at first. The experience is strongly reminiscent of older games, the ones that trusted the player. There is clearly a "retro" mentality, but SELINI never feels like a simple imitation. And let's not sugarcoat things. This approach can become tedious. You will get stuck. Not for a few minutes. For hours. At first, your options are limited. Almost annoyingly limited. You move. You interact. And that's it. Gradually, however, the game expands your "arsenal." Not through impressive upgrades, but through discovery. New possibilities appear just when they are needed. This flow is extremely well thought out. It doesn't overload you. It doesn't overwhelm you with mechanisms. At the same time, however, it plays with your mind. SELINI lives and breathes in ambiguity. What are these strange, two-legged entities? Why do they move like that? Are they hostile? Neutral? Something else? The game rarely gives clear answers. It adds mystery upon mystery. Even the basic systems, saving, navigation, environment logic, require interpretation. The symbols on the map, for example, do not reassure you. They provoke you. They imply meaning without fully explaining it. The result is a strong sense of discovery. You feel like you're trying to decode a foreign mechanism. But there's another side to it. At times, the ambiguity becomes friction. Not every riddle is equally elegant. Some are closer to opacity than challenge. The difference is subtle but essential. Good difficulty makes you feel smart. Bad clarity makes you feel lucky. SELINI, most of the time, finds the right balance. Let's be clear, SELINI is not an easy game. In the beginning, mistakes follow one after another. Wrong moves. Bad assessments. Deaths that seem inevitable. The first few hours can be psychologically demanding. And yet, disappointment rarely sets in. Why? Because failure usually seems justified. When you finally overcome an obstacle, the sense of redemption is intense. Opening a new path, understanding a mechanism, these moments become more valuable because the game challenged you. Balance is not easy. Too difficult, and the player gives up. Too easy, and the tension disappears. And just when you start to get used to the rhythm, the boss fights appear. And things get... weird. These encounters reinforce all the basic features of the game: observation, experimentation, pattern recognition. At the same time, however, they increase the pressure. The margin for error shrinks. Some boss fights are exceptional. Intense. Unforgettable. Others seem slightly 'rough'. Not problematic, just not as well balanced. This is to be expected for an early access title, especially in a game that relies so heavily on discovery. In terms of atmosphere, SELINI really stands out. Minimal dialogue and almost no explicit narration. And yet, the game manages to say a lot. The narrative emerges from the visual environment, the details of the world, and the sound design. The sound deserves special mention. Otherworldly sound textures. Subtle tones. Extensive moments of complete silence that never feel empty. The result is an intensely solitary, often unsettling experience. You don't just play SELINI. You experience it. And that is no easy feat. Technically, SELINI is still in development. And yet, the overall experience feels impressively cohesive. Yes, there are some flaws. Minor flow issues. Moments where feedback could be clearer. Issues with saving. Classic elements of an early access release. But the core remains solid. It doesn't feel like a beta. It feels like a strong foundation.Theoretically, you can play with a keyboard and mouse (don't do it). Practically? A modern controller makes a huge difference. Movement, precision, the feeling of control, everything works more smoothly. SELINI is demanding, slow, and stubbornly enigmatic. For players accustomed to modern, clearly guided experiences, the adjustment can be difficult. Modern design philosophy often emphasizes clarity, fast pace, and constant rewards. SELINI takes a different path. This is not a problem. But it is a barrier. Some will see depth. Others will see unnecessary difficulty. The game doesn't try to win them all over. It knows exactly what it wants to be. And that stance is both impressive and risky. At this point, let's pause briefly so I can tell you what you need to hear. In an industry full of sequels, remakes, and safe choices, titles like SELINI remind us of something important. That games can still confuse you. Challenge you. To reject easy solutions. This unpredictable nature is valuable. Even when it challenges you. Perhaps especially then. Something very important to mention is that I believe SELINI would be an incredible fit for the Nintendo Switch. Portability. Headphones. Calm exploration sessions. The pace and atmosphere seem almost ideal for a handheld experience. So, Karajohn, is it worth it? The short answer is yes, with conditions. If you like games based on discovery, puzzles, and observation, SELINI offers something truly unique. If you prefer clear guidance and rapid progress, the experience may seem exhausting. SELINI requires patience, attention, and tolerance for uncertainty. But when it clicks with you, the experience becomes exceptional. There is something particularly significant about the fact that a Greek studio is presenting such an ambitious and unique work. SELINI does not feel like a mass-produced product. It feels like a personal project. A creation with character. With identity. One that has undergone years of development and perseverance. Is it perfect? No. Is it unforgettable? Without a doubt. And perhaps that is what matters most. Because long after you finish the game, SELINI remains in your mind. Its puzzles. Its silence. Its paradoxical atmosphere. You find yourself rethinking routes, solutions. Not many games achieve this. SELINI does. I would like to thank Gamelab and CYMBAN for giving me the game to review. Rating 8.5/10
Such a cool and refreshing game of this genre, artwork is great, movement and fights are varied and responsive, map sections feel great and barely similar to each other which makes the orientation in games of this style easier, although i understand the "catch" of being without any text at all, and this game has lots in it already to do, some parts can be misunderstood and get frustrating, but when you finally do understand how to progress, it opens a whole lot of stuff and options for you. Im used to very short games in the indie genre and so far im 16 hours in (many of them was running around in circles and trying to piece the pieces of the games many puzzles), i believe im towards the end but still have so much stuff to do, many objectives, some bigger, some smaller, but as you progress and recieve more powers and attributes it gets much better and more fun to keep up. I would def will recommend this game to play, its been a while since ive been so hooked to a single player game!
[h1] SELINI--幽暗成为氛围,孤独化为体验 [/h1] [h2] 引言 [/h2] 这是一款受到inside启发的游戏,它并非简单模仿,而是在核心框架上融入了类银元素,构建了属于自己的独特风格。SELINI渲染的氛围超级棒,强烈推荐大家尝试一下。 [h2] 游戏介绍与背景 [/h2] 在一座因战争而沦为废墟的机械都市,这个世界显得广阔而令人不安,玩家扮演一位失去记忆的机器人,在这片破败的土地上苏醒,通过引导多名复制人,开启寻找自我意识的孤独旅程。 制作组对细节的用心显而易见--从废墟中斑驳的金属质感,到阴影里若隐若现的机械结构,完美营造出了压抑的氛围,而这种氛围也很好的贯穿游戏始终。 [h2] 游戏体验深度剖析 [/h2] 玩法以探索解谜为核心,谜题巧妙融入场景设计之中。因为没有旁白没有字幕,只能通过观察环境、利用机关与平台,逐渐摸索前行的道路,这种设计极大提升了沉浸感,让人忍不住玩下去一探黑暗背后隐藏的故事。游戏是非线性的类银河恶魔城探索冒险,探索路线可以自由选择,通过解锁能力去走当初走不了的路。 [h2] 综合评价 [/h2] 尽管仍处于抢先体验阶段,但SELINI已展现出他自己独特的光芒。[spoiler] 我个人非常喜欢类银游戏,可能评价有点主观感情色彩,但真的无论体量还是游戏性这真的是一部很好的作品 [/spoiler] 这是一场寻找真相的孤独旅程,也是一段自我觉醒的无声体验。它以出色的美术与关卡设计,在佳作的启示下走出了自己的路径,这款作品已然展现出独立游戏应有的用心与创造力。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/45753062/]来和我组乐队吧~ [/url] 凡游皆如乐,步履扣心弦。 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/mygoreview] →‘一键组乐队’←[/url] 轻拢复慢捻,共度忘华年。 [/quote]
limbo ve inside tarzında güzel bir oyun. meraklısı ve sevenine gider.
Llevo poco mas de 2 horas y puedo decir que es de los pocos juegos que me atrapa, sabiendo que no hay dialogo, música (solo ambientación) a veces este tipo de juegos que carecen de esto me aburre y lo dejo, pero... este tiene algo que me llena de intriga saber que hay más adelante. 8/10
I really enjoyed games like Limbo, Inside and Little Nightmares, and to see something created in the same vein as those but in a Sci-Fi Universe was incredibly awesome. Cymban did a great job with Selini, the game doesn't hold your hand and really leaves you to interpret the world around you and piece together the story through observation. The Metroidvania genre is pretty expansive but I believe Selini actually brings something new to the table with the way the story is conveyed along with the map system (you'll see what I mean after you play). The art is really well done, the atmospheric music is on-point and the controls are tight and responsive. I would definitely recommend this one, even in Early Access it's a gem and will only get better from here.
SELINI is an atmospheric gem that completely nails its eerie, mysterious vibe. The world feels vast and unsettling, and exploring its versatile environments is genuinely exciting. I love how the game gives you zero written or spoken instructions. You basically learn everything through visual cues, which oddly makes you feel more confident and in control as you progress. It respects the player’s intelligence and rewards curiosity. Tbh, the only guidance you need here is your instincts… and maybe a little courage at times.
Расслабляет, медитативненько. Боссы то что надо по сложности. Наверное впервые играл в раннем доступе и не сразу понял, что в некоторых местах это не баги, а просто закончился контент на версии 0.1.6. Жду полного релиза А еще я раньше недолюбливал метроидвании из-за большой сложности чисто на уровнях, неина боссах, но тут как-то не так жестко, лояльно)).
Selini is a beautifully atmospheric experience that truly shines in both art and gameplay design. With its minimal yet thoughtful approach and calming pace, the game creates an almost meditative space for the player to explore. I will definitely continue playing it, and I would absolutely recommend it to anyone who enjoys the genre.
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