
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
just a boring late doom 1993 dlc mission that is just a tedious long walking simulator, 50% confusing maze the other 50, like i said walking simulator, far too many a$$ games about that are badly overrated.
I liked this, it only has one major complaint from me and that's level structure. The game has a variety of guns and those guns have mods to change how they behave and upgrades to improve them in most ways. The pistol, once fully upgraded, is basically a cannon that deletes heads. The look of the levels is great despite the sprite art style the maps are very detailed, there aren't any blank open areas, every place in the game that I can remembered has plenty of objects to make them feel functional and lived in which helps with immersion. The enemies are mostly just soldiers but the game uses your threat level as a way of improving them and it's works well. As you go through the game narratively you become more of a threat and the soldiers are given more and more tools to deal with you. At the start they're just basic guys but then they'll be given permission to use shields, turrets, grenades, they'll start arriving in squads, using different weapons, etc. Obviously it's just window dressing for a difficulty curve but fits. I will say the game combat isn't what I expected. The art style and videos made this seem like it was going to be more of a traditional boomer shooter where you run through rooms killing hordes of enemies, but I found most attempts to do this got me killed. The enemies just ripped off any armor I had and I could easily be killed in 2 or 3 shots. So cover based combat is definitely the play in a few spots, but more often it's best to pull enemies back to a place you've cleared so you're not getting flanked and shanked. It was surprising but I got used to it. The only complaint I have for this game is that it's easy to get lost in. I played the demo for this on next fest and it took me a long time to get through the first level and it was a bit frustrating when I played the actual game and got just as lost. The barrage of key card doors and pathways had me backtracking on accident way too often. I feel like most games like this will have enemies to kill sprinkled in to kind of naturally drag you through the map, but there were sections with no enemies in them where I didn't know what I was missing. Additionally, there are posts from the devs mentioning some maps were originally made together but had to be split for performance. So that is a potential source of confusion since you'll pick up a key to a door that isn't even in the same zone. One partial solution they have in game is lights tend to be green around the path forward so looking for areas with a lot of green lights can help if you get confused but it didn't always help me. This is a bit compounded by the game having secret areas. Some secrets can't be found your first time through an area, or more to the point there are security doors that require clearance you don't get until later. This means the game expects you to backtrack to old levels just to unlock some doors to get unlocks. The secret hunting exploration, combined with backtracking unlocks, and my getting lost just felt like way too much for me. I had no urge to get the unlocks and basically missed anything that would require too much 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 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
nice gunplay, nice puzzles and secrets (some are a bit too nice) levels are a bit too big for the amount of backtracking required without a world map music sometimes is missing and you're just there in dead silence it's fun
In a few lines: - Guns are extremely punchy, all are viable, all are various, and all are GOOD. - Secret hunting is good, although some are a bit too weird. - progression is extremely well-paced. - Enemy AI is so smart and they will eat the shotgun for that. Those were a few line, but replayability is infinite, you actually need to add 30 hours to my playtime. Edit- first playthrough: ~12h most secrets difficulty: the middle one 2nd playthrough randomizer+few modifiers : ~8h rushing difficulty: captain 3rd playthrough vanilla: ~15h ALL secrets difficulty admiral. Please note that all these time do not take into account my many, many, many deaths.
How did these wizards make the doom engine do all these things is beyond me. Of what's out so far you've got one of the best boomershooters out there. The combat requires and really rewards a careful planned approach, especially on higher difficulties. The story is fun and pretty expansive, albeit for now it's abruptly cut short at the end of chapter 1. The visuals make me forget it's a doom engine game sometimes. Absolutely loving the sound design, especially the enemy chatter as they're getting obliterated. Highly recommend unless you want a more finished storyline coming into this.
I rarely write reviews, but I've read a few recent ones from people who, for starters, gave utterly terrible reviews after playing for less than an hour. One used AI to 'help' them, but reading it makes the game seem like it itself is some sort of slop dredged with data from notebooks soaked in sewer sludge. And it absolutely is not. TL:DR: The game is brilliant, and a gem in the retro-shooter genre. Worth every. Single. Damn. Cent. Period. To add more detail: The game has a purple-hued pallet, but make no mistake: the colors throughout are varied, vibrant, and meaningful. The atmosphere permeates every surface and crevice of the environment and the game overall. I remember when I first stepped out into the actual open streets of Selaco proper (which is at least a couple hours into the game). After a claustrophobic fight beforehand, I emerged from a hole onto the wide expanse of a deserted street plaza. The juxtoposition of crawling through a cave of dirt and mud with browns and grays, then going to the open streets laced with soft rain tinted purple and one of the best Vangelis-esque music tracks I've heard to date, was absolutely breathtaking. And the *whole game* regularly presents moments with this sort of gravitas. This one struck me the hardest, but it's far from the only moment of impact. The gameplay is tight and can be tough, but it's fair and rather rare for the player to die and ask themselves "what the - happened?" The AI is smart and regularly comes at you from unexpected angles. Some of the best PVE AI I've seen in years, seriously. Fights are intense and often have a sort of back-and-forth to them. Enemies are also rather varied despite some surface appearances: be smart with how and *what* they're engaged with! Weapons are varied, sound great, and are extremely punchy and impactful. They're all fun, and there's something for everyone here. The upgrade system is excellent and useful without being overwhelming. There isn't some sort of messy 'upgrade tree'; this is much more straightforward and tangible. Upgrades take time though, but when you unlock one it's useful, rewarding, and satisfying. Sound design is incredible. I've already mentioned the music, which varies from pulsing tense clubby music reminiscent of the OG movie "Blade" to melancholic tones that take you to another time and place. Sometimes there isn't any at all: the background sounds, alarms, short-circuits, etc. form their own atmosphere, and adding music would take away from that. Explosions rock, stacks of paper reports flutter when they scatter, and voice acting, while sparse, is excellent. The game *sounds* as alive as it looks. Tons of interactivity exist; it will remind a lot of people my age of the old "Duke Nukem 3D": sinks and faucets work, toilets flush, window shades and light switches are functional (with the lighting effects to match), and all sorts of other stuff. Many of the objects are moveable and even useable in a constructive way. And everything sounds and looks coherent and believable. The physics just in general are amazing; particle effects are stellar in particular. The story so far is not huge, but the devs clearly have a bigger picture in mind. IMO the notes and so on are well-written without being too much; some of them have a narrative that goes over time, and I have to admit I'm a sucker for some of the characters you passively come to know over time. The maps themselves are pretty large, if not huge. They can be a bit complex, and I did have to do a little backtracking here and there, but nothing a Google search couldn't get me out of if I felt the need. But I appreciate this a ton because most of the game is absolutely *not* linear: there are all sorts of ways to approach most of the scenarios you encounter. There are tons of places and nooks and crannies to explore. And you really should take the time to explore it, there is a lot to see! Is the game perfect? Of course not. Perfection is impossibly difficult, which is what makes it so worthwhile to pursue. And the devs here *do* pursue it with conviction. Every single pixel is considered and measured. Every encounter is crafted; it's obvious many things in the game have been revisited many, many times to tweak them to *exactly* what the dev was wanting to make happen. "Every single frame a painting made exactly how I want to make it," is the line that comes to mind after reading the developer's update notes and playing the game. Every single instance is the game is on purpose, for a purpose, done with passion and conviction. Selaco is a gem, and I absolutely love it.
만육천원쯤에 삼 최고난이도 기준 10시간쯤 할 게 없고 쫄깃한 고전 FPS가 입맛에 맞으면 재밌게 할 수 있음 길찾기는 모든 곳을 구석구석 둘러보고 녹색 빛을 따라갈 것.
The game has a whole ass Cookie Clicker, which is my crack cocaine of a game, inside of it. Also the shooting and gameplay is really really good and I cannot describe how fun it is without being very metiulous about things. It does blue ball you at the end of its current build, however the current state, everything before that is unholying good (which isnt a word but (idgaf).
I STRONGLY RECOMMEND, if you played any GZDoom Total Conversion mods or just Doom in general. I was astonished that this game is a modded Doom engine, almost on the same level as Total Chaos TC mod. Combat here is marvelous and I came all over the atmosphere, weapons and environments! Some mechanics I saw first (like that multmeter that beeped when close to a secret), amazingly done! I can't wait for the Chapter 2 cause that ending cliffhanger needs to be adressed in the next one. 10/10 "FLASHLIGHT! It's her!"
Background: I grew up in the rise of PC gaming on floppy disks and CDs. From Doom to Raptor and even the one time Apple tried with CroMag Rally. I also love the F.E.A.R. series and Half Life. Everything about this games description told me I was going to love it. Boy, do I love it. Remember when games were Hard? The pop up advertisement was only in Netscape Navigator. And when you got an incoming phone call it disconnected the internet? Yeah...PTSD kids these days will never understand. Selaco is a love letter to those days. Difficult means difficult. No DLC Weapons to carry you. You have to use your eyeballs to find secrets and ammo is limited. Lets be clear. I ♥♥♥♥♥♥♥ love this game. I waited for it to be on sale so I could re-live the old days of going to the game store like FYE and sifting through floppy disks that only had the name of the game on it, no manual, no description, just a price... $2.49 as the world intended. Gunplay is amazing, each weapon has its use and most importantly unlike most games where your starting pistol is useless the Pistol in Selaco is a huge revolver called the Matsuba. This pistol can carry you the entire episode do not be mislead by its "starter" appearance. Like I said earlier, secrets aren't highlighted and you must use your eyes like the days of old to sus out all the hidden loot and there is a lot of it. This game pushed the GZDoom engine to almost its break point. Particle effects, smoke, fragmentation, large set pieces, you name it. it may be pixelated but the Action is crisp, clean, fast and pumping. 11/10 if you wanna remember what it was like to be 13 again on your Windows 95/98 on that big CRT monitor with your notepad of cheat codes and secret locations next to you, I highly recommend you check out Selaco.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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