
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
Having beat it twice I cannot recommend it enough. It is the best of all things boomer shooter. The map design/navigation does leave a lot to be desired but the perfect gunplay and action make up for it in spades. The perpetual damage to an environment is also really rad. Coming into an office where a birthday party was going on then seeing it after a massive battle is a lot of fun. The game does a really good job storytelling through environment as well which I appreciate. I cannot wait for part 2 to come out!
10/10 fun Doom game with weapon mods, anyone who complains about not being able to navigate the levels can't see the colour green or open the map
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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**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
I didn't know about this games existence until yesterday because of a homie that gifted me the game. For an early access game, it is pretty well made and the most put together early access game I've ever played. A very unique visual looking videogame with thrilling action and combat, it also mixes elements from other legendary shooters like Half-Life and Halo 3 ODST. If I knew about this game earlier I would have bought it 100%, dare I say one of the best shooters I've played in years, straight peak definetely worth checking out.
Reviewed before the light update, or story update, or chapter 2 update: This review will have minor spoilers about the mechanics of the game! I'll preface this by saying that Selaco is my favourite indie FPS game, and is high up there in my favourite FPSs list. in the top 5 for sure. I get that this means basically nothing to you, so for reference; I really like Cultic, I thought Amid Evil was fine, I disliked Dusk except parts of Ch3. I enjoy Black Mesa even with the ♥♥♥♥ post Xen updates. I love HL2 + episodes despite their flaws, I really like Doom2016 and can't help but dislike Eternal. There, should be enough for reference of my preferences I guess. As for Selaco itself, the highlight for me are the enemies. Having good AI is something a lot of games surprisingly don't tend to focus on, which is probably why Selaco's enemies took me off-guard. I love outsmarting them as well as getting outsmarted. It's nothing too complex, but enemies will flank you, flush you out of cover, pin you down in place while others rush you, and have responsive dialogue to your actions. Might sound like not that much but it goes a LONG way. The weapons are generally very satisfying. (This is probably in large part thanks to the brutality you can inflict onto the enemies as well as gameplay, like stunning enemies with each shot of the Cricket), Main issue I take with them is the ammo, there's too much of it. (Hencewhy I always play with the scarcity mutator, but more on that later), in a normal playthrough, I'm constantly full on ammo, I decide which gun to use not because it's good for the job or because I like it, but because I need to waste it's inventory otherwise all those secrets I'll find with ammo in them will be worthless. There is a way to buy ammo in the game if you're too low on it (somehow). Another thing to mention would be the gun upgrades. Generally I really like them, most I take issue with are the SMG taser upgrades, because I rarely ever use that feature, this is not the taser's fault, it's, again, due to me having an excess amount of ammo, which is best wasted by the dual wield mod as opposed to the taser mod (these are exclusive). However, one thing that must be stated, and I wish the game would tell you this, in a regular playthrough, you will NOT get enough resources to upgrade everything in one run. (as of now, and as far as I understand, it it's planned to remain so) A personal pet peeve of mine is the DMR feeling too niche, this might change in the future, if more ranged encounters are put in the game, but as of now I just use the Cricket for sniping when I can. One thing I wish the DMR would do is penetrate through enemies, there are two weapons that do this, one is a projectile weapon, while the other is hitscan. I understand that the latter serves as the game's hand-cannon, or sniper rifle or whatever. One tap kill for most things and shoots through targets till it hits a wall. I understand this role, but I don't see why the DMR couldn't also penetrate through enemies. One last thing that irks me about the upgrades are the ammo upgrades. There are several upgrades which raise the magazine capacity of your gun, but ALSO make you get more ammo from pickups (For instance, the Nailgun upgrade changes the magazine capacity from 60 to 80, but it also makes every pickup give 10 extra nails) I wish these could be separate. On a bright note: The Upgrades can always be undone, if you don't like one, or aren't comfortable with the tradeoffs it provides, you can just turn the upgrade off. Upgrades now cost not only weapon parts but also money. (The money economy in this game is ♥♥♥♥♥♥ even on hardcore where it costs you 400 to save, it's too lenient, so at least now there's more things to spend money on) Lastly, the game has two very powerful weapons for you to use: Mines in Annihilation mode, and Acid Grenades. Both of these are essentially an equivalent of a BFG round (although they can very easily shred you as well lol). The mines have been nerfed a while back but can still just delete a wave of enemies, on top of this, they can be bought. The Acid Grenades cannot be bought and are very rare, however, they cause an incredibly lethal lingering area of effect. As stated before, the enemies in this game are smart, but they do not avoid this! This makes cheesing certain encounters very easy, on top of, being able to use acid grenades as mines as well. So if you know/can predict where enemies are gonna be coming from, you can an entire wave or maybe even two without even **looking** at them. This is fine in concept, but becomes really funny when you hoard the acid nades and then just negate the entire last arena with them. I do think this will snowball further as chapter 2 and 3 are released. With that being mentioned, the game currently ends with a large arena, not a bossfight as is teased. This could be a turnoff for some, so just a warning. I would say that even now, the game is worth more than its price. Oh also, the fists are ♥♥♥♥♥♥♥ overpowered. No enemy except the Jugg stand a chance in a 1v1 with a bare-handed Dawn as long as you're not stupid. Now, the destruction!!! So, Selaco does not have much environmental destruction of cover. You won't be shooting through walls here (although some can be blown up). Where Selaco's destruction excels is the enemies and the environmental clutter that can all be shredded to dust! I'm sure you've seen the trailers or some footage, it's beautiful. I always say that one of the best ways to immerse a player in a world is to have the world react to as many actions as possible. and in an FPS, your main way of interacting with the world is shooting it / damaging it. And you really feel it here, if I unload an SMG into an enemy in an office, a bunch of office supplies and paper will be flying through the air. If I lob a grenade into a janitor's closet, pulverized cleaning equipment and wet stains where chemicals used to lay will greet me upon entry. Very many fun particle effects too, sparks and debris upon impact of certain weapons. Smouldering scorch marks from explosives. Blood, SO MUCH BLOOD! And you also get to keep as many bullet casings in the environment as possible, even move them around. As far as I know the only thing ever stopping the devs from making their game more destructible is the engine limitations. Hencewhy something like shooting out lights is sadly not an option a lot of the time. As for enemy gore. It's really good, but not as detailed as Brutal Doom, for reference (but very close). Also, certain enemy types do not have their own gibs yet, so they drop the default rifleman bodyparts when ripped apart. I assume this will be fixed in the future. One point of criticism I often see is the smoke effect. The game has pretty excessive, dense, and lenghty smoke/dust appear upon bullet impacts (and of course, smoke grenades). I just think of these as an extra difficulty mechanic, if you keep hitting near an enemy's cover for long enough, you won't be able to see, so change position or kill something else in the meantime as the smoke clears. The problem for some people might come from the fact that enemies always see through smoke, while you can't. If this really bothers you however, you can simply set the smoke effect to its lowest setting. Lastly, the campaign itself. So, you get several difficulty settings and I only play on Admiral (highest dif) or Hardcore (highest dif + no saves outside save stations + no health regen) , my review does not reflect the lower difficulties. The challenge feels adequate, sometimes easy but not easy in an annoying way, even a single rifleman can ♥♥♥♥ you up if you're not paying attention. More like, sometimes the difficulty chills out so that you can play on autopilot a little bit. As stated before, my biggest complaint is the overabundance of ammo. THE GAME HAS A FIX FOR THIS! Mutators and Special Campaign. Dammit I reached the word limit
A very strange mix styles and features from other, better games, that don't gel together coherently one bit. Most of all, a lesson showing that what made FEAR work so well was the great animations and ragdoll physics to go with the AI. This is fundamentally trying for the same atmosphere, but here, after the AI swat team blows through a door to come get you, you get to watch 2d standees blink between the walking left and walking right frame as the AI gets stuck on a corner. The countless interactive elements littered through the map must have taken absolutely ages to place, and it sure seems like it's trying for some hybrid of Duke 3d and System Shock level design. But here, none of the stuff you can touch or pick up relates to or does anything interesting.
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.
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.
I like the gun play, enemy design and the world building. But the ingame map is terrible and the level layout lacks guidance. You have to guess where you have to go in these large maps while the ingame map is no help. Gave up while trying to find the lobby again. It's trying to mimic 90s FPS like Duke Nukem, but the levels back then where not this confusing. It would be enough if there would be sign pointing to the lobby, like you would have in a real world hospital. It's not fun fighting the environment instead of the enemies. I hope it gets better, but until then I'll request a refund.
I thought this was a fun shooty game. I mean, it IS a fun shooty game; there are cool tactical firefights, enemies are smart, there are tons of interesting ways of using the environment. But between firefights there are... Oh noes. This was a puzzle game in disguise all along. [strike]It would be fine if I just skipped the secret hunt, right? Nope. Now I am softlocked by the door opened with a security card I should have found by completing a hidden switch puzzle two hours ago. No idea how to even get there now.[/strike] I just wanted to shoot stuff... Too late for a refund now, I guess I'll try playing with a youtube walkthrough when the next update comes. EDIT: Dev reached out to explain that solving puzzles is actually NOT required to progress through the game, which means the game design is not at fault in me being stuck. Still, Selaco's version of exploration gameplay is rather painful, requiring you to comb the level again and again looking for that one tiny hole that is actually the only way to progress further. Part of the retro charm, I guess.
I wanted to really like this game- The whole gameplay, effects, music? They got everything right except the Level Design. It's hella confusing to go to places you wanted to go and most of the time? You're ending up in the same place. The same thing goes when you're finding a secret button or some ♥♥♥♥- You don't know where it opens and what it does.
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