
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.
Modeled estimate, not a reported figure. How we estimate →
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
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
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
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.
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!
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.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.6K | 71 | 96% | $14.99 | |
| $756 | 3 | 0% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $110.7K | 819 | 63% | $6.24 | |
| $179.2K | 611 | 95% | $9.09 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 4.6K | 88% | $22.00 | |
| $3.5M | 4K | 94% | $19.99 | |
| $3.5M | 10.5K | 93% | $14.99 | |
| $3.5M | 4.2K | 85% | $17.49 | |
| $3.5M | 2.6K | 72% | $39.99 | |
| $3.5M | 3.7K | 92% | $29.99 |