Selaco on Steam - User reviews, Price & Information

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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.

Selaco is a fps, shooter and female protagonist game developed and published by Altered Orbit Studios.
Released on May 31st 2024 is available in English on Windows and Linux.

It has received 4,436 reviews of which 4,077 were positive and 359 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Selaco into these genres:

Media & Screenshots

Get an in-depth look at Selaco through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Microsoft Windows 10/11 (64-Bit)
  • Processor: Intel i5-3570k / AMD Ryzen 3 1200
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GTX 970 / AMD Radeon R9 380
  • Storage: 2 GB available space
  • Additional Notes: SSD is highly recommended. Requirements subject to change
Linux
  • OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
  • Processor: Intel i5-3570k / AMD Ryzen 3 1200
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GTX 970 / AMD Radeon R9 380
  • Storage: 2 GB available space
  • Additional Notes: SSD is highly recommended. Requirements subject to change

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

June 2025
Short review is - this is a great shooter and you should buy it if you are interested in the genre. My completion of part 1 took 16 hours (though I spent a lot of time looking for secrets), and I am currently replaying the game with the special campaign. The amount of the new stuff and randomization is great, and ARPG/looter-shooter style tiered weapons are just a genius move. Now to the other part - though I respect decisions made by devs and sure I am in the wrong with at least some parts if this review, I cannot help but think that the game is somewhat unrefined, and I hope that it may be useful. The weapons part - grenade launcher aka MGL: MGL is the typical high risk - high reward weapon. Given mostly close quarters design of the game - MGL as a default weapon choice will often lead to self-inflicted damage as it cannot be swapped instantly. So it is punishing to use (the high stakes part), but it is not rewarding. Killing regular enemies is easier with regular weapons - is is much easier to land hits and those don't take much to kill. Trying to kill enforcers and juggernauts is just unreasonable given you need to land 3 direct hits to the weaker of the two while they are moving - it is both longer and harder than with almost any other weapon. And it is also bugged in the sense that you don't get hit markers (only kill markers), so in hectic fights or behind-the-corner shots you often don't know if you are hitting anything at all. The result is that MGL is a rarely used weapon I found reasonable only with acid grenades (which are extremely good), pretty much a tier-2 grenade role. My personal opinion - add or increase base self-inflicted damage negation (35-40%?), increase buffed negation to 70-80% (existing weapon upgrade), somewhat increase the damage so it could at least kill engineers with a direct hit (somewhere around 400?) and enforces with two hits, and reduce AOE damage falloff. And the markers bug. Another option is to add a safety fuze upgrade which wouldn't allow the grenades to detonate on hit and would force them to always have a timed fuze if they hit an enemy within 4(?) meters to the player (rockets could just fall before an enemy and act the same way). The weapons part 2 - Sniper Rifle: The damage is just not there. Base sniper rifle doesn't one-shot any enemies even with a headshot (except snipers), and this is what sniper rifles are usually all about. Given again that the game is mostly close quarters - it is just not worth dealing with lower DPS than automatic weapons and inconvenience of the scope. This is remedied by very good hip-fire spread, but this both doesn't make sense (it is a large, heavy, hard to handle weapon), and it takes away the weapon's uniqueness, making it in many cases just a slightly different cricket. Later in the game you can find the charged shot mod, and this general idea I think should be the default gameplay with the sniper rifle. What I would've make: - increase hip-fire spread to commonly used "unhittable unless point-blank" - increase base damage or headshot modifier so that it could kill base rifleman with a single headshot - move headshot upgrade to lower tech tier so you could begin killing engineers with a single headshot earlier in the game - to counter-balance damage buff - add a long two step ADS transition: part one where you are bringing the rifle to the face and cannot shoot at all (around a sec), and the skill-based second part where you are trying to find the focus point of the optics, but can already shoot (can be implemented with blurring the scope part of the screen, or making the scope sprite appear way off-center at first, or both why not) - another sec. So overall hip-fire to ADS-ready state are almost the same 2s roughly, but you can begin shooting earlier depending on your skill and closeness to the enemy. - focus loss, hard sway, walking speed debuff to prevent perma-ADS behaviour (possibly apply to long mouse swipes too), maybe implement ADS-stamina. - leave charged shot mod as is for single shot torso kills for soldiers and engineers and (maybe?) enforcers single headshot kill in exchange for around 3 sec shot prep and cooldown on next shots or a forced ADS leave during shot (like because of recoil). - for CQB sniper rifle enjoyers - add an assault conversion upgrade or mod: assault scope (x2.5-x3), light frame, shorter barrel -> much better hip fire spread, much quicker ADS transition, lower bullet speed and thus damage. The weapons part 3 - short remarks about everything else: - 5k recoil on the cricket is absolutely not worth it. Maybe 3k and make other recoil upgrades percentage based, not flat numbers, so it could be reduced to like 2k. Or add a dedicated mod like a buttstock to make it playable with this upgrade. - What does stability stat do? I can only think of the weapon sway, but no way I would ever upgrade it on a nail gun. - Assault rifle default stagger is already very good, there's almost no reason to further upgrade it. Probably should be nerfed a little. - Double submachine guns prob should have doubled ammo counter and consumption, and get full honest x2 damage (if it does not, I am not sure). - Single SMG should probably be buffed, it looks to me that everybody is just using double since single is still too inaccurate for anything except point blank. - Some conversion upgrades for SMG would be nice, most obvious option is to mess with mags - larger/drum mags with much longer reload and weapon swap or double mags with couplers (every first reload is faster, every other is much slower, weapon swap also slower). - Same for assault rifle and shotgun (basically all weapons available for the whole game). Assault could get caliber conversion to something bigger (as current version is very easy to control), shotgun should probably get double barrel as an upgrade and without an option to only shoot a single bullet. I mean, double barrel is a classic, it is cruel to hide it in a secret. What to replace the mod with? Dragon breath could be nice and crunchy, shorter range and wider spread for more damage and some spectacle. - plasma is OP and prob should be nerfed a little. It kills stuck jaggers in like 3 seconds (within a mag), and those guys stuck a lot. The everything else part: - A vision change after the first levels? Conspiracy datapads in the hospital and the mysterious mister "???" cool guy after the elevator shaft are both lost and forgotten later. Maybe cut those voice lines out. - With both plant facility and starlight being different in mood and pacing from the rest of the game I think those levels should be spaced out. The pacing throughout the part 1 in general feels rather inconsistent, although tbh I am not sure if it is a bad thing. - A feature with camera terminals hinting at secrets was also mostly lost and forgotten after the first levels in the game. Sad. - Level readability somewhat suffers because of frequent blue-lit elements that are unusable. Should probably be white or some other color, as it is also a color code for indirect or special interactability. - Soldiers side-fall move should probably be removed or reworked, the distance is too small to make any difference, and the animation is too slow for it to be effective. - Enemy sprite position shift (of the head in particular) is quite severe when those are rotating, navigating between props or other tight spaces. Maybe add a bit of inertia so they don't have instant acceleration at least. - Jaggers are checking LOS from the center of the sprite or the head, but definitely not from the gun position. Given their size - it makes them veeery cheesable. - Special campaign - I got it that it is random, but you should add an option that secrets couldn't be empty. This is heartbreaking. Also maybe add some spawn limits as the resources are finite and enemies are not, so this becomes a war of attrition and you are forced to rush.
Expand the review
May 2025
Im in love with this game! Best shooter i played in years. The gunplay is on Destiny 2 level, the levels are heavily inspired by Half Life and FEAR. There is a insane level of detail in every corner, the enemy AI is smart team up and flank you and all made in GZDoom a 26 years old engine, absolutly insane! I recommend this game to everyone who loves a good Shooter, this game is easy on the same level as Halo, Half Life and FEAR, 9,5/10 game. Never saw a game so polished and marked as early access. Chapter 1 got 31 Levels and Chapter 2&3 and a Horde Mode is in the making! It also has mod support. This game need way more attention, buy it and thank me later. More players mean more custom maps and content! Only thing Im hope for in the future and is not on the roadmap is a 5vs5 Multiplayer with DM, TDM and CTF, maybe someone make a multiplayer mod this would be awesome.
Expand the review
March 2025
In early access, with most of the story content still missing and having only 1 of 3 planned episodes finished so far, I can say that without a doubt this is my GOTY and overall one of my couple favorite single player games of all time, if not sharing the #1 spot. It is already just about perfect. This 1/3 of the campaign is now about the size of the one Prodeus has for the same price, and only slightly smaller than Ion Fury's, but is of *much* higher quality. The arsenal is very well balanced, with each weapon being highly modifiable and feeling and sounding just right. Over half of the weapons here are now my favorite iterations of their archetypes across all games. Aside from having a kick and a 4 hit punch combo which you can alter by inserting the kick at any point, each of the weapons can be used for a melee hit for different effects. Some just make better clubs due to their shape or weight, and one comes with a built in taser. That's subject to upgrades and attachment options as well. Your movement could almost be called realistically slow as far as walking, crouching and jumping go, and there is no Quake flying with air control or rocket jumping. It's not entirely life-like though. The shotgun can be upgraded for extra powerful recoil that can be timed for boosted jumps. You get an instant sideways or backwards dodge with a few I-frames, and a forward damaging slide tackle which can be used for huge boosts of speed or a fast approach into melee situations. In melee situations this skinny girl protagonist is a monster. Even before you save up the money for the expensive confidence boosting medicine, and without protein shakes and stimulants, your melee ability to stun and do damage is pretty good even in the highest difficulties with all the hard game mods and options enabled, where enemies are very resistant, recover quickly, and a bullet is as dangerous to you as in real life. But that danger makes going for those rewarding melee hits all the more exciting. It's the gamble, whether to show off and try to do something cool, to take advantage of the fact you just heard that the last living enemy you're aware of is currently busy reloading, or simply to try to barely survive when you've just run out of ammo near an enemy - using your empty weapon as a club is much faster than pulling out a loaded weapon. The enemy is intelligent, communicates and cooperates, something horribly missing in most games for decades now, making for an amazing experience that feels like FEAR 1 mixed with a bit of a more serious tactical shooter most of the time, but also has stealth, puzzle and zombie survival sections. This isn't to say the devs haven't thoroughly studied all other sub types of shooters and applied great lessons on what worked for a fun challenge and what was annoying. Environments are detailed, interactable and beautifully destructible; mostly sci-fi offices, hospitals, malls, shops, bars, factories, labs, warehouses and city streets on a space station housing what little remains of humanity after an unknown disaster. Such attention is given to little details here that you might end up playing minigames almost as much as the base game like I did; from a dumb addictive cellphone game, a shootemup at the arcade, pool tables, tabletop ice hockey, shooting hoops, throwing darts etc. Computer screens, data pads and other clues help you sink into this futuristic world. While the big picture of the conflict is obscured, you get to read the personal stories of this brainwashed, disarmed, weakened, cell-phone addicted and medicated populace. Even our heroine Dawn, who is competent enough in her role as a security officer to have become a minor celebrity and probably has her act together better than 99% of the population, is on anti-depressants and anxiolytics. The tiny vacuum cleaner robots are made to be cute and huggable. There's silly ads *everywhere*. This world is a parody of the direction our own is going, just hasn't yet arrived at Demolition Man levels of absurdity quite yet. The soundtrack is tracker based electronic music where there is action or a need to set a specific atmosphere, and creepy silence elsewhere, which highlights the rich environmental sounds. The sound and light design are sublime and don't just serve the setting and atmosphere, they are integral to the gameplay. You will live and die by paying attention to what direction footsteps, equipment/weapon clicking and other noise are coming from. Your flashlight battery will run out at the worst of times. Your gas mask will crack, smoke will blind you, as will shredded cans of paint, paper, leaves and blood hitting your face. Everything is pretty. From the weapons to the environments, even for someone like me who would much prefer a fantasy setting, it's just style oozing everywhere. The game is endlessly moddable and replayable. There is a huge collection of fan made content, but more importantly for me, the game ships with tons of quality options that drastically change gameplay, as well as a special campaign mode that unlocks after you first complete episode 1, which turns Selaco into a sort of RPG with randomized enemies, weapons stats and other boons and powerups, and of course there's a hundred options on just how random you want each aspect of the game to be. Don't like intermission screens or those "x/y secrets found" counters? You can just pick the Half-like option to turn them off. Want to struggle with super scarce ammo, money and meds? Want to be given extra armour? Want enemies at the start of the game to be as aggressive and have all the intelligence and equipment as they would normally have by the final battle? Want to pistol start each level by default? Want to start the game with all the different kits that give you different alt fire modes for each weapon that you picked up in a previous playthrough? Want a hardcore mode with very limited saves? Just click those options. I could go on for days. There's a *lot* of them. Anyway, if you've ever loved any FPS, just give Selaco a try. I bet you'll love it. It's made by brilliant and passionate people who have played and studied all the greats. No AAA game I've ever tried has been designed anywhere near this meticulously, and the best of indie studios barely get close. This is all the more impressive considering that Altered Orbit have somehow made all this beauty, complexity and depth work on a fork of the now 31 years old Doom engine.
Expand the review
Feb. 2025
incredible ass game, buy it, play it, this isn't the main point of the review, you already knew it was good. If not??? Trust me, it's and incredibly good game and I personally spent years being excited for it --- People leaving this game negative reviews because the developer wanted nothing to do with stupid culture war garbage *are nothing more than cattle.* plain and simple. the perfect braindead pawns, and the byproduct of the mass psyops and propaganda campaign funded by the billionaire class. If you're one of these losers in question i want you to know that you have been successfully programmed into an anger response via operant & pavlovian conditioning. you'll always, like a schizoaffective, be scared of an Invisible Spectre of Woke that does not exist because rich people made you believe it exists. the MKULTRA program would be proud. No wonder people hate gamers. Go back to Mordhau & War of Tanks please, you're not invited to this BBQ.
Expand the review
Nov. 2024
Don't let that early access mark scare you, Selaco is pretty damn good and it has more than enough of high quality content to make up for that price tag. Even if the upcoming chapters end up being stinkers I would still say this is a recommended purchase. The levels are brimming with cool details, storytelling and personality, If you like exploring, messing with the enviroment and looking for secrets then you can easily double the campaign length. The levels never felt boring or like they overstayed their welcome. I also liked that you can travel all the way back to the first level and finish your secret hunting if you feel like it. Bonus points for automap that kindly marks all the important locations and objects for you. The gameplay is a mix of Fear's shooting and Half-life's level design with tiny amount of System Shock 2 sprinkled in here and there. The enemy AI is probably the king of the show here, they really managed to make it feel like you're up against an intelligent opponent with all the voice barks, scripted events and flanking going on. The enemies also receive upgrades and new abilities as the progresses, this is fine but they don't use their new abilities that often to make a real difference on how you approach them. The higher difficulty levels will kick your ass and you can further customize it with additional mutator options like reducing/increasing the amount of pick ups you find or making saving cost money. Visually Selaco is beautiful. After every fight the room ends up being filled with smashed objects, smoke, rubble and gore. The game can actually appear quite visually cluttered at first, it took me a while to get used to it.
Expand the review

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Frequently Asked Questions

Selaco is currently priced at 24.50€ on Steam.

Selaco is currently not on sale. You can purchase it for 24.50€ on Steam.

Selaco received 4,077 positive votes out of a total of 4,436 achieving a rating of 8.86.
😎

Selaco was developed and published by Altered Orbit Studios.

Selaco is playable and fully supported on Windows.

Selaco is not playable on MacOS.

Selaco is playable and fully supported on Linux.

Selaco is a single-player game.

There is a DLC available for Selaco. Explore additional content available for Selaco on Steam.

Selaco is fully integrated with Steam Workshop. Visit Steam Workshop.

Selaco does not support Steam Remote Play.

Selaco is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Selaco.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 08 September 2025 06:15
SteamSpy data 09 September 2025 20:41
Steam price 14 September 2025 04:32
Steam reviews 14 September 2025 04:08

If you'd like to dive deeper into the details about Selaco, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Selaco
  • SteamCharts - Analysis of Selaco concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Selaco compatibility
Selaco
Rating
8.9
4,077
359
Game modes
Features
Online players
26
Developer
Altered Orbit Studios
Publisher
Altered Orbit Studios
Release 31 May 2024
Platforms