In this update15
Full notes
Full Selaco update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- UI and audio
- Balance
- Performance
- Security
Selaco changes
Six-Month Selaco Anniversary
Hey everyone,
Yikes, we've accidentally prepared a gigantic update... Again. It took forever to put these Patch Notes together so get comfortable. No, really, it's long! Maybe prepare a nice cold Arachnocola and listen to the Selaco Trailer Mix to elevate the reading experience. We've added some Chapter 2 teases all the way at the bottom so it's worth the time!
First, let's celebrate a milestone: Selaco's Early Access release has already been six months ago, which is still quite hard to believe. Not only will we celebrate with a major patch, we are also putting the game on a 25% discount during the upcoming Autumn Sale, our biggest discount yet!
If you purchased the game within the past week, you might be eligible for a refund of the difference. Contact Valve, and feel free to share this post as confirmation that we’re on board with it.
Alright, onto the patch notes!
V0.86 Patch Notes
This patch once again adds and improves lots of different things. Here is a brief summary of what to expect before we go into more detail!
Added Special Campaign - A mix between New Game Plus and Randomizer Mode. Here are some of the highlights:
A fully customizable campaign experience
ARPG-style rarity system for both enemies and weapons
Weapon Trait system where weapons can have new effects and behaviors
Random Encounter system where new enemies can spawn into the level in real-time
New unique enemy variants of existing enemies
Randomization options including shuffled pickup locations, randomized weapon spawns, mystery boxes, and more
Added support for Steam Cloud and GeForce NOW
Added Nextfest Demo for those who want to experience what Selaco was like 2.5 years ago
Added new achievement
Reworked Headshots
Smart Tutorial Prompts
Added behavior for shooting enemies in the legs
Drastically improved Sound Design
Added option to customize individual Mutators
Added two new Mutators - 'Defensive Enemies' and 'Burger Flipper Tester'
Improvements to Game Balance
Improved numerous weapons
Improved gun sounds
Improved visual effects
Added two new upgrades
Added 'Custom Ammo' feature for the Shotgun
Level reworks for improved flow, navigation, and immersion
More stat tracking on your Wrist Codex
Gore improvements
Improved enemy behavior and added new abilities
Melee Improvements
Some art revisions
Reworked upgrades
Tons of bug fixes and optimization efforts
That's the summary. Now for the detailed notes!
Added Special Campaign (A fusion between New Game Plus and Randomizer Mode)
New Game Special allows players to replay the campaign but with unique Endgame Content and Randomization
Requires Chapter 1 to be completed
The following options are available in New Game Special:
Random Encounters
Add Random Encounters
Weaken Random Encounter Enemies
Random Spawns The following options have 6 settings: 'None', 'Less', 'Normal', 'More', 'Way More', and 'Ridiculous'
Spawn Additional Enemies
Spawn Additional Traps
Spawn Additional VAC-Bots
Spawn Additional Item Crates
Spawn Additional Hazards
Spawn Additional Ammo and Items
Spawn Additional Health and Armor
Spawn Additional Clutter Objects
Spawn Mystery Boxes
Spawn Allied NPCs (Locked until Chapter 2)
Additional Spawns
Allow Squad Leader Spawns
Allow Zombie Spawns
Allow Robot Spawns
(Exclusive) Allow Nailgunners
(Exclusive) Allow Stinger Soldiers
(Exclusive) Allow Burst Rifle Soldiers
(Exclusive) Allow Crawler Queen
Weapons
Weapon Spawn Style [Vanilla, Swapped, Full Random]
Allow Heavy Weapons (Locked until Chapter 2)
Events
Allow Zombie Invasions
Allow Crawler Mine Ambushes
Allow Saw Drone Ambushes
Tier-Based Spawns Adds Action-RPG Style Rarity Colors to both Enemies and Weapons. Higher rarity types are less frequent but are more powerful.
Enabled Tiered Weapons
Enable Tiered Enemies
Tiered Progression
Additional Settings
Randomize Food Items
Randomize Enemy Types
Randomize Enemy Locations
Randomize Pickup Amounts
Shuffle Item Pickup Locations
Start with all Tech Modules
Earthquakes
Skip Opening Scene
Cloud Gaming
Added support for GeForce NOW and Steam Cloud
Achievements
Added 'Embrace The Chaos' achievement
Nextfest Demo
The original Nextfest Demo can now be played by selecting `Nextfest 2022` as a Steam Beta.
Important: This demo is outdated. It will work on Steam Deck, but has not been Steam Deck verified. Please do not report any bugs regarding the demo.
Save Protection
Loading a Saved Game created by a Checkpoint will now give players two seconds of immunity against enemy attacks.
This is exclusively applied to Checkpoints. Quick Saves will not offer Save Protection.
Selaco aims for dynamic encounters where danger can occur in an unscripted fashion. While we always try to add checkpoints in safe locations, there is often no telling what the AI is up to. In order to avoid softlocks from bad checkpoints, we've decided to give a short period of spawn protection to allow players to evade if needed.
Smart Tutorial Prompts
Tutorial Prompts now only appear once. After starting a new Campaign, you will no longer get tutorials you've already seen before.
Added option to reset Tutorial Progress in Options -> Interface. Use this if you prefer to get all tutorials again.
Improved Headshots
Added unique visual and sound effects when hitting enemy soldiers.
Hitmarker tweaks to make headshots easier to read.
Headshots no longer cause enemies to enter their sideways Stumble animation.
Added 'Enable Headshot Sounds' setting in the Sound Menu.
Melee Attacks
The camera no longer sloppily snaps onto the target in a single frame. Instead, there is now a clean transition to make it more similar to the HALO series.
Increased Melee Lunge Distance and Lunge Speed.
Melee detection has been rewritten to be more reliable.
Frozen enemies
Frozen enemies take increased damage from all sources.
Added additional ice particles around frozen enemies.
Added 'frost smoke' effects around frozen enemies
Frozen enemies will now display an icon above their head to indicate that they are frozen. This is a temporary solution to make them easier to spot.
In the future, enemy sprites will instead be recolored to appear frozen. Due to one of our optimization efforts, the engine does not support Color Translations at this time.
Load Game Menu
Added 'Campaign Type' information to the Save Game Description. This will show whether the save is for a Standard Campaign or a Special Campaign.
Added Mutator List information to Save Game description.
Weapon Wheel
The Weapon Wheel now always shows 10 Weapon Slots regardless of whether the player owns the weapon.
SPECIAL CAMPAIGN: Weapon Wheel now shows Weapon Stats when selecting a weapon.
DEV NOTE: A common critique was how weapons switched positions on the Weapon Wheel whenever a new weapon had been acquired, messing with the player's muscle memory. This change should solve that and make it faster to switch weapons from memory.
Leg Shots
Enemies now react to being shot in the leg.
Shooting an enemy in the leg while they are moving has a very high chance to cause them to stumble. This is a pain animation that lasts longer than other pain animations.
Leg Shots deal 25% less damage compared to bodyshots.
Enemies are now less likely to trigger a stumble animation from body shots, but it's still possible.
Accessibility
Added 'Reduced Explosion Volume' option
Sound Design
Continued trying to give Selaco the richest soundscape in an indie shooter, ever.
Aforementioned Headshot improvements
Improved door sounds
Went nuts on the audio design for bullet impacts and whizzes
All guns now have a unique dry fire sound effect
Added sound effect when loading a saved game
Added mechanical sound effect when shooting at Crawler Mines
Added new sound effects for bouncing pieces of debris and metal
Added additional delayed sound effects when walking over glass shards
Improved oomph for Fire Extinguisher explosions
Improved sound effect when walking over glass
Some props have increased sound variants when shot
Some weapons have their firing sound improved
...And so much more
Enemy callouts / AI
Enemies now call out your flashlight usage.
Enemies will now request status updates after losing sight of their target.
Enemies now respond to sound when unalerted
Interaction
Drawings can now be torn down with the Use key
The portrait in Dawn's HQ can now be downloaded to your datapad in a higher resolution
Brooms can now be pulled from walls with the Use key
Dinner Plates are now thrown like a frisbee, knocking enemies over when hit
Effects & Details
Added squeaky sound and effects when enemies stumble sideways
Improved particle effects when destroying glass objects
Some spark effects now shrink as they fade out
Added maggot particle effects that some of the later enemies can spawn when hit or gibbed
Maggots can crawl across the floor
Bullets and projectiles now pass through Kids Doodles
Ceiling Fans are now interpolated to appear smoother
Added cork voxel when destroying wine bottles
Added Perfume Sprayer voxel for destroyed Perfume Bottles
Reworked explosions further
Spark Effects have improved visuals
Other
Items spawned from Wooden Crates are more scattered and no longer face the crate
Items spawned from Wooden Crates are less slippery after hitting the floor
Improved effects when firing Heavy Metal container-type decorations
Pickupable prompts now fade out when holding an object for a couple of seconds
Tweaked one of our book cover illustrations to look less like some disrespectful doctor.
Mutator Menu
Reworked some UI elements on the Mutator Menu
Added support for configurable mutators. This will be further expanded upon in the future
New Mutator: Defensive Enemies
All Enemy Soldiers are more defensive than usual. They are more likely to keep their distance and surround the player, and less likely to push and be aggressive.
This makes Selaco slightly slower-paced while still maintaining a similar level of difficulty.
New Mutator: Burger Flipper Tester
Dawn starts the campaign with the Burger Flipper Test Build installed on her Wrist Computer
Locked by default. Unlocked by finding Burger Flipper in level 3-2
Hard-Boiled Mode
- Added Customization OptionDecreased stagger chances on enemies is now optional (Default: ON)
Now requires completing Chapter 1 on Captain difficulty or above. Players who already unlocked it in an older version do not have to unlock it again.
Hardcore Mode
Added Customization Option: Hardcore Reloading has returned!
If you preferred the original approach where reloads would discard the remaining ammo of a magazine, it can now be enabled again. (Default: OFF)
Game Balance
Upgrading
Most Weapon Upgrades now require 50 Selver Credits on top of their respective Weapon Parts. Chapter 2 will introduce more credit sinks and may see this change reverted
Slidings
Increased Dodge Chance from 50% to 75%
Added sound and visual effects when evading bullets while sliding
Increased enemy knockback by slide kicks by 33%
Weapon Melee Attacks
Reduced melee knockback by 25%.
Shock Damage
Enemies hit by Chain Lightning have a much shorter Shock Duration. The initial enemy hit by Shock Damage remains the same as before
Enemies in a Shocked state now have their hitboxes updated. Before, projectiles had a tendency to pass through their head and not connect
Weapon Balance & Improvements
Roaring Cricket
Reworked Elephant Rounds upgrade
Damage increased 40 -> 50
Headshot Damage Increased (5% -> 110%)
Increased Recoil (2.5 -> 4.5)
Requires 500 Selver Credits on top of 350 Weapon Parts
Upon hitting the fire button, it takes 0.3 seconds until the shot is fired
Elephant Rounds can now kill most enemies with a single shot to the head, but it comes at a cost; This is a hard weapon to use now! The recoil has increased and due to the added delay, players will have to track their target for a brief period before an actual shot is fired. Apply a Cranial Rounds upgrade on top and you can start eliminating higher tiers, like Enforcers, with a headshot too
ESG-24 Shotgun
Improved weapon sounds
Reworked Recall Upgrade: Killing an enemy at Point Blank range with a Shotgun will now disable Slide Cooldowns for 2.5 seconds, allowing for more slides.
Added chance to spawn a cosmetic bullet tracer effect
Re-rendered most of the sprite work to make them more appealing to look at.
New Weapon Kit: High-Velocity Slug - You can find this upgrade in Level 2-1
Shotguns now have full support for Special Ammo types. We will explore this further in Chapter 2!
UC-36 Assault Rifle
Added chance to spawn a cosmetic bullet tracer effect
24MM HW-Penetrator
Needed a bit more oomph to become more than just a mobile turret launcher
Reworked gun sounds
Increased Base Spread (395 -> 425)
Increased Stabilization Speed by (0.6 -> 1.0)
Increased Damage (32 -> 33)
- ZOOMINGSpread has been greatly reduced when zooming (0.75x -> 0.4x)
- ZOOMINGFire Rate is now reduced when zooming, but nails traverse much faster.
- SHOTGUN MODULEIncreased spread by 25% to encourage taking a bit more risk when utilizing its power
- SHOTGUN MODULEAdded Knockback when firing, pushing you slightly backwards (firing while running backwards will speed you up)
- New UpgradeTwin Barrels - While firing from the hip, an additional nail is fired. However, Rate of Fire is slightly reduced and the second nail does not inherit any of the Penetrator upgrades
Grav-VI Plasma Rifle
Raised weapon sound volume
Added Area of Effect damage when gibbing Enemy Soldiers. Dawn is not affected by this damage
- New UpgradeOverblown - Plasma Bolt kills have 25% increased Damage and Area of Effect
Landmines
It felt like landmines were a bit too powerful, so we've decided to make a few tiny tweaks.
Explosion Radius upgrade has its radius reduced (110 -> 60)
Landmine Capacity reduced (3 -> 2). You can still get a capacity of 3 by finding a Grenade Bandolier
Levels
Navigation in numerous areas have been reworked, especially Water Treatment
Improved Courtyard encounter zone in Level 2-2
Added path nodes to Level 3-2 to allow for combat during a Special Campaign
A full resolution sample of the 'Dawn&Mom' portrait can now be downloaded to the Datapad
Statistics & Milestones
Added 'Legs shot' statistic
Added 'Target Dummies destroyed' statistic
Added 'Heads kicked' statistic
Added 'Walls humped' statistic
Added 'Weapon Kits Collected' statistic
Added 'Melee Hits' statistic
Added 'Slide Kick Hits' statistic
Added 'Enemies Shocked' statistic
Added 'Junction Boxes Destroyed' statistics
Added Jump Counter - Yes, you can now keep track of how often you jump.
Added Milestone for collecting Weapon Kits
Added Milestone for eliminating Snipers
Steam Deck
Added option to reduce FOV all the way to 60. Due to the smaller screen, higher FOV's ended up making the game harder to read
Numerous improvements to performance and stability
UI / Interface
Weapon Kit prompts now show a label informing the player what their current Alt Fire is
Added icons to the Settings menu
Added brand new menu where players can select their Campaign Style (Standard Campaign, Special Campaign. In the future this will also include Incursion Mode)
Fully redrawn Dawn's intermission illustrations
'Credits' and 'News & Updates' are no longer visible in the menu when playing a campaign
Extended Bullet Casings is no longer considered 'Experimental'. It has proven to be very stable and not impact the framerate as much as we had thought
Level and Chapter completion screens now have to icon to show the current game mode (Standard Campaign / Special Campaign)
Added support for UI shake in intermission screens
Fixed menu stuttering when switching graphical presets
Dinner plates
Improved destruction effects
Dinner Plates are now thrown faster and spin around like a frisbee, knocking over any enemy it hits.
Enemy Damage
Added new bone pieces that spawn when gibbing enemies
Added bounce effects for bone sprites
Added more Bone Pieces when killing enemy soldiers with Acid
Improved visual effects when shooting at Red Blooded enemies
Improved visual effects when shooting at Robotic enemies
Linux
Updated Linux Workshop Downloader binary
Source Code
To reduce the file size, the Source Files are no longer included in the Steam Download. Instead, there is a text file that takes you to the download page.
All Enemies
Improved patrol system.
When the enemy no longer sees the player at their last known position, enemies will now enter Patrol Mode
Enemies in Patrol Mode have a slightly reduced Field of View and wander around the encounter zone looking for the player
Chapter 2 will further improve upon this system.
Enemy Soldiers can now crouch
Enemy Soldiers can now throw grenades at Player Allies (Turrets, allied NPC's, Nail Turrets and more)
Juggernaut
Added Headshot Hitbox
Siegers
Added Nailgun Death animation for Siegers
Engineers
Now have more accurate shotgun reloading where they must insert the shells one by one (before they were inserted in pairs of two). Interrupting the reload after an engineer inserted two shots allows him to fire two shots.
Audio changes
Crawler Mine
Crawler Mines now flash a red dynamic light when they are about to explode
Squad Leaders
Increased Damage Reduction for enemies buffed by a Squad Leader (25% -> 35%)
Squad Leaders now prefer to fight from long range and will no longer rush to the player.
Plasma Troopers
No longer have Frag Grenades
Now have a Crawler Bomb. A grenade that spawns 2 mini-crawlers upon detonation.
New Enemy Type: Mini-Crawler Mines
Spawned by Crawler Bombs from Plasma Troopers
Mini-Crawler Mines are smaller and have less health
[Level 6 spoilers]
All Zombies
Increased hitbox height
Ranged Zombie
Color Corrected their attacks
Railgun Wallcrack in Starlight now has a correct hitbox, no longer requiring players to shoot slightly under it.
Improved Wall Detection for brooms
Fixed an error where Gwyn Machines could crash the game due to an out of bounds array reference
Fixed a large number of errors where Juggernauts would trigger animations they did not have
Fixed invisible screwdrivers
Fixed an inconsistency where the DMR Extended Magazine upgrade description mentioned '6' instead of '4'
Fixed Wall Paintings being far too slippery after being destroyed
Fixed a floating rain sprite in Level 3-2. Thank you for reporting this at least 5 times a day! <3
Fixed a bug where Red Blooded enemies would gib with purple fog
Fixed Plant Debris always showing an incorrect sprite
Fixed an error where enemies lost their headshot hitbox during their Taser animation
Fixed a rare crash when shocking Crawler Mines
Removed numerous debugs that were never meant to be shown in the console
Fixed a rare bug where enemies killed by electricity would instead become invincible
Chair feet no longer spawn smoke puffs when picked up
Fixed a rare bug where Burrowed Crawlermines would become invisible during a chase
Fixed a bug where picking up Weapon Parts at the same time as they were spawned would not despawn the gear decorations around it
Fixed Whiteboard hitbox not matching the height of the voxel
Fixed a crash caused by pressing START on Gamepad/Steam Deck before the game had time to properly initialize
Fixed an error where left-sided lists were partially unclickable when the Interface Setting was set to 'Small'
Enemy Speech Systems can now re-initialize when new voice lines are added, making older save files more stable.
(Steam Deck) fixed missing symbols in On Screen Keyboard
Fixed an error where Soldiers would consider a Pathnode as an enemy when failing to find a path
Corrected more Keyboard positions to no longer appear under desks. If you find any more, let us know!
Fixed a configuration error where the Steam download size was double in size of what it was meant to be
Opening the Weapon Station for the first time with a UC-36 equipped no longer plays the Zoom/Unzoom sound
Fixed a bug where hitting Alt Fire during a Door Kick animation would result in an infinitely looping kick sound
Fixed a bug where Starlight Purple's lipstick drawing could be torn by pressing USE
Fixed an error where saves were improperly ordered
Fixed Trashbins being more slippery than intended when pushed
Fixed an error where enemies would be able to fire a shot when out of ammo. This would not spawn a projectile, but would spawn muzzle flash effects
Corrected some questionable word choices for the Plasma Rifle AOE Invasion Tier
Fixed an error where multiple Weapon Kits can be enabled at once on repeat playthroughs
Juggernauts no longer turn into gigantic Riflemen when electrocuted by a Junction Box
Removed lots and lots of Spawn calls towards actors that do not exist
Dry firing while zooming with the Roaring Cricket will no longer unzoom the player
Light Poles can no longer be picked up by the Gravity Manipulator
Fixed a bug where the Shotgun Module would not spawn in the Safe Room Extension after beating the Tychus challenge
Fixed a sound error where both 'Remove window' and 'Switch tab' sound effects were played when switching tabs on the Wrist Codex
Fixed numerous z-fighting issues involving floor decals
Fixed Water Bottle collision box being much smaller than intended
Fixed an error where Paint Buckets crushed by a door became invincible
Fixed an error where there was a very brief 1-tick delay before Paint Buckets got destroyed
Fixed an error where Computer Monitor pieces had a spawn offset that was far too high
Fixed Level 1-3 having an impassable desk that blocked objects.
Fixed an error where picking up transparent voxels would be made fully opaque when dropped
Fixed an error where Yellow Reagent barrels would be invisible when far away
Fixed overlapping UI elements on Steam Deck
Fixed yet another instance of a Brick Duplication glitch
Walking over a large number of Paper Decals will no longer flood the audio channels with paper noises
Fixed bug in Level 2-1 where the Yellow Crate would not spawn Yellow Paint Cans - ruining our joke!
Fixed an error where ignition sounds would stack when an enemy kept getting burned
Attempted fix for Plant Factory Elevator Panels moving out of position (We have been unable to reproduce this, but did find a quirk in the code. Let us know if it happens again!)
Fixed a bug where two or more options at once would show up as selected in the Main Menu
Fixed a crash caused by Paper Dispensers trying to reference a Toilet Roll that no longer exists
Fixed a rare crash caused by walking on glass shards
Fixed oversight where Slide Jump hits would register as a regular melee hit, eliminating the Slide Kick benefits
Rephrased 'Bullets Evaded' to 'Shots Evaded'
Fixed an error where Slide Jump Attacks were considered "Weapon Melee Attacks" and not "Slide Attacks"
Development Status
Early Access development remains right on schedule, but changes have been made in the order of which we approach things.
We originally intended for New Game Plus-like modes to be explored somewhere between Chapter 2 and Chapter 3. But due to popular demand, we had to rethink this approach and decided to do it a little earlier. As such, development remains right on track but priorities have been shifted.
What has changed?
This new version was meant to be solely about the Randomizer Mode, but has now evolved into the aforementioned Special Campaign - something much bigger. As a result of this, the following has been changed:
Story Content has moved from December 2024 to January/February 2025
Special Campaign has been moved from Late 2025 / Early 2026 to Today - Although, in a beta state.
Chapter 2 development continues to progress rapidly
I'm aware many of you were eager for the Story Content, and I apologize for having to push that back a little. Rest assured, it'll be worth the wait!
While it's still early, there are a few things I can share about Chapter 2!
One of the levels takes place in a mansion
New defensive items, including a deployable Mini-Turret which comes with its own upgrade tree
Heavy Weapons. These weapons are extremely powerful, but cannot be stored in your inventory and are thrown away once depleted.
Enemy Miniguns can be picked up
Drop Pods that can result in unexpected encounters when venturing outside
Friendly NPC's
Here is a tease for one of the new tools you get to play with:
We often post development blogs on Patreon where we talk about ideas we are exploring, Chapter 2, scrapped content and more. Consider supporting us there!
https://www.patreon.com/PlaySelaco/
If you ran into any issues or simply prefer the old version, you can go back to an older version by rolling back using the Steam Beta features
Go to your Steam Library
Right Click on 'Selaco'
Click on 'Properties'
On the right side of the screen, press 'beta'
Click on the Dropdown Menu
Select 'v0.85'
Wait for the download to finish
You are now back to the old version of the game!
Phew, that’s quite the list, isn’t it? It took a lot of doing but it resulted in arguably our most significant patch yet. Which is saying a lot, given the scope of every patch we've launched so far!
While it’s unfortunate that the Story Content had to be pushed back by two months, we hope the early launch of the Special Campaign makes up for it. This mode offers endless potential for long-term expansion, which we’re excited to explore further in our Early Access period. We might even dedicate an entire update to Special Campaign additions further down the line.
Thank you all so much for continuously giving us your feedback, and a double thanks for everyone who participated in the Public Beta where we could test this update a little earlier.
Let us know what you think of the changes. Either in the comments below, or through a Steam Review. If the update fixed any of the issues you've had, consider giving your review an update!
Have fun, captains!
Source
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