Full notes
Full Selaco update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Store
- Performance
- Gameplay
- UI and audio
- Fixes
Selaco changes
Greetings captains,
Happy 1-year Anniversary to Selaco's Early Access release!
Valve has blessed us with a Steam Daily Deal for this special day, so we've dropped Selaco to its biggest-ever discount (yes, we broke our discount record again!). If you bought the game at full price about a week ago, you should be able to contact Steam Support for a refund of the difference. Just link them to this blog post as confirmation that we're on board with that.
This will likely be our biggest discount for the foreseeable future, so if you’ve been waiting to try Selaco, now’s the perfect time!
https://store.steampowered.com/app/1592280/Selaco/ Here’s what we’ll be covering in this blog post:
Patch Notes
Announcements
State of Early Access (Including Chapter 2 stuff!)
Let's address the elephant in the room; This blog post is huge. Just look at the scrollbar to the right of your browser window and you'll probably see what we mean. Sit back, relax, and let's not waste any more time!
One of the key goals of this update is to enhance performance without sacrificing visual fidelity. This is always challenging for a game like Selaco, because we aim for a world that's highly interactive and responsive to player actions. We've made significant improvements toward our performance targets ahead of leaving Early Access. Here’s a quick overview of what’s been improved.
Brand new Particle System We've completely rebuilt our particle system from the ground up! Instead of relying on clunky old methods, the new system is much faster and smarter -- using pooled particles and hardware rendering to significantly reduce performance overhead.
This means smoother gameplay across the board, especially during combat!
Complete do-over for all particle effects To take full advantage of the new system, every single particle effect has been rewritten from scratch. Not only do they look better than ever because we're more experienced, but they also run more efficiently.
Improved rendering performance for Floor Decals Ever noticed how having thousands of blood splatters on the floor reduced your FPS to a significant amount? We've optimized how floor decals are rendered, which should result in much better performance. Most noticeable in gauntlet encounters, and for players who have Permanent Blood enabled.
Improved smoke culling We've improved how smoke is handled, reducing the performance hit when lots of smoke is on-screen by preventing too many smoke clouds from stacking.
Improved floor decal spawning Floor decals like blood, bullet holes, and scorch marks now spawn more intelligently. They won’t stack on top of each other anymore (which helps avoid unnecessary slowdown), and we've made changes that reduce micro-stutters when a bunch spawn at once.
Blood effect overhaul Blood never utilized any type of particle system before, making them more demanding than they should have been. With this new system in place, it only made sense to port our blood effects over. This took quite some doing, but we pulled it off! Expect more performant blood and some new effects sprinkled in-between.
Improved Enemy AI logic This has been an ongoing effort with every single update, and we’ve taken more steps forward here. Their behavior feels the same, but the way they make decisions is now more efficient.
Other performance improvements
Updated glass effects to be more performant
Improved fire hydrant performance by culling water sprays for faraway players
Paint buckets now utilize an actual particle system instead of actors
UI elements are now precached and can be properly unloaded to save VRAM
Added a "Texture Quality" setting. This will slightly reduce sprite resolutions but drastically decrease VRAM usage. Use this if you have a GPU with low VRAM!
Numerous smaller improvements to reduce VRAM usage
Overhauled bullet puff code to be more performant and easier to maintain
Red blood decals are no longer flat meshes and now use the new decal rendering
A lot of "simple" effects are now considered Particles to make them cheaper to spawn.
The second goal was to spice up the Special Campaign / Randomizer even further! Feedback on this moment has been great and we expect things to be even better with this update.
Brand New Options Menu
A common bit of feedback was that some options were too vague, and that there were simply too many - which understandably, not everyone wants to tweak every time they do a new run. We've tackled both problems!
Added Presets Rather than having to select everything manually, we’ve added a number of presets that configure everything for you. The following presets are available:
Minimal Preset
Keeps all possible randomization elements but makes them subtle. Use this if you want to utilize all the Special Campaign features while keeping randomization to a minimum.
Default Preset
Uses all available randomization while keeping gameplay balance in mind. Use this if you want a random, yet balanced experience.
Vanilla Preset
No new content and minimal randomization. An optimized preset for players who want to replay the Standard Campaign with a few surprises, including extra enemy spawns and shuffled item pickups.
Vanilla Plus Preset
Very similar to Vanilla but adds Special Campaign-exclusive enemy types. An optimized preset for players who want something close to the Standard Campaign with slight alterations and a few new features.
Controlled Chaos Preset
High randomization with all the bells and whistles. Designed to be chaotic but fair.
Overkill Preset
All randomization cranked up to 11! This run will be chaotic, unpredictable, and probably very difficult.
All presets can be manually tweaked after being selected.
Added Description Pane and Option Descriptions Highlighting an option in the Randomizer Menu will now explain what the setting does. No more asking on reddit required!
Added Ammo Bearers Some enemies can now be an Ammo Bearer. Ammo Bearers have an Ammo Icon above them and drop a bunch of ammo for random weapons when killed. These type of enemies are rare.
Added Armor Bearers Same as above, but for armor instead! Look for an armor icon.
Added 'High-Tier Enemy Frequency'This new setting allows you to spice things up (or spice things down). Increasing this setting will result in more stronger enemies. For instance, less Riflemen and more Plasma Troopers, while lowering this setting results in less stronger enemies.
Added Item Trails
The randomizer can now spawn Health and Armor shards in hallways. On by default, but can be disabled.
Added Extra Cover and Extra Clutter settings The setting that was formally known as Extra Clutter has now been renamed to Extra Cover. We've added a brand new system that focuses on adding small-scale clutter (like extra mugs, cardboard boxes and more) that can now be controlled with the Extra Clutter setting.
Added Immersive Mode Selaco has always been about immersion. Special Campaign is a very gamified experience which caused it to not click with everyone as a result. As such, we've added an Immersive Mode that keeps most of the gameplay in tact, but with some tweaks to retain immersion. For instance, floating weapons will now instead be stationary on the floor, and "joke traits" like the Brick Launcher or Paintsplosion are no longer present.
Added Heavy Gunners They're like Gunners, but a lot meaner! They are bigger, have a stronger shield and a much louder minigun. Better save some shotgun shells for these bastards.
Random Encounter Rework Random Encounters will no longer spawn when players are actively fighting, and will instead be queued (with an additional delay) until their fight is over. This results in less snowballing and eliminates time pressure when fighting enemies.
Other Special Campaign improvements
Added full localization support
Added 2 new Weapon Traits
Fixed an error where Random Encounter enemies could spawn in inaccessible areas
Random Encounters will no longer spawn when the player is in a Safe Room
Fixed an error where Engineer Grenade Shells used the wrong model
Added proper ammo UI for weapons with the Bottomless Mags trait
Earthquakes no longer push Detonators, preventing potential softlocks
Fixed Triple Damage trait not applying its intended damage correctly
Combat Chests now have a distinct color and slight illumination, making them easier to spot
Fixed an error where Encounter Chests spawned enemies too close to the player
Fixed an error where Crawler Queens became invisible
Dawn's suit no longer references "+ Roaring Cricket" when Weapon Randomization Style is not set to "Vanilla"
Reduced healing sound volume for Life Leech and Life Siphon
Fixed an issue where Item Flares did not despawn properly. Most noticeable with red flares on Medkits
Ammo pickup counts are now biased toward slightly higher amounts, addressing scarcity issues
Disabled Soldier and Robotic spawns in Level 6-3
Fully Reworked Swimming
More natural swimming movement: the player now darts forward while swimming instead of moving at a constant velocity, better simulating the feel of real swimming
Added underwater swimming sounds
Crouching no longer slows swimming speed
Players are now forced into crouch mode while swimming
Removed view and weapon bobbing while swimming
Added a warning sound when the player is about to run out of oxygen
Added a warning sound when the player has run out of oxygen
New and improved exertion sounds when resurfacing after a long swim
Added dripping sound and visual effects when leaving the water
Most weapons can no longer be fired underwater. Since Selaco doesn't feature underwater combat, we focused on immersion here. If underwater combat is added in the future, we’ll revisit this
Vertical swimming movement speed is now equal to horizontal speed
Improved underwater bubble visuals
Armor
Armor is now slightly less durable on higher difficulties. Recent buffs made it stronger than intended
Plasma Projectiles deal significantly less damage against Armored players, but deals more severe damage to the armor itself
Reworked sound effects when taking damage with armor on
UC-11 Exon SMG
Increased weapon damage (21 -> 23)
Roaring Cricket
Slightly louder firing sounds
S-8 Marksman Rifle This is a little embarrassing, but...
Headshot damage now increases with distance, as originally intended. This feature broke during a previous systems rework. Thanks to Discord user "Lush" for spotting it!
Slide Proning Sliding under a tight area now puts Dawn into a prone position, allowing movement where you'd otherwise get stuck.
Other Stuff
Dawn can no longer uncrouch when the ceiling is too low
Pain sounds now trigger more consistently when taking damage
Further improved sign posting and navigation in numerous levels
Weapon Bar icons are now greyed out when the weapon has no ammo
Added "Mark all as read" button to the Wrist Codex
Added "Invert Y-Axis" setting to the Gamepad menu. This was always there, but it was buried deep into an Advanced Settings Menu where players could not find it.
Yellow Barrels now appear on the minimap. Now you can all stop losing them!
Machine Gun Ammo dropped by Enemy Soldiers now use a different voxel model to be more distinct from regular Machine Gun Ammo pickups, resulting in less misleading +10 ammo pickups.
More reactive Explosions In our endless pursuit of making Selaco's combat the most dynamic as possible, numerous projectiles now respond to explosions. For instance, an explosion can apply knockback to a grenade, causing it to go another direction. Quite similar to the Halo series. This can result in some beautiful chaos, or a very embarrassing death. We have plans to spice this up even further in the future.
Added Interactive Bullet Casings This is not nearly special enough to warrant its own headline, yet here we are, we think it's cool! All bullet casings now interact to both player and enemy movement; kicking them aside based on the direction of the footstep.
In-game references has been spread out a little better Selaco is full of in-game gags that reference other media - it's something we love doing! However, we realized that in some areas we may have gone a bit overboard with the amount of it, affecting the believability of the game world. While we haven't removed anything, we've spaced things out a lot better to keep the experience immersive and avoid distractions.
Visual Effects
Added Railgun Beam effect
Improved visual effect for Railgun shot impacts
Improved visual effects for animated spark effects, looking a little less cartoony.
Added more gravity and bouncing variations for Spark particles
Added Red Spark effect when hitting Energy Shields
Improved Plasma Puff effects to be more visually pleasing and powerful
Added new Purple Blood wall decals
Adjusted illumination color for all blood effects to better match the purple blood color
Decal spray directions when hitting have been adjusted to be more believable and will no longer spray unreasonably far away
Yellow Barrels now have an impact effect when shot
Improved bone gibs by being more performant and having better bouncing sounds
Applied a bit more texture to Gore Mist sprites
Improved (almost) every pick-up sound to be more snappy and satisfying to listen to
Improved gibbing sound effects to be slightly louder and slimey
Added a whole bunch of new bullet impact effects for Wood, Metal, Concrete and more. A shooter can never have enough bullet impacts!
Added a wooden thud effect when enemy corpses hit a wooden floor
Lamp/Light Textures now spawn glass effects when shot
Fully reworked Wire Texture to appear less out of place. It was an old asset that should have been updated sooner
Added 'Burger Junkie' flyers
Explosion effects now always face the player, even from above or below
Added a new destruction model for Computer Monitors, giving a bit more variety
Sound & Audio
Added sound effect when crouching
Added stepping sounds for walking over static paper decals
Added pushing effort sounds when pushing heavy objects like Heavy Barrels.
Improved Health Regeneration sound effects
Added sound effects for leaking waterpipes
Pain Sounds are now more reliable and always play as intended.
Pain Sounds no longer cancel eachother out
Brand new recordings for Pain, Death and Danger States sounds
Added new spark sound effects
Added unique pickup sound for Small Machine Gun Ammo
Improved Bullet Whiz sound effect for bullets that pass the player
New Sound Effects for picking up Plasma Rifle ammo
Reduced audio volume of Rooftop Wind sound effects
Fully reworked the 'Warzone' soundscape ambient effect that plays in the background of some earlier levels
Immersion & Interactions
Disabled Weapon Bobbing when not on the floor
Plants on Plant Pots now properly rotate along with the pot when picked up by the player
Enemy Flashlights now cause a shadow based on the player's Shadow Quality
Spark Missile effects can no longer spawn underwater
Updated a whole lot of outdated posters in Pathfinder Memorial Hospital. They were showing their age!
Added Civilian Corpses. No longer is everybody being turned into a pile of red giblets; there are actual civilians now!
Added Corpse Shadows for both enemies and civilians
Added a whole bunch of new Doodle Decorations, created by our patrons!
Jukeboxes stop playing music when destroyed
Added sound effect that plays on all connected Jukebox speakers when the jukebox is destroyed
Vending Machines now spit Soda Cans when destroyed
Vending Machines now have increased Soda Can quantity. This was needed to make the previous change cooler, which is sometimes all that matters.
Watermelons Never did we anticipate that watermelons would become the strongest health source in the game, yet here we are.
Added 3 new voxels for destroyed watermelons
Improved randomization for watermelon chunk angles to add more visual variance
Nerfed watermelon health gain (2hp -> 1hp). However, large chunks still give 2hp
Watermelon effects are now juicier
New Mutator: Save Scumming The Save Scumming mutator lets you save anytime with zero downsides, whether you're in the middle of a firefight or standing next to a primed explosive barrel. This one is for the Gamer Dad, Gamer Mom, or anyone who just loves cheese. (Unavailable on Admiral Difficulty and Hardcore Mode)
Hardcore Mode Disabled the Mercy System in Hardcore Mode. Getting hit while at low health can now kill you outright and will no longer grant you a grace period at 1hp All Enemies
Improved AI logic to reduce hesitation during pathfinding
Soldiers
Soldiers now reload when low on ammo and not in direct line of sight with the player, avoiding awkward moments where they rush in with empty weapons
Slightly increased hitbox height
Air Drones
Rendering tweaks to improve visibility from below
Reduced rocket projectile speed (25 -> 20)
Siegers
Rendering tweaks to improve visibility from below
Plasma Troopers
Reduced projectile size by 25%
Added flare effect to Plasma Trooper projectiles
Added option to disable View Bobbing. This removes vertical up/down movement while walking and can help reduce motion sickness. This keeps Weapon Bobbing, but this can also be disabled.
Improved camera tilting on gamepad. Previously, slightly angled input could cause an unintended wobble, this has been fixed
For the future We’re still looking into adding a Contrast Mode for visually impaired players, which will apply a strong colored overlay to enemies and interactive elements.
Updated Plasma Rifle weapon bar icon
Improved camera tilting on Gamepad
Corrected broken audio mixing on kill notifications
Removed numerous Juggernaut brightmaps to save space
Fixed an error where the Weapon Wheel could be opened from the Main Menu
Fixed overlapping Mutator UI elements on lower resolutions
Fixed an error where Windows would stop capturing mouse input after closing the game
Tweaked DMR scope timings to better match the zoom effect
Keycards are now set to "Always Pickup" to reduce softlocks from sequence breaking
Destroyed Sentry Guns no longer block doorways, a common cause for soft locks
Weapon swapping with Bottomless Mags (Mutator or Weapon Trait) no longer forces a Weapon Reload
Fixed an error where Children Doodles briefly turned into an "X" when shredded
Fixed a crash caused by Stretchbeds if their hitbox was missing
Fixed an exploit allowing players to boost rate of fire by timing the 'Throw Equipment' button
Gravity Manipulator no longer picks up explosive plants, preventing potential softlocks
Fixed an error where Shooting Range menu info didn’t match actual settings, often causes by load games
Menus and intermission screens now close the automap
Fixed a crash caused by snipers targeting a non-existent entity
Fixed an error where Weapon Kits played a healing sound on pickup
Fixed overlapping pickup sounds
Fixed an error where throwing a grenade with the Grenade Launcher could lock weapon state, rendering all of your weapons unusable
Removed duplicate smoke sprite effect, reducing file size by a massive 650 bytes
- DMRFixed an issue rapidly zooming in-and-out could result in a zoom with no scope overlay
Fixed an error where Stretchbeds spawned blood decals when shot
Playstation icons are now properly saturated
"Sitting Corpses" no longer spin when shot
Fixed crash when Weapon Mods had no ammo type assigned
Fixed error where purple blood splatters looped back to the first frame
Fixed rare crash caused by switching equipment when Dawn didn’t exist (???)
Fixed error where Crawler Mine corpses dealt incorrect damage type on impact
Fixed numerous typos in upgrade descriptions
Fixed error where rain splatters showed a white block texture
Removed the “Enemy Grenade (Unusable)” prompt
Fixed a bug where Yellow Paint was Purple Paint and vice versa, ruining our best joke for a second time
Fixed an error where Bottomless Mags reduced ammo in the Shooting Range
Fixed crash from Sentry Guns acquiring targets after becoming friendly turrets
Transitioning from in-game to Titlemap no longer briefly shows hexacons
Tweaked item flare offset for Large Plasma Ammo to prevent model clipping
Siegers are now easier to see from below thanks to forced XY billboarding
Added 'Drink' interaction label when looking at beer bottles
Fixed an error where UltimateSelacoBuilder was missing from the Steam download
Fixed a Level 1-3 bug where a one-way door could be closed from the wrong side
Fixed potential crashes caused by Pathnodes
Automap can no longer be opened when dead
Fixed graphical issue with the first frame of the Invasion Tier menu
Fixed "Pimp My Vacbot" neon sign appearing massive from behind
Added extra snipers when returning from the South Wing with a key in the Mall level
Cleaned up Level 5 map screen to hide unintended areas
Attempted fix for Mall level keycard not spawning correctly
Fixed numerous script oversights across the entire game
Fixed Plastic Shards despawning with Permanent Destruction enabled
Improved transition of Item Flares and Icons for smoother appearance
"Give All" now includes a Flashlight
Fixed Workshop Screen showing Xbox controls while using Playstation icons
Holding Jump in tight spaces no longer causes repeated jump sounds
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 'v0.89-BF'
Wait for the download the finish
You are now back to the old version of the game!
Stoked for this one!
We've been thrilled by the number of mods Selaco has received since the Early Access launch a year ago -- especially considering we haven’t launched any documentation yet!
Shortly after Chapter 2's launch, we’ll launch a full Modding SDK as free DLC for Selaco. This SDK will include the 3D models we used to create sprites (both Weapons and Enemies), our first-person arm rig, development tools, and more.
This allows modders to create anything they want with almost no limits! New guns that use Dawn's arm model? New animations for existing enemies? All possible!
Selaco Level Editor Source Code Is Now Available
Our Level Editor is based on UltimateDoomBuilder, a staple tool for DOOM and GZDoom mappers. Selaco, on the other hand, needed its own custom editor optimized for our systems like path nodes, spawning configurations, and more.
If you’re not a developer and just want to create maps using the tool, you can download the newest version of UltimateSelacoBuilder here:
Selaco Level Editor Download (Windows Only)
If you want to see the source code for development reasons or curiosity, here it is: Source Code Link
Our Store Page has been reworked!
We made our Steam page roughly 5 years ago when the basics of the game were still shaping up, and it was starting to show its age. A lot of the information was outdated, and the game wasn't presented in a way it deserved.
Oh, and better GIFs! Feel free to look a look.
Let’s talk about how development is going!
I’m happy to report that development is going well, especially when it comes to Chapter 2, which we’ll dive into in just a moment. Overall, the current state of development mirrors what we shared in our last update: there are no major roadblocks, and things continue to move forward at a steady, healthy pace.
However...
This one hurts to write.
Our original plan was to launch in Q4 2024. Then we aimed for Q1 2025. Neither worked out. Then we aimed for this patch to have it, which also didn't work out. We know that's a bummer -- and trust us, it bums us out just the same.
We want to be upfront here: We’ve been underestimating just how much work it takes to make this game. This is our first real project, and it landed a bigger audience than we had anticipated. We're still learning how to deal with expectations and not get carried away with our excitement.
The good news? It's shaping up really well. We're actively working with Melissa Medina (Dawn's voice actress) as we speak to get a lot of work done, as well as working with a number of new actors who have been brought on board recently. And, because our players like them so much, a whole bunch of new enemy chatter and new callout types!
Given the past delays, we’ll only announce the new release date when we’re confident it’s close. This is what we've been doing with Chapter 2, and something we should be doing here, too. Thanks for sticking with us, and we’re sorry for the wait.
2 months ago we launched the so-called "Nightly Builds". It's always been our goal to be fully transparent during our Early Access phase, which is why we invite everyone to play our development builds on a (almost) daily basis. Complete with all the bugs that come with!
This has been a lot of fun, and something we'll continue doing! The update rate might slow down a little as we work on two other major Selaco projects (Chapter 2, Story), but we'll keep 'em coming at a good rate!
For details on how to enter, visit this page
Shaping up really well, but still far from complete!
Chapter 2 is more than just a content update, it’s a full-blown expansion by this point. We’re not just making a few new maps and calling it a day with this. It has new guns, new tools, updated mechanics, and even a Chapter 1 makeover that takes full advantage of a brand new lighting system we're making for Chapter 2. A lot of content is already fully functional, and you might be surprised to learn just how much of it is already completed.
But hey, it’s our 1-year anniversary! So we figured it’s about time we start showing some stuff. Consider this a little treat.
For now, enjoy these random, completely out-of-context images from Chapter 2. No explanations yet, just a taste of what’s to come. When the time comes, we'll do an actual trailer and introduce the new toys properly. Everything below is Work in Progress!
Enjoy!
What a journey it's been so far and what a behemoth of a blog post this turned into!
It's hard to believe it's already been a year since Selaco launched into Early Access. Month after month, the game continues to perform well, and we’re constantly humbled by the love and support you’ve shown. Seeing players recommend Selaco in many corners of the internet never fails to make our day. We may sound like a broken record by now, but we truly are grateful for all of this, and we will not disappoint with the final version of this project.
If we can ask for one more favor: please consider giving the game a review on Steam to give us your input. We're a very small studio who work really hard on Selaco, and these things help tremendously!
Thank you all very much, and until next time! 💙
Source
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