In this update5
Full notes
Full SELINI update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Events
- UI and audio
- Maps
- Performance
SELINI changes
Hello everyone!
It’s been one week since launch, and we’ve rolled out a bunch of improvements, fixes, and gameplay adjustments based on your feedback. 🎵 The Official Soundtrack is now available on Steam! [dynamiclink href="https://store.steampowered.com/app/4367830/SELINI_Soundtrack/"] You can now listen to the full soundtrack outside the game and support the project even further. Thank you so much for the love!
BACK TO THE GAME
One of the main concerns was that the beginning of the game felt a bit slow. To address this, I’ve made the early game more engaging, including moving two abilities much earlier and updated the DEMO according.
Here’s everything included in Version 0.1.3 (comparing to version 0.1.0):
Early Game Improvements
-Adjusted the opening sequence to make the explosion event more compact and engaging (no more unnecessary backtracking)
-Moved Flash ability much earlier in the game
-Companion (firing orb) is now obtained earlier
-Added an elevator near the Flash ability to quickly demonstrate its use
-Added a hittable button platform in the Injured Infan room to immediately use the newly acquired Companion.
-Unlocked the first forest shortcut by default to reduce early backtracking
-Removed an NPC in the Whistle ability room to streamline the early path
-Reordered Dying Faber task sequence for better flow
-Repositioned some Dying Fabers (map-revealing robots) to more strategic locations
-Repositioned early Blocks and Unlockers for clearer progression
-Rearranged platforms in the Dunes area to require the Dash ability for reaching Black Hole
-Added a Blocked Door in the Whistle room for first interaction with the Following Cube Key
-Added an “Untamed Companion” in the Companion ability room
-Removed an unnecessary breakable wall
-Added more breakables after acquiring Flash
Boss & Gameplay Fixes
-Fixed an issue during the Venus boss fight where using Charged Flash could break the fight phases
-Fixed death trigger issue when falling into water at low energy
-Fixed spike respawn issues in the Dark Area
-Repositioned a hidden breakable near the Dark Area that could make players think they were soft-locked
-Repositioned a Black Hole that could be bypassed and potentially break progression
-Repositioned early-game Black Holes and updated the map accordingly
-Fixed a flickering mesh in an early room
-Fixed keyboard UI inputs for the Lamp ability
-Adjusted spawn positions in several rooms for smoother entrances
Visual & Quality of Life Improvements
-Improved Dark Area visuals and added graphical enhancements
-Added a short cinematic a few rooms before before the first boss
-Added two new poems to the Tablet
-Fixed Poem names in the Tablet (requires a clean save slot)
-Added a “Bugs” option to the menu
Goal & Progression Changes
-Removed “Activate Boat” from mandatory goals given by the Dying Fabers (since it’s currently optional)
-Removed a wall from an Unlocker that made the path seem blocked
-Repositioned crates to accommodate progression changes
Thank you all for the feedback and support during this first week! It really helps shape the game into something better.
More updates coming soon! ❤️
Source
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