Full notes
Full SELINI update
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What changed
- Gameplay
- Maps
- UI and audio
- Fixes
Version 0.3.0 is live!
Hello everyone!
This is one of the biggest updates for SELINI so far, introducing a large new area called Cyclades, new progression systems, additional exploration features, new achievements, and many improvements across the world.
Players who have already completed the current content can continue from their existing saves normally. However, please keep in mind that progression flow, quest order, and pacing have evolved, so some parts of the experience may feel different compared to a brand new playthrough.
New Content & Progression
2 new Achievements: Cyclades and Singularity
Added a brand new area called Cyclades
You can now obtain the Yellow Keycard
The Teleports Quest now concludes
Added all 12 teleports
Killing Occularus no longer triggers the credits as the game now continues beyond that point
Added a new Quest-Card tracking total and defeated enemies in the world
Added a small new interactable NPC sequence
Exploration & Guidance Improvements
Dying Fabers now provide hints for all 12 teleports
The room containing the next target now flickers on the map until the task is completed
A new unlockable feature can reveal the next target directly from the map menu
Added more hints for difficult quests
Added more Dying Fabers (hint robots) across the world
Added more Companions (shooters) around the world
Re-arranged some of Cyrus’ quest tasks for improved pacing
Gameplay Changes
Upwards Super-Dash has been moved to a later room unlocked with the Yellow Keycard
Sparkling Orbs are now invincible enemies. If you see them, run
Improved Super-Dash visuals
Saving robots can now be used multiple times within the same room for healing
Boat Callers no longer summon the boat if intermediate gates remain locked
World Improvements & Fixes
Improved world flow and reduced unnecessary backtracking in several rooms
Optimized lights and meshes in multiple areas
Fixed spawning, collision, audio, and map-related issues across various rooms
Fixed several areas where players or objects could become stuck or pass through geometry
Added additional environmental clarity and visual polish throughout the game
Please also keep in mind that some rooms introduced in this update are still under construction visually, although they are fully functional and currently serve gameplay and progression purposes.
Thank you all so much for the support, feedback, bug reports, and reviews 🙏
Talk to you soon, Take care!
Source
Changelog.gg summarizes and formats this update. How we read updates.
