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About the game

Selaco

Single-player first-person action shooter

The player surveys a rain-soaked city street at night.
Selaco · Game artwork

About Selaco

During an invasion of a vast refuge built for Earth’s survivors, security captain Dawn Collins searches for answers about the station’s past while fighting armed attackers. Selaco is a single-player first-person shooter with connected exploration, destructive combat, coordinated enemies and weapon customization. Its Early Access release currently contains Chapter 1 of a planned three-chapter story.

Selaco is both the name of a vast refuge and the setting of the invasion that begins the story. After Earth’s fall, survivors live inside this massive station; Dawn Collins serves as an ACE Security Captain, newly promoted and trusted with high security clearances. She is investigating the facility’s obscured history when explosions and armed invaders interrupt that work. The conflict gives the campaign two linked questions: how to resist the assault and what the station’s past has concealed. Dawn’s investigation remains personal even as the violence spreads through a large facility. The player moves through the crisis in first person, meeting the invaders in combat and finding environmental details that add context to the people and places around her. Selaco is built as a story-led shooter, using its connected spaces and the aftermath of the attack to carry the journey forward.

The available campaign is presented as a continuous journey through connected environments rather than a sequence separated by time jumps or cutaways. Chapter 1 contains 30 maps in the current Early Access description, leading Dawn through distinct parts of the facility as the invasion unfolds. Corridors, offices and larger spaces serve both as combat grounds and as places to investigate. Data logs and messages provide glimpses of the station’s history and the lives of its staff, while environmental objects make ordinary rooms feel occupied even after order has broken down. Map exploration is more than a straight run from one firefight to the next: alternate paths, hidden rooms and supplies reward checking the surroundings. The automap helps orient the player through these connected areas. The pace can shift from a loud fight to a quieter search for a route, a log or a useful cache, then back to armed resistance when the next threat appears.

Combat combines freely moving first-person gunplay with enemies designed to act as a group. Invaders communicate, flank, suppress and change their approach, while voiced callouts can signal what they are attempting. Listening and watching the room therefore matter alongside aiming: a position that seemed safe can become exposed as attackers move to another angle or use different equipment. The campaign introduces new enemy tools over time, including grenades and force-field protection, so encounters ask the player to recognize changing threats and respond with movement and weapon choice. Dawn can dash, slide and kick during a fight; sliding carries her quickly across open ground, and a direct kick can stun an opponent. These movement options let the player cross danger, disrupt an enemy or reposition behind cover. The rhythm alternates between advancing through connected spaces and reacting to fights whose pressure comes from coordinated enemies as well as their weapons.

The player surveys a rain-soaked city street at night.
The player surveys a rain-soaked city street at night. Official game screenshot; copyright belongs to its respective owners.

The environments are destructible, and weapon impacts can turn furnished rooms into damaged combat spaces. Bullets and explosions break objects, scatter debris and alter the look of a room as a firefight develops. This physical response is part of the encounter’s texture: tables, glass and other scenery can be smashed while Dawn pushes through an occupied area, rather than remaining untouched decoration behind the action. The station also contains small interactive details away from combat, from readable messages to functional fixtures and objects that can be handled. Such details support the sense that Selaco is a working refuge with daily life and infrastructure, now interrupted by an attack. Between set-piece battles, exploring at a more measured pace lets the player notice clues, inspect side rooms and look for hidden supplies. The game’s spaces consequently support both immediate survival and gradual discovery of the place Dawn is trying to protect.

Dawn’s arsenal grows across the campaign, with 11 fully upgradeable weapons in the current Early Access build. Weapon improvements and customizable alternate fires let the player change how particular guns work, giving the same tool different uses as the situation changes. Some improvements increase a weapon’s utility, while Weapon Kits can transform its behaviour; the developer describes these as ways to adapt when enemy forces bring stronger equipment and new threats. Finding weapon parts and locating stations to apply upgrades links exploration with combat preparation: searching a side area can contribute to the tools Dawn carries into later encounters. The player can also collect logs and supplies while following the main route, so looking closely has practical value as well as narrative context. Rather than relying on a single gun throughout, the growing set of weapons and their modifications encourages switching responses as ranges, enemy formations and available cover change.

The Steam Early Access version currently makes Chapter 1 playable; Selaco is planned as a three-chapter story, so the other chapters belong to the unfinished full project rather than the available campaign. The current store description also lists full open-source modding and Steam Workshop support, including a level editor, giving players ways to explore community-made additions alongside the official campaign. Randomizer Mode is listed as available and remixes mechanics, enemies and spawns for runs that differ from the authored route. Incursion Mode, an endless survival challenge in arena-style spaces, is identified by the developer as coming later during Early Access, so it is not part of the currently available mode selection. This release boundary matters to the story’s structure: Dawn’s investigation and the invasion continue beyond the material available in Chapter 1, while the present build offers that chapter’s connected locations, combat encounters, weapon progression and modding tools.

The player reloads a firearm during a fight in a garage.
The player reloads a firearm during a fight in a garage. Official game screenshot; copyright belongs to its respective owners.
Developer
Altered Orbit Studios
Genre
Single-player first-person action shooter