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Nightly Builds are Now Available!



Captains,

From the moment we decided to launch into Early Access, we’ve aimed to make our development process as transparent as possible and bring our players along for the ride.

A little over a month ago, we mentioned the so-called Nightly Builds in our patch notes, describing them as something we wanted to experiment with in the near future.

Today is that day!


For those unfamiliar, a Nightly Build is a development build that updates daily. Basically, if any progress toward an update has been made, that progress will be uploaded to Steam before one of the developers goes to sleep.

These builds are likely to be unstable, very buggy, and may not even work from time to time, but they can be very interesting for those who want to see how things are shaping up.

With Nightly Builds becoming a thing, there are now 3 Branches players can pick from. Let's briefly go over these:
  • Default (none): This is where most players are. Everything here is thoroughly tested, polished, and stable. If this is your first time playing Selaco, this is the version we highly recommend.

  • Beta Branch: A curated version that combines several Nightly Builds from the past 2–3 weeks. It’s our way of offering newer content with fewer bugs, making it more stable and playable.

  • Nightly: Untested changes that may not even work. Will the game boot up? Will VAC-Bots multiply? Who knows what happens in here! This is only recommended for those who want to stay deeply involved with the development process and report their thoughts early.
Important:
Nightly development is all about the next possible update that we will launch onto Steam! If there’s no new Nightly one day, don’t worry! it usually means we were working on something bigger, like Chapter 2 content or features meant for a future update that aren’t ready to show just yet.



The best expectation is to have no expectations at all! Nightly Builds can go in any direction.

It’s entirely possible that the Nightly for that day won’t even boot up successfully. Or, when we’re in the middle of reworking some systems, it might be so buggy that a normal playthrough becomes nearly impossible. Enemies might bleed red instead of purple, all pizza boxes might be empty, or Dawn might burp at random intervals.

However, if a build goes well, you'll have access to the newest changes earlier than anyone else! You may even get to play around with (potentially stupid) experimental stuff that might never make it into the final game.

If something goes wrong, you can always switch back to the Beta or Default branch.
Just make sure to save often to avoid lost progress in case of a broken save



We're currently in the middle of a significant performance pass that reworks Smoke and Particle Effects from the ground up.

Our goal is to keep them visually identical, but make them far more efficient in terms of CPU usage. Current tests show major improvements, especially during combat, but there's still a long way to go!

Some things may look a little off in the Nightly Build as we’re in the process of migrating to the new particle system.



Similar to the Public Beta!
  1. Go to your Steam Library
  2. Right Click on 'Selaco'
  3. Click on 'Properties'
  4. On the right side of the screen, press 'beta'
  5. Click on the Dropdown Menu
  6. Select 'Nightly'
  7. Wait for the download the finish

Going back to a more stable build works the same. Just click on PublicBeta or Default instead!



Feedback is welcome, but not necessary! Really, it's entirely up to you.

There's a solid chance we are fully aware of the issues, largely because it's all mid-development stuff. But if you believe it's something we can easily miss, or think it's worth mentioning, please do not hesitate to do so!

Three options!
  1. Selaco has a very cozy Discord community that you are more than welcome to join. Feel free to report anything in the Forum category.
  2. You can use our Steam Forums.
  3. Email me directly via [email protected].


We're very excited to hear what everyone thinks of the Nightly Builds. Like most of what we're doing, it's a very experimental approach, but one we really enjoy doing.

Thank you for sticking with us, as always!




Burger Flipper - Major Content Update

This Update is sponsored by Pluto Burger - Almost as big as a PLANET!



Dear Burger Flipper Playtester,

Zynzu Entertainment here! First off, a huge thank you for playtesting our mobile game, Burger Flipper, as we prepare to launch it to the masses of Selaco. We're in the home stretch, and our best friends at Pluto Burger are eagerly awaiting the finished product.

Just one more obstacle ahead; surviving the upcoming review embargo! Be aware that one of the highlights in this build is the introduction of microtransactions, which will be hidden in the Review Build. As far as reviewers are concerned, they do not exist. So please keep quiet about them.

We're nearly there. Test, test, test! Alright?


[h2]Burger Flipper v0.3 Changelog[/h2][An update for Selaco has been pushed to Steam. Burger Flipper v0.3 will be available on your Datapad after updating.]
  • [h3]Added Global Save System[/h3]
    Progress is no longer tied to your local Datapad! If you were to, somehow, start a life, you can now continue where you left off. Just make sure to click the button to convert your existing save into a Cloud Save. Or Global Save... Whatever the term is post-Exodus.

  • [h3]Added a bunch of Cosmetic Burger Skins[/h3]

    Now featuring Gwyn Burger, VAC-Burger, and more that we will not spoil. You will not believe what the last one is!

  • [h3]Added Achievement System[/h3]
    Improve your Gamer cred by achieving Burger Flipping milestones.

  • [h3]Added Battle Pass[/h3]

    Complete achievements to earn Points for your Battle Pass. Unlock exclusive new Skins and Gems to use in the store.

  • [h3]Added Golden Burger Events [/h3]
    These rare burgers spawn periodically to boost burger flipping productivity—but they don’t stick around for long! Click fast or miss out.

  • [h3]Added In-Game Shop[/h3]
    You can now spend your hard-earned Selver Credits on some in-game items.

  • [h3]Added Uninstall Button[/h3]

    Our business experts said this was a terrible idea, but we did it anyway! Burger Flipper can now be uninstalled from your Datapad.

  • [h3]Added Prestige System [/h3]
    Acquiring the final Production Building now lets you Prestige. Prestige resets your progress, but spawns more Golden Burgers, unlocks a new Mirror Universe Production Building, and gives more chances to earn rewards.

  • [h3]Added In-Game Advertisements [/h3]

    Someone ask Charlie from PR if this is meant to be listed here. Probably not the feature everyone was waiting for.

  • [h3]Other improvements[/h3]
    - Fully redid all Burger Flipper sound effects
    - Added larger number displays for your burger horde (Quintillion, Bazillion, etc.)
    - Added anti-cheat measures. it occurred to us that most playtesters we're cheating??




[h2]Conclusion[/h2]
Our next step is to introduce Loot Box mechanics, but oh boy... So far, AOS/ACE are putting a hard stop to it. Blah blah blah—bad influence on children, blah blah blah—gambling... or whatever.

We’ll keep pushing back on this, as we believe there’s plenty of pride and accomplishment to be had here. For now, please ignore the Gem button—it won’t do anything.

Kind regards,
Zynzu Entertainment






*All features are completely free. We have no intention of ever adding any actual microtransactions to Selaco.

Selaco v0.88 Update + State of Development


Greetings captains,

The Spring Sale is here, and we've put the game on our biggest discount yet (again!). If you purchased the game at full price about a week ago, don't worry—you can request a refund for the price difference by contacting Steam Support. Just point them to this blog post as confirmation that we’re fully on board with it.

If you do not own the game yet, you can get it right below for 30% cheaper during the Spring Sale. And better yet... if you own Fallen Aces, Echo Point Nova, or Mullet Madjack, it'll be even cheaper for you!

https://store.steampowered.com/app/1592280/Selaco/

Please consider reviewing the game if you haven't already. They help immensely and we do read all of them!

Let's dive into the State of Development before we go through the patch notes, as there's quite a bit to talk about.


Chapter 2 is where most of our time is being spent these days, and the majority of the team is dedicating their full development time to it. We're happy to share that things are coming along very nicely, and the number of roadblocks we've encountered so far has been minimal at best!

There's a lot to share and a lot we'd love to see reactions to, but we are going to hold off for now and save it for a trailer in the future. Instead, have a voxel chicken. One of the many new food items in Chapter 2.


And, fine, a Sniper. They will eventually replace the snipers we currently use in Chapter 1, as we're not quite satisfied with them and think they could be a bit more dynamic.





Selaco is a big game, and there’s still plenty of work ahead before we’re ready to leave Early Access. To keep development moving at a steady pace, we’ve brought in some new talent to assist with programming!

We’re excited to welcome Nick London to the team! He has a lot of experience working on game engines, including building his own from scratch for The Last Exterminator; a game you may have heard of before, and one we can highly recommend based on the demo alone.

If you're a fan of the game, rest assured that Nick's involvement with Selaco has no bearing on The Last Exterminator's development. In fact, it was one of the first things we talked about! I can also assure everyone that his game is coming along nicely.

Let's get a bit more specific below.



On top of many smaller endeavors, two big projects have been set in motion that aim to improve Selaco's performance significantly across all systems.
  • Particle System Overhaul
    We want combat to feel punchy, intense, and dramatic, using a variety of effects to spice up the action.

    However, the way we currently calculate and render these effects leaves a lot of room for improvement, often causing noticeable frame drops when too many explosions or bullets fill the screen. Based on benchmarks and user feedback, this is easily our biggest performance bottleneck when it involves action.

    To address this, we're developing a brand-new Particle System built directly into the engine (which is why we brought Nick on board). This will reduce the computational load, ensuring smoother performance across the board.

  • Light Baking
    Every light source in Selaco is fully dynamic, allowing for interactive features like destructible and flickering lights, and functional light switches. However, most lights don’t have these interactions but are still rendered dynamically. This is problematic because dynamic lighting is expensive to render and offers no visual advantage when interactivity isn’t needed.

    We are exploring a way to implement static lights by baking lighting data directly into level geometry and textures. This would eliminate their performance cost entirely/mostly, leading to significantly improved frame rates, while interactive lights remain as dynamic as they’ve always been. And who knows, maybe we can use this technique to make Selaco look even better by baking more accurate shadows into the game.

    VKDoom / GZDoom has been working on this for a while and hopefully we can get it ported into Selaco in the future. If you want to see an example of where this technology is used, take a look at Disdain (demo available!)



Moving forward, I (Nexxtic) will no longer be working from home! I've secured an office space nearby where I'll be dedicating all my time to Selaco development, with fewer distractions for my ADHD-fueled brain. Selaco has been a huge success (thanks to all of you!), and it’s time to take this job more seriously by setting up a dedicated workspace.




Every update moving forward will likely introduce a few new additions to the Special Campaign. It's a fun outlet for us, as it allows us to lean into a more 'video gamey' approach, rather than something highly immersive. It’s a nice change of pace, development-wise.

We’re currently brainstorming a lot of potential ideas, including meta-progression systems to encourage repeated playthroughs in the Special Campaign, Challenge Runs, presets, improved randomization, and more.

Progress on this will be a little slower, as we've got our hands full with Chapter 2 and the Story Update, but it'll be moving forward from time to time.




A new type of beta will be added very soon, called the 'Nightly,' which is a bit more experimental.

The Nightly will be updated almost every day, provided there’s progress on Chapter 1-related work. Essentially, once our workday ends, we’ll upload progress directly to the Nightly. Once it has received enough updates and is considered 'stable,' those changes will be pushed to the Public Beta Build (hopefully automatically). Let’s briefly go over the different versions:
  • Default (none): This is where most players are. Everything here is thoroughly tested, polished, and stable. If this is your first time playing Selaco, this is the version we highly recommend.
  • Beta Branch: A collection of multiple Nightly builds uploaded over the past 2-3 weeks. While not entirely stable, it will definitely be more stable than a Nightly.
  • Nightly: Untested changes that may not even work. Will the game boot up? Will VAC-Bots multiply? Who knows what happens in here! This is only recommended for those who want to stay deeply involved with the development process and report their thoughts early.

We will post a new Steam Blog once the Nightly is up.

Please note, Chapter 2 content and system overhauls won’t be included in these updates, as we want to save those for one big update! Anything related to Chapter 2 will be tested privately.




We've been Beta Testing the new Engine Version with our playerbase and we're happy to report that we got all the information we need! We've been able to fix numerous crash issues and ironed out strange bugs that were introduced in this new engine.

Big thanks to everyone who helped us test!



Selaco's engine source code is now available on Github. This version will always be up-to-date with the current Steam Version of the game. Whenever we deploy a new update, github will also be updated.

Feel free to take it, modify it, fix it, use it. It's up to you!

GZSelaco Github Page




Unfortunately, we have to delay this one. It’s a big project, and we need a little more time to get everything right, especially since we're also working hard on the second chapter. We've cast (the majority of) the actors and they're ready to go, but getting everything properly implemented and done right will take a bit more effort.

Next major patch!




Summary
This update isn't as massive as prior ones due to Chapter 2 and Story Update focus, but still plenty of good stuff here that improves the core experience in a significant way. TL;DR for some of the highlights:
  • Vastly upgraded engine version
  • Added 'Early Access Roadmap' to the Main Menu
  • Added 'Game Detail' setting
  • Added Unlock notifications after beating this game.
  • Added Visibility Welcome Screen that will be given to new players
  • Numerous Special Campaign improvements
  • Added 'No Health Regeneration' mutator
  • Added 'Bottomless Mags' mutator
  • Improved music quality
  • Hardcore Mode has been made more Hardcore
  • Lots of gameplay polish
  • Wires can now be shot to briefly electrocute nearby enemies
  • A whole bunch of new environmental reactions and effects
  • Improved visual clarity for players with a Low Smoke Density setting
  • Additional improvements to level design and scripting
  • Another massive sound pass
  • Weapon buffs and nerfs
  • Improved numerous art assets
  • Improved Error Handling
  • Added 'Strongbox' achievement
  • Audio pass for some robotic enemies
  • Minor Shotgun buff because why not
  • Performance optimizations
  • SPECIAL CAMPAIGN: Added Encounter Chests
  • SPECIAL CAMPAIGN: Added Grenadier Engineer


Optimization
  • Upgraded the engine to the newest GZDoom version. This will now function as our new base to expand upon. This will likely be more stable and perform slightly better
  • Added "Game Detail" setting. Adds additional environmental details that make the world more reactive. This includes additional bullet puff behavior, improved object collisions, bullet casing duration, and much more. New 'non-essential' world details will consider the Game Detail setting moving forward
  • Reworked numerous actors to be more memory-efficient
  • Added Background Model Loading to reduce traversal stutter
  • Numerous UI elements are now loaded on a different CPU thread
  • Upgraded numerous particle effects
  • Reduced the number of CVAR checks to lower CPU load
  • Particle effects are no longer stored in saved games, reducing file size and stutter duration when saving
  • WINDOWS: Fixed an error where mouse inputs would cease to function correctly when Selaco was running in the present or past


Special Campaign
  • Added Encounter Chests. These chests are spawned at random locations in Selaco. Interacting with an Encounter Chest spawns enemies around the room. Eliminate all enemies to get a reward
  • Added Engineer Grenadiers
  • Railgun Slugs can now spawn via the Randomizer
  • Storage Cabinets are no longer empty
  • Added numerous new Weapon Traits
  • Improved spawning algorithms to consider density. Maps like the Mall will no longer see extreme amounts of enemies
  • Reduced 'bias' to ensure Random Spawns are properly spread around the level rather than focused around certain spots


Mutators
  • Added "No Health Regeneration" mutator
  • Added "Bottomless Mags" mutator - This mutator removes the reloading mechanic
  • HARDCORE MODE: Removed spread and recoil limits. This makes weapons harder to control during sustained fire
  • HARDCORE MODE: Added option to disable spread and recoil limits
DEV NOTE: 
Remember, in a future update you will be able to change most Mutators via Safe Rooms. However, the end game screen will highlight which mutators have been adjusted during the run
Gameplay
  • Reduced recoil build-up when zooming
  • Shooting at wire textures will now create electricity hazards. This can be used to your advantage
  • Explosion Area of Effect damage is now done with a spherical shape instead of a square. This makes explosion behavior more accurate and similar to modern titles
  • Shock duration on enemies now depends on the amount of shock damage
  • Reduced Airdrone bullet damage
  • Alerted enemies will now enter Patrol Mode when the player exits the level
  • Added 'Strongbox' achievement
  • ENEMY SENTRY GUN: Gave them a much-needed sound pass
  • ENEMY SENTRY GUN: Added self-lighting to make them easier to see
  • ENEMY SENTRY GUN: Added a slight delay before they begin attacking
  • ENEMY SENTRY GUN: Unalerted turrets can now be deactivated by pressing USE behind them
  • NAILGUN: 'Twin Barrel' has been buffed. The second nail no longer deals reduced damage
  • LANDMINES: Now require the 'Extractor' upgrade in order to be removed after deployment. Sorry, they were overperforming!
  • ESG-24 SHOTGUN: Boosted damage per pellet (32 -> 34)
There were some instances where the shotgun doesn't end up killing a target when they really should have. This small buff should reduce the amount of instances where enemies survive with 1-5HP left from an almost perfect shot.
UI
  • Added Unlock notifications after beating this game. This will now inform players about new features that become available
  • Added Visibility Welcome Screen that will be shown to all players on startup. This allows players to choose between two visual modes: 'Spectacle' and 'Visibility'
  • Added "Early Access Roadmap" button in the main menu
  • Added a brand-new error system. This will make it easier for us to solve reported issues moving forward
  • Added a warning prompt when loading a saved game that it's incompatible
  • Improved ammo counter display for weapons that do not require reloading
  • Save Game Menu descriptions now have a scroll bar
  • LookAt prompts now have a smaller font when they have a lot of text
  • Used mods are now shown in the Save Game Menu when selecting a save
  • Localization support improvements.


Art
  • Most of the music in Selaco has been re-exported from the source. The quality should be much higher now
  • Improved behavior of Stretcher voxels. Rotating them will now display a proper animation and their hitboxes have been corrected
  • Ice Grenades now have a unique voxel model
  • Most weapons now have a layered gun sound, making them sound different depending on the amount of ammo left
  • Added particle effects when mines drill themselves into the floor
  • Added a new set of doodles
  • Improved visuals for Grenade Launcher explosions
  • Added carpet puffs when walking on carpet materials
  • Carpet textures now spawn a unique effect when hit by bullets
  • Added 'Cloth' material behavior
  • Added new dust decals
  • Level 1-1 and Level 1-2 have some additional ambient sounds
  • Numerous new combat sound effects have been added
  • Added animated smoke puffs
  • Shocked enemies will now continue shocking when dead
  • Improved Roaring Cricket gun sound and trail visuals
  • Paper particles now seamlessly transition into paper decals when touching the floor
  • Repainted some older art assets


Modding
  • Fixed crashes when giving SelacoWeapon to enemies
  • Level Editor will now visually display Path Node Connections
  • Added more virtual functions that modders can override


Bug Fixes
  • Fixed unintended horizontal lines on some smoke sprites. Let us know if you see any more!
  • Reduced amount of trash that is spawned by the ENDLESS TRASH trait
  • Slugs no longer cost ammo in the Shooting Range
  • Players no longer take damage during the Intermission Screen
  • Fists no longer increments 'Shots Fired' stat
  • 'Deaf' enemies will no longer be alerted by sound
  • FIxed bug where keycard icons would 'jitter' on the HUD
  • Food items now have correct calorie properties. Water was never meant to add 50 calories to your diet!
  • Cars and their hitboxes no longer go out of sync during earthquakes
  • Lockers in Level 1-1 no longer close after 9000 ticks. They now stay open indefinitely
  • Fixed broken Windows Shutters in level 1-1
  • Weapon Traits no longer display incorrect values during the Special Campaign
  • 'Enable Bipod' upgrade has been renamed to 'Bipod'
  • Fixed error where 'Paintsplosion' trait would spawn Purple paint only.
  • Gravity Manipulator no longer behaves incorrectly when used without ammo
  • Fixed an error where Keyboards would sometimes be pushed by player collision
  • Knifes now correctly break apart when used against armored enemies
  • Knife kills against Siegers no longer turn them into Rifleman
  • Fixed a bug where Iron Fury did not ignite enemies correctly
  • Removed 'BEEP SPEED' debug in the console that was never meant to be there
  • Fixed rare crash caused by Ammo Warnings
  • World Items that cost 0 Selver Credits no longer displays your credit balance on the HUD
  • Fixed incorrect animation timing in Save Menu
  • Allied projectiles no longer spawn a smoke puff against killed enemies
  • Sentry Gun and Combat VAC-Bot kills no longer counts towards the UC-36 Kill stat
  • Plasma Area of Effect kills are now considered Plasma Rifle kills
  • Target Dummies no longer have rarities during the Special Campaign
  • Fixed 'Unknown Folder' crashes on Windows 11
  • Fixed potential crashes caused by Pathfinding
  • Fire Resistance for Juggernauts now works as intended





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

  1. Go to your Steam Library
  2. Right Click on 'Selaco'
  3. Click on 'Properties'
  4. On the right side of the screen, press 'beta'
  5. Click on the Dropdown Menu
  6. Select 'version_v0.87'
  7. Wait for the download the finish

You are now back to the old version of the game!




Once again I would like to thank everyone for their support towards this project of ours, and for all the word of mouth that helped Selaco grow. It has almost been a year since we've launched and Selaco continues to perform above our expectations.

We're very grateful for the community we've built, and it makes creating updates like these all the more satisfying for us.

Looking forward towards hearing your thoughts!



Selaco is getting an Engine Upgrade - Beta Testers needed!


Hey everyone,

We have our next Game Update planned for March, but before this can launch, we are looking for some players to help us test one of the major changes.

Allow me to elaborate on what is happening.

[h2]We are upgrading the engine![/h2]
Moving forward, Selaco will be running on a vastly updated version of GZDoom. Selaco was based on GZDoom 4.8, with this new version running on GZDoom 4.13; roughly five years worth of improvements.

We've made numerous changes to the engine ourselves over the years to make Selaco possible, some of which were rooted pretty deeply into how GZDoom functions. As such, the upgrade process required a lot of additional work to pull off. We want to ensure everything still works as intended by doing a public test with our playerbase (you!).

[h2]Why does this engine upgrade matter?[/h2]
This new version of the engine is what we will be building on moving forward. It runs better, has better development tools, and we need it for some of the Chapter 2 content that I cannot talk about yet!

We recently started a new engine-related project that aims to significantly improve Selaco’s performance across all systems. The upcoming State of Development in March will elaborate more on what we are trying to do. Before starting such an endeavor, it simply made the most sense to do this using an engine version that's the most future-proof.

[h2]What information are we looking for?[/h2]
We are mostly interested in the following:

  • Stability – Did you encounter any crashes?
  • Bugs – Any quirks you think are engine-related and weren’t there before?
  • Performance – Did you notice any changes in performance compared to the old engine? If so, was it better or worse?
  • Does it launch? – This is an important one. During earlier testing, users reported being unable to launch the game. We have fixed these issues since, but the more people we can get to test this new build, the more likely we are to fix any issues we’ve missed before the update goes live.
Even if you have no issues to report, we would still love to hear about it!

[h2]How do I enter?[/h2]
The beta is available right now for everyone who owns Selaco. To enter, follow these steps to gain access:

  1. Go to your Steam Library
  2. Right-click on Selaco
  3. Click on ‘Properties’
  4. On the left side of the new window, click on ‘Betas’
  5. Select ‘publicbetabranch’ in the dropdown menu
  6. Wait for the download to finish
  7. Start the game




[h2]Where can I report feedback?[/h2]
Three options!
  1. Selaco has a very cozy Discord community that you are more than welcome to join. Feel free to give any input in the #Selaco-Lounge or #Experimental-Engine channels.
  2. You can use our Steam Forums.
  3. Email me directly via [email protected].

A big "thank you!" to everyone who is willing to lend us a hand with this one. The more information we have, the faster things can get fixed!

Expect a new Game Update and State of Development blog post in March that goes in-depth on how the Early Access is coming along!

Kind regards,

- Nexxtic

Selaco v0.86g Update - Bugs, Stability & Balance


Hello everyone,

We're still hard at work creating the next Mega Patch, which aims to be the most significant one yet, as it adds narrative elements, significantly amps up the worldbuilding of the game and updates almost every single level.

While this is currently in the works, we've been working on a number of fixes that we wanted to patch early. This patch is not as significant as the ones we did in the past, but it’s still a good step towards making Selaco a more stable, better game. After all, why would we delay bug fixes!?

Going in!

Version 0.86g

[h3]General Improvements[/h3]

  • Added a system that prevents floor decals from z-fighting
  • Added Light Effect Culling to give a slight performance boost during scenes that are heavy on lighting (e.g., multiple enemies shooting at the player)
  • Added precaching for animated textures to reduce potential stutters
  • Multiple adjustments to how UI elements are cached, aiming for more efficient memory usage
  • Updated an outdated texture that mentioned 'Teddy11' instead of 'Teddy13'
  • Added a transition effect when loading a saved game
  • Minor artwork revisions
  • Audio readability improvements for damaged Fire Extinguishers
  • Slightly reduced the file size, yay!
  • Special Campaign: Squad Leaders no longer spawn when 'Spawn Additional Squad Leaders' is disabled

[h3]Plasma Rifle[/h3]

  • Slight increase to Damage, Magazine Capacity, and Ammo Pickup count
  • Added multiple Muzzle Flash variants when firing
  • Recolored Plasma Bolts to match the color of the Muzzle Flashes
  • Reduced visual clutter when firing Plasma Bolts
  • Added transparency to secondary crosshair elements for improved readability
  • Fixed some inconsistencies in Upgrade descriptions

[h3]UC-11 SMG[/h3]

  • Shock Dart now has a small amount of Area of Effect to make landing shots easier
  • Fixed a bug where Shock Darts would not shock enemies when hit during a pain state

[h3]Enemy Mines[/h3]

  • Enemy Mine Beeps are now brighter
  • Enemy Mine Beeps will no longer be dimmed when Dimmed Muzzle Flashes is enabled

[h3]Bug Fixes[/h3]

  • Rain puddles no longer cause precaching issues
  • Toilet Paper spawns from Paper Dispensers can now be picked up
  • 'Panic Button' upgrade no longer persists when disabled
  • Recovered a missing sound effect that was meant to play near ventilation shafts
  • Fixed a large number of crashes and stability issues
  • Fixed an error where Metal Shrapnel particles coming from Metal Floors would never despawn
  • Fixed a very stupid performance oversight with Landmines
  • Fixed numerous startup issues
  • Weapon Kits no longer show Automap Notifications when Automap Updates is turned off
  • Fixed Rate of Fire exploit for Elephant Rounds
  • Fixed an exploit where Elephant Rounds would not have any recoil
  • Fixed Elephant Rounds displaying incorrect stats on older Saved Games
  • Fixed an error where the Overblown upgrade lied about adding +3 damage
  • Fixed a couple of menu quirks
  • Fixed an error where the Grenade Launcher would be missing Display Frames when equipped shortly after loading a saved game
  • (Linux) Fixed Linux mouse disappearing when clicking

A few more changes are made, but unfortunately went undocumented. Sorry about that :(

[h2]Public Beta Build[/h2]

I mention this often, but I think this is important and worth bringing up from time to time.

We aim to be highly transparent during the Early Access phase of the game. As such, we've added a Public Beta Branch that will always be available for use. Here, we apply updates on a weekly basis, often containing more experimental changes to the game. If you enjoy feeling more involved with the development process, feel free to join us here and give it a try!

Just be wary that there will be bugs. If VAC-Bots start multiplying and slowly start ruling over the humans, then you're having the authentic Public Beta Experience. No, this will not be canon!

[h2]Conclusion[/h2]
Happy to report that everything regarding development continues to go well and there are no major obstacles to bring up. There's a lot in motion, and I'm very excited to share more with you in due time.
Chapter 2 is, of course, still far away, but there's a lot to show already. Perhaps the next blog post can show some of the things we've been working on.


For the time being, here is an Anti-Armor Rocket Launcher!

Thank you for supporting our game and genuinely making Selaco even more fun to work on!

- Nexxtic