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State of Development & Chapter 2 Info

[p][/p][p]Captains,[/p][p]It's finally time to start talking properly about Chapter 2. We've been eager to share more, and we’ve now reached a stage of development where we can do so, with teases continuing in the months ahead.[/p][p]But first, Selaco is 30% off during the Winter Sale. If you picked up the game within the last week at full price, you should be able to contact Valve to have the difference refunded. To increase your odds, link them to this blog post![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]We usually kick things off with a State of Development, but we know most of you are here for Chapter 2 information, so let's break tradition and jump straight into it![/p][p][/p]
- New Chapter 2 Info -
[h2]Summary of prior information[/h2][p][/p][p]Let's start by summarizing what is always known. We previously went in-depth on several of the changes coming to Chapter 2, which you can read more about here. To summarize the key points discussed:[/p]
  • [p]Chapter 2 Levels will have bigger environments, and will introduce allied soldiers who can fight by your side.[/p]
  • [p]All Chapter 1 levels will be improved, both in terms of level design and visuals.[/p]
  • [p]FOMO (Fear Of Missing Out) elements tied to Weapon Kits will be reworked. More on that later in this post.[/p]
  • [p]Optional Goal Markers can be enabled on the map to make navigation easier. These markers don't show you how to reach the objective, but they provide a much better frame of reference and greatly reduce frustration for players who tend to get lost. This feature is disabled in Hardcore Mode.[/p]
  • [p]AI has been significantly improved. Pathfinding has been completely reworked from the ground up, and enemy decision-making is far more advanced - resulting in more dynamic fights and smarter ambushes.[/p]
  • [p]A brand-new Light Baking System has been introduced, enabling proper shadow casting from all light sources while also improving performance. A wonderful win-win optimization.[/p]
  • [p]All visual effects now use the new Particle System, leading to a major performance boost, especially during combat. Smoke has also been completely reworked from scratch to capture the same intensity but be far less demanding on your hardware.[/p]
  • [p]Much more VO will be added! Including player barks, enemy callouts, friendly radio chatter and much more.[/p]
  • [p]Safe Rooms now feature a machine that allows you to adjust Mutators. You are no longer locked into the same Mutators for an entire run.[/p]
[p]If you have the time, I highly recommend reading the full post, especially if you had concerns you were hoping to see addressed.[/p][p]Now, for the new stuff![/p][p][/p][h2]New Screenshots[/h2][p]These screenshots are from the first level of Chapter 2, which will be the largest level in the game. Much of it takes place outdoors and guides players through everyday locations many people will find familiar, including apartments, a college campus, a sushi restaurant, a subway, and more.[/p][p][/p][p]All screenshots are Work in Progress and will very likely change[/p][p]The Kessler Estate[/p][p][/p][p][/p][p]Exodus Apartments[/p][p][/p][p][/p][p]Streets[/p][p][/p][p][/p][p]Subway (One screenshot because this map is in the middle of its Polishing Pass!)[/p][h3]Heavy Weapons[/h3][p]Heavy Weapons are a new addition in Chapter 2 and add an additional layer of decision-making to combat. These guns are extremely powerful, but they come with a major trade-off where they cannot be stored in your inventory and will limit your movement options.[/p][p]Here is one of the Heavy Weapons:[/p][p][/p][h3]The Mutator Machine[/h3][p]These can be found in every Safe room and allows you to adjust Mutators during the campaign. On top of that, Chapter 2 will introduce many new Mutators to play around with to further improve the replay value of the Campaign.[/p][p][/p][p][/p][h3]New Enemy Type: Tanks![/h3][p]Our development build now supports vehicle AI, and with that came the introduction of a Tank unit! We will show him off properly very soon. There's a snippet of the tank in action on this Social Media post.[/p][h3]Other enemies[/h3][p]Here are some teases:[/p][p][/p][p]These aren't all the new enemies, though! More to be announced later.[/p][p][/p][h3]Drop Pods[/h3][p]Chapter 2 takes place when a brand new wave of Invaders are making their way to Selaco. As such, you'll frequently encounter them right as they land, surprising you with a sudden attack.[/p][p]In the Randomizer Mode, Drop Pods can land randomly when venturing the exterior regions.[/p][p](This is the authentic in-development build experience, so please ignore the 'Replace Me' text that we did not notice until after the GIF was made!)[/p][p][/p][h3]New toys![/h3][p]Chapter 2 more than doubles the number of available Grenade Types compared to Chapter 1. Players can carry up to three different grenade types at any time. If you attempt to pick up a fourth, it will automatically replace the currently selected grenade.[/p][p]As with other weapons, all grenade types can be fully upgraded and feature their own Weapon Kits, allowing for deeper customization.[/p][p]One of the new additions is the Sentinel Drone - a robotic companion that follows you and provides covering fire.[/p][p][/p][h3]Dawn Upgrades[/h3][p]Chapter 2 introduces a new resource that lets you upgrade your character directly and allows you to lean into your preferred way of playing. Do you enjoy Heavy Weapons? You can invest in upgrades that increase their ammo capacity, allowing them to stay in action longer. Lean more toward mobility? Pick upgrades that boost your mobility options instead.[/p][p]You won't be able to unlock every upgrade in a single run, so your choices matter. We're also experimenting with Classifications, which let you gain a powerful bonus in one area at the cost of a trade-off elsewhere. [/p][p][/p][h3]Requisitions[/h3][p]A new tab in the Weapon Upgrade Station lets you spend Credits to purchase items you might need along the way. For example: if you want to use Sentinel Drones more often but haven't had any luck finding them, you can buy them instead! Missed a Weapon Kit and don't want to backtrack? Just buy it here. [/p][p]You're still encouraged to find items naturally, as it saves a lot of Credits, but now you have the option to get what you need later - as long as you've got some Credits to spend. Players who check their corners will find plenty of those.[/p][p][/p][h3]Improved Interactions[/h3][p]Players have proven incredibly creative with props in Selaco. From sequence skips with barrels to using Melon Crates as (overpowered) portable healing items. The Chapter 2 Update takes this even further by adding a secondary "Hold" action to many objects.[/p][p]Now you can pull and push barrels, or even power on a desk lamp and carry it around as a mobile light source.[/p][p]Is this fluff? Damn right it is - but the good kind of fluff! Take this portable rubber ducky as an example here. You can now carry it with you as long as you like, and squeeze it as often as you like. Things like this just weren't possible in Chapter 1.[/p][p][/p][h3]Chapter 1 Remaster[/h3][p]As mentioned earlier, all of Chapter 1 is being overhauled with updated assets, enhanced atmosphere, better performance, and the new lighting system.[/p][p]We take great pride in the game's immersion, and the engine improvements allow us to push it further than ever while staying true to Selaco's visual identity. Exploring Selaco now just feels right! Interiors pop more with stronger lighting and appropriate shadows, while exteriors become more believable with new atmospheric effects, functioning streetlights, sunlight shadows, and more. [/p][p]Both factions also have additional military equipment scattered throughout - from destroyed vehicles to their own type of barbed wire, creating a much stronger sense of conflict, something that was lacking in the current version of the game. [/p][p][/p][p][/p][p][/p][p]\[Work in progress - Everything shown is subject to change][/p][p]Gifs add a lot of compression which doesn't do them justice. We've uploaded the screenshots here![/p][p][/p][h3]Misc[/h3][p]We've shown these a while ago, so we're reposting them here for the newcomers among us![/p][p][/p][p][/p][p]Also chicken[/p][p][/p][p][/p]
- Patch Notes v0.92 -
[p]This is a very small patch for once, so apologies for that. Blame it on Chapter 2 development, which has been taking up all of our time![/p]
  • [p]Added an Grenade Selection Wheel for the Grenade Launcher. Hold Secondary Fire while wielding the Grenade Launcher to select different ammo types.[/p][p][/p][p][/p]
  • [p]Added Equipment Wheel when holding the 'Switch Throwable' button.[/p]
  • [p]Fixed an issue where the Workshop Downloader CMD window would appear on Windows 11.[/p]
  • [p]Made refinements to input buffering.[/p]
  • [p]Fixed the Invert Mouselook option not working on Steam Deck.[/p]
  • [p]Improved overall stability on Windows 11.[/p]
  • [p]Fixed a gamepad button conflict.[/p]
  • [p]Fixed an incorrect datapad count for save files from older versions.[/p]
  • [p]Fixed a spelling error in Burger Flipper.[/p]
[p][/p][p][/p][p][/p]
- State of Development -
[p]Let's briefly talk about where we are in terms of development.[/p][p][/p][h3]How finished is the Chapter 2 Update?[/h3][p]In our Development Build, Chapter 2 is nearly fully playable from start to finish, with a moderate level of polish. That said, it's still not close to where we ultimately want it to be.[/p][p]Most of the foundation is already in place: all new weapons and grenade types are functional, the majority of new systems are implemented, and nearly all maps are playable. The main exceptions are the first and final levels of Chapter 2.[/p][p]We're currently running playtests with a small group of players outside the development team to ensure everything works as intended. Even in its incomplete state, feedback has been very positive.[/p][p]It will still take a while, but it's going well! As said above, expect a lot more to be shown from here on out.[/p][p][/p][h3]Special Campaign (Randomizer Mode)[/h3][p]Randomizer Mode will see significant improvements in Chapter 2. All Chapter 2 content will be usable in Chapter 1 levels, giving players more options from the start while also facing all new enemies who originally weren't there. All new mechanics will also be fully customizable.[/p][p]This includes features like spawning allied units, Drop Pods, Heavy Weapons, and much more. We're also working to make the randomness feel more organic, without sacrificing variety. We think immersion still matters even in a mode like this.[/p][p][/p][h3]Will the game still receive regular updates while Chapter 2 is being worked on?[/h3][p]Updates to the current live build will slow down for a while. Chapter 2 introduces major changes, making patching Chapter 1 difficult without duplicating a lot of work.[/p][p]During this period, our focus will be on bug fixes, though occasional quality-of-life improvements will still be made. Our top priority is delivering Chapter 2 to you![/p][p][/p][h3]Incursion Mode[/h3][p]Originally prototyped years ago but shelved to prioritize the campaign, Incursion Mode will resume work closer to version 1.0, after Chapter 2 is complete.[/p][p]This mode is inspired by Unreal Tournament bot matches, Rainbow Six Terrorist Hunt, and Gears of War Horde Mode. Incursion Mode allows players to create their own matches by selecting a game mode, map, mutators, and more. Some maps will be repurposed from the campaign (like The Kessler Estate), and we plan to hire an additional level designer to create exclusive maps for this mode.[/p][p]We're super stoked to resume work on this![/p][p][/p][h3]Modding SDK[/h3][p]Yes, it’s happening! Shortly after Chapter 2 launches, we'll release a Modding SDK, including the tools we use to develop the game and many of our own in-house assets, such as character and weapon models - free for anyone to use.[/p][p]We're also working on a Selaco Wikipedia page with all the information modders might need.[/p][p][/p][h3]Steam Blog Archive[/h3][p]Some older blog posts have broken image links due to changes with image hosting websites. We're restoring them one by one and will upload them to Archive.org. As big preservation nerds ourselves, we're obsessed with archiving Selaco's history just like LibTerra would have wanted![/p][p][/p][h3]General Early Access updates[/h3][p]Just to clear the air on questions we often get:[/p]
  • [p]Chapter 2 and Chapter 3 will be free. It was always included in the price of Early Access.[/p]
  • [p]We still have no plans to increase the price after launching Chapter Updates or leaving Early Access.[/p]
  • [p]All the new Chapter 2 music will be added to the Official Soundtrack. If you already own the Official Soundtrack, you will be getting them for free via an update.[/p]
  • [p]Selaco continues to be made by actual human beings and a pet lizard.[/p]
[p]We are very satisfied with the current state of things. The current Chapter 1 build on Steam is in a good place, we're not hitting any significant hurdles for Chapter 2 and progression happens at a steady pace.[/p][p][/p][h3]Behind The Scenes[/h3][p]If you’d like to stay more up-to-date on the game's development, we post regular Behind The Scenes content on our Patreon Page! It's also a great way to support us and get a closer look at how Selaco is made or what is currently being worked on![/p][p][/p]
- Conclusion -
[p]That's it for this Blog Post! Truly hope you enjoyed what we have shown so far. There's a lot more still in motion, and we'll gladly show them off once they're a bit more finished.[/p][p]We know we usually post gigantic patch notes so it's a bit of a bummer we could not prepare a big update this time around, but trust us that it's for a good cause. Working together with our playtesters to ensure the game keeps moving forward at a steady pace is a very demanding task, and Chapter 2 is currently what we are prioritizing the most.[/p][p]If you want to see the aforementioned teases for Chapter 2, I recommended checking the following pages:[/p][p]Our Twitter Page[/p][p]Our BlueSky Page[/p][p]Our Discord Page[/p][p][/p][p]Happy Holidays and have a good Winter Sale![/p][p][/p][p][/p][p][/p]

Selaco v0.91 Quality of Life Update + Chapter 2 Status Report

[p][/p][p]Captains, [/p][p]We might be all hands on deck with Chapter 2 right now, but that doesn’t mean the current Steam version is being left behind! We wouldn’t dare. The BoomStock Sale is live, meaning that plenty of fantastic games are going to be on a discount, and that makes it the perfect time to spice the game up once again.[/p][p]This update isn’t as large as the last major update since we’ve been hard at work on other things (which are even cooler!), but it’s still packed with some good additions, especially on the Quality of Life front, and some much needed fixes. And of course, we’re including a short Chapter 2 tease. By now, that’s tradition.[/p][p]Let’s dive in.[/p][p][/p][p][/p][h3]Added Explosion Ripple Effects[/h3][p][/p][p]Inspired by early-2000 shader effects, certain actions now trigger a ripple effect! In this specific instance, it adds an additional layer of oomph behind explosions, and we really like having oomph in this game. [/p][p]You can disable this in the Graphics menu if preferred.[/p][p](Also, yes, that trashcan is absolutely dead)[/p][p][/p][h3]Improved Level Report Information[/h3][p]A common frustration among players (especially completionists) was the difficulty of tracking which past levels still had secrets or collectibles left to find. To make this easier, we’ve added a new Datapad Page that provides clearer information for every single level and helps speed up the hunt![/p][p][/p][h3]Added In-game Manual[/h3][p]We want Selaco to feel as standalone as possible. The less players need to rely on external sources to understand the game, the better. To support this, we’ve added an in-game manual page. Think of it like an expanding wiki page.[/p][p]While it’s still a work in progress, it’s ready enough to be included in this build and will continue to grow over time. New entries will be added to your manual page as more gameplay systems are introduced.[/p][p][/p][h3]Drastically improved Flashlight Performance[/h3][p]We’ve reworked how local player lights are handled in the engine, so using the flashlight take a significant chunk out of your framerate. Flashlight performance is now significantly improved and we can now, technically, make it as big as we want without performance loss![/p][p][/p][h3]Added Gwyn Machine Information[/h3][p][/p][p]Privacy is a thing of the past! Gwyn now keeps track of your Med-kits, Credits, and Health Points -- and will proudly display them to you right from her vending machine.[/p][p]Much more convenient, but also kind of alarming.[/p][p][/p][h3]Improved in-game Patch Notes[/h3][p]Since launch, we’ve updated the game quite a lot, and the in-game patch notes eventually turned into one giant, hard-to-navigate wall of text. [/p][p]To fix this, we’ve added a redesigned News & Updates menu, where each entry is now separate and easily selectable via headers.[/p][p][/p][h3]More VRAM Savings![/h3][p]We’ve added BC1 support to the engine, reducing VRAM usage for brightmapped textures. In our tests, this lowers overall VRAM usage by about 5 to 7.5%.[/p][p][/p][h3]Added Combat Shouts[/h3][p]Dawn will now shout during key combat moments. For example, when blasting an enemy soldier into gibs with a close-range shotgun shot, or killing an enemy by shooting at a fire extinguisher.[/p][p][/p][h3]Improved Weapon Switching[/h3][p]We’ve reworked mouse wheel behavior to make weapon switching more responsive and reliable. Scrolling through the Weapon Bar will no longer occasionally get stuck, and highlighted weapons are now registered much faster. This may seem like a minor thing, but switching guns during combat resulted in errors more often than we'd like.[/p][p][/p][h3]Minor Additions and Improvements[/h3]
  • [p]All explosions now destroy windows, not just grenades[/p]
  • [p]Starting the game no longer shows a CMD prompt[/p]
  • [p]Added input buffer for shooting. This makes firing semi-automatic weapons much more responsive. If you accidentally fire your weapon a couple of milliseconds before the weapon was ready, it will now fire when ready[/p]
  • [p]Increased audio volume for shattered windows.[/p]
  • [p]Replaced an old, low-quality concrete bullet impact sound that had been lingering in the game for years.[/p]
  • [p]Added proper bounce sounds for toolbox drawers.[/p]
  • [p]Slide Kick detection now uses foot position instead of camera position.[/p]
  • [p]Chemical bottles can now be shot multiple times, even after being destroyed.[/p]
  • [p]Improved footstep sounds for wooden floors. It now actually sounds like wood![/p]
  • [p]The game's file size has been reduced by about 50mb![/p]
  • [p]SPECIAL CAMPAIGN: Late-game weapons are now more likely to spawn as you progress further into the campaign.[/p]
  • [p]SPECIAL CAMPAIGN: Added a small chance for a level to be designated a 'Weapon Jackpot', containing three times as many guns.[/p]
  • [p]SPECIAL CAMPAIGN: Trait chances are now based on weapon fire rate. For example, shotguns have a much higher chance to trigger an effect compared to SMGs.[/p][p][/p]
[h3]Balance[/h3]
  • [p]Squad Leaders: Reduced Projectile Speed for Buffed Allies (150% -> 120%)[/p]
  • [p]Plasma Troopers: Reduced Plasma Bolt Projectile Speed (26 -> 22)[/p]
[p][/p][h3]Bug Fixes[/h3][p]Keep them coming![/p]
  • [p]Fixed a whole heap of crashes[/p]
  • [p]Intel ARC: Fixed an error where Textures appeared more blurry than intended,[/p]
  • [p]Intel ARC: Fixed numerous crashing issues with Vulkan[/p]
  • [p]Added missing 'Tiered Progression' description in the Special Campaign menu[/p]
  • [p]Fixed Railgun Weapon Icon not being shown as 'Empty' when fully depleted[/p]
  • [p]Fixed Invert Mouse option also inverting mouse in the Weapon Wheel[/p]
  • [p]Fixed Item Pickups not updating stats correctly[/p]
  • [p]Fixed crash caused by Bipod DMR[/p]
  • [p]Fixed Slide Kicks being able to deal Headshots and Legshots, resulting in no knockback animation being played[/p]
  • [p]Fixed issue where graffiti sprites got cullied earlier than intended[/p]
  • [p]Fixed naming inconsistencies where Combat Chests were called Encounter Chests in certain places[/p]
  • [p]Fixed an error where Dirt Decals would never spawn. They were in the game all along, but nobody could see them![/p]
  • [p]Milestones no longer progress in levels prior to receiving [/p]
  • [p]Fixed an error where 'Reduced Light Flickering' was not behaving as intended. If you used this setting, you may have to re-activate it![/p]
  • [p]Combat Chests can now be pushed[/p]
  • [p]Fixed an error where soldiers would crouch and immediately stand back up despite having a clear line of sight[/p]
  • [p]Combat Chests are no longer solid when completed[/p]
  • [p]Fixed crash caused by Gunners when shielding a non-existent ally[/p]
  • [p]Fixed error where crouching would not make a crouching sound[/p]
  • [p]Fixed a very immersion breaking bug where Plant Cloning Facility briefly played very loud music when the Loading Screen appeared[/p]
  • [p]Fixed an error where pushing objects against walls would cause it to replay the collision sound over and over[/p]
  • [p]Fixed numerous errors with the new Particle System[/p]
  • [p]Fixed errors where Gravity Manipulation was pick up objects that are meant to stay on the floor[/p]
  • [p]Fist Attacks now show a melee animation in mirrors[/p]
  • [p]Melee Attacks no longer snap onto Crawler Mines and Sentry Guns[/p]
  • [p]Added Shimmer and Brightmap effects to Keycards[/p]
  • [p]Shooting Range targets can no longer be shocked[/p]
  • [p]The 'Overkill' upgrade for the Plasma Rifle now only applies to shockable targets[/p]
  • [p]Attempted fix for bug where Disabled Sentry Guns could not be destroyed by gunfire[/p]
  • [p]Fixed numerous occasions where text strings didn't utilize Localization strings, making them impossible to translate for fan translations [/p]
  • [p]Fixed error caused by running the game with the -savedir parameter[/p]
  • [p]Explosion Sprites are now properly brightmapped[/p]
[p][/p][p][/p][p]Progress is going well, and private playtests began three weeks ago![/p][p]One major improvement we want to highlight is the new baked-lighting system that every level will use in this update. It's the best kind of optimization: it dramatically improves visual fidelity by adding detailed shadows to almost every surface while also providing better performance than before. Essentially, the more lights an area used to have, the more noticeable the positive difference in performance. Depending on how you look at it, lights are now “free” in terms of performance.[/p][p]The result is something that truly oozes atmosphere, exactly as we’ve always envisioned for the game, but weren’t able to achieve due to engine limitations. GZDoom has matured a lot as an engine, and the team behind it has been able to create some impressive features. It's been quite a challenging endeavor, but we’ve optimized their light baking system to suit Selaco's needs and added benefits of our own, like the ability to manipulate lights even after they’re fully baked, add integration with our editor and more. We didn’t want to make any compromises when it comes to world interaction.[/p][p]If you want to play a game that uses a very similar lighting system on the same engine, give Disdain a shot (it has a free demo)! It's a great game that we personally recommend to fans of Quake, and we owe a lot to the developer who worked on it. A fantastic showcase of what this lighting system is capable of.[/p][p][/p][p]\[These comparisons are from a WIP build and are subject to change][/p][p][/p][p][/p][p][/p][p]And sun shadows are also possible, adding more volume to exterior sections of the game.[/p][p] [/p][p]And a big gun. Not very lighting related, but still awesome![/p][p][/p][p][/p][p]Chapter 2 is turning out to be quite an endeavor, and it’s already shaping up to include more stuff than we initially planned. Ideas just keep flowing! There’s more here than in the average paid expansion, and that’s something we’re very proud of. We’ll start showcasing some of the new Chapter 2 environments soon.[/p][p]This free, massive update still needs time to cook, and we’re working hard to get it right. There is an internal release date, and we’ll share it once we’re confident we can hit it. In the meantime, we’ll continue to be transparent and show random bits of progress along the way. Like we always have![/p][p]If you haven’t joined our Discord yet but want to stay up-to-date, feel free to hop in! We're very active there, and have a tendency to "leak" chapter 2 stuff by "accident".[/p][p]Or, if you’d like more in-depth development blogs and want to provide additional support, consider signing up on Patreon.[/p][p]Thank you for sticking with us, it means a lot [/p][p][/p][p]UPDATE:[/p][p]We've launched a quick hot fix that addresses an issue with the Input buffer where guns had a tendency to fire twice in a row.[/p]

The Selaco Art Contest 2025

[p][/p][p]Captains,[/p][p]We’ve been wanting to do this for a long time, and now it’s finally happening - the very first Selaco Art Contest![/p][p]Even in the early stages of Selaco’s development, we received incredible fan art from our community, and we’ve always admired the creativity and passion behind it. Hosting a contest was only a matter of time, and we can’t wait to see what you’ll create![/p][p]Let’s get into the details.[/p][p][/p][p]Deadline:[/p][p]September 5, 2025 - October 5, 2025[/p][p]UPDATE: Deadline has been extended to October 12th![/p][p][/p][h2][/h2][p]To make things interesting, we’ve prepared the following:[/p]
  • [p]🏅 1st Place - $400[/p]
  • [p]🎖 4 Runner-Ups - $250 each[/p]
  • [p]All winners also receive a Steam key and the full OST for Selaco.[/p]
[p]Prizes paid in USD via PayPal or Wise[/p][p][/p][h2][/h2]
  • [p]Physical and digital art are both allowed. This includes pen&paper illustrations, a 3D model, physical props and more.[/p]
  • [p]Submissions must contain an image (PNG/JPG)[/p]
  • [p]Artwork must be inspired by Selaco[/p]
  • [p]Art must be your own original work[/p]
  • [p]No AI-Generated imagery. We may require sketches and/or Work in Progress images.[/p]
  • [p]No crossovers with other IP's. [/p]
  • [p]No NSFW content.[/p]
[p]We reserve the right to decline submissions that break the rules or go against the spirit of the contest.[/p][p][/p][h2][/h2][p]Submissions are quick and easy![/p]
  1. [p]Create your Selaco-inspired artwork.[/p]
  2. [p]Email it to [email protected]
    -> Include your name or social media handle[/p]
  3. [p](Optional) Share it online and tag us! We’ll be showcasing entries throughout the contest on our socials.[/p]
[p][/p][p][/p][p]All submissions will be reviewed by the Selaco art team. Winners will be selected based on:[/p]
  • [p]Creativity[/p]
  • [p]Presentation[/p]
  • [p]How well it captures the spirit of Selaco[/p]
[p]You don’t need professional-level technical skills to win. This contest is about ideas, style, and heart just as much as polish. We want every artist to have a fair shot at this.[/p][p][/p][h2][/h2][p]Here are a few extra details to keep in mind:[/p]
  • [p]Winners are announced shortly after the deadline[/p]
  • [p]Only one submission per participant[/p]
  • [p]There are no age and region restrictions[/p]
  • [p]We do not take any ownership over your submission[/p]
  • [p]Artwork must be created specifically for this contest. If you were already working on something but haven't shown it off yet, you are free to use this for the contest.[/p]
[p][/p][h2][/h2][p][/p][p]Need some inspiration? We’ve prepared a Google Drive full of Selaco references, concept art, and in-game material:[/p][p]Fan-Art Kit[/p][p][/p][h2][/h2][p]If you have a question, there two options:[/p]
  • [p]Join our discord. We're biased, but we are very proud of how great our community is. If you want to talk with us directly, or interact with people who may share your interests, consider joining our Discord server. https://discord.com/invite/SelacoGame[/p]
  • [p]Email us directly. If you prefer a more direct approach, reach out at [email protected][/p]
[p][/p][p]Good luck, have fun! 💙[/p][p][/p]

Selaco is getting some big upgrades with Chapter 2

Selaco is easily one of the most promising retro-infused shooters around, and it's going to get a lot better with the Chapter 2 update.

Read the full article here: https://www.gamingonlinux.com/2025/09/selaco-is-getting-some-big-upgrades-with-chapter-2/