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Selaco continues being one of the best upcoming shooters, with the latest Early Access update making it smoother than ever.

In the v0.90 Update the developers have detailed numerous performance improvements done to the game, with a new particle system to take better advantage of your hardware along with particles looking better. There's some additional upgrades to the effects for smoke, floor decals, blood and even improved AI enemy logic.

Additionally, the "Special Campaign / Randomizer" game mode now has some presets you can pick, instead of having to set everything manually (although that's still an option). There's some new enemy types added in this update with Ammo and Armor Bearers, that will drop what their name suggests on their death. Both enemy types are rare though, so don't expect to see them too often. A Heavy Gunner was also added that are bigger and meaner, a random encounter rework and lots more tweaks for it.

It's quite a long list of what they've done for this release including better swimming, more reactive explosions, interactive bullet casings, some brand new visual effects and so on. My favourite addition though? The Save Scumming mutator, letting you save and reload anywhere.

You can also now disable view bobbing if it was annoying you or causing you issues, along with improved camera tilting on gamepad.

As for what's next? A lot.

They're looking into a Contrast Mode for visually impaired players - nice. They've formally announced a Modding SDK will be coming shortly after the launch of Chapter 2, and they've just released the level editor source code.

Sadly the story update and Chapter 2 are still some ways off, but they said both are now progressing well, although they said how they've been "underestimating just how much work it takes to make this game".

More in the news post.

Selaco | Release Date: 31st May 2024

Official links:

Article taken from GamingOnLinux.com.
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silverhikari a day ago
checking out the level editor, i am surprised it is using .net framework. is there a reason to use framework now with how developed dotnet and it ecosystem is or is this game been in development longer than i thought?

EDIT: found out reading more of the Readme, it is forked from Ultimate Doom Builder which uses frameworks. though wondering why they didn't go with slade since slade is more cross-platform?


Last edited by silverhikari on 2 Jun 2025 at 10:02 pm UTC
Cyril a day ago
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@silverhikari Maybe it's unrelated, but reading this on the Gthub page isn't reassuring:

Note: this is experimental. None of the developers are using Linux as a desktop OS, so you're pretty much on your own if you encounter any problems with running the application.
Mambo a day ago
this is experimental. None of the developers are using Linux as a desktop OS

That probably won't be a problem for very long, if they accept contributions
Calinou a day ago
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DIT: found out reading more of the Readme, it is forked from Ultimate Doom Builder which uses frameworks. though wondering why they didn't go with slade since slade is more cross-platform?

Ultimate Doom Builder (and GZDoom Builder before it) support more advanced features than SLADE does. People are also more used to its workflow in the Doom community.

SLADE is a good choice if you're starting out with Doom mapping with a mostly-vanilla feature set, but most award-winning maps are made with Ultimate Doom Builder. Selaco in particular uses a lot of advanced features, many of which aren't supported by SLADE.

For what it's worth, Ultimate Doom Builder runs pretty well in WINE nowadays.


Last edited by Calinou on 3 Jun 2025 at 12:36 am UTC
silverhikari 22 hours ago
ahh makes sense, i heard that ultimate doom builder was more advanced but where i read it from was years old so i thought the gap between the two might have lessen.
Lanz 2 hours ago
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Ultimate Doom Builder works perfectly fine on Linux. Install the .NET stuff and have fun. I've used it for a long time without issue.
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