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Selaco Development Update


Good day everyone, Nexxtic here. With Selaco having launched two months ago, it felt like a good time to talk about the state of Selacos development. I want to briefly talk about what to expect from the upcoming update, and what to expect from us for the rest of the year. But first

Selaco has been Steam Deck Verified!



Happy to announce that, as of yesterday, Selaco has been verified on the Steam Deck! Getting the Steam Deck to behave according to Valve's quality expectations on GZDoom took a good amount of hard work, but we managed to get it done in the end. Major props to Cockatrice for being able to implement the required features so quickly. Please let us know how the Deck experience has been for you and report any problems you may find!

What will be in the next update?


One thing I want to get out of the way early: we will be very vague with our deadlines. Selaco is already jam packed with content and that's just for the Early Access release. For that reason, we hope you trust us to deliver something great and are willing to give us the time to achieve this. These Development Updates will be straight to the point and will inform you on how development is coming along. However, as you may have noticed, we will not be releasing an official roadmap. Roadmaps tend to have a negative effect on development/work. Experimentation with new ideas takes time, while roadmaps are schedule-focused and don't allow for such things. When something is in the works, we will let you know through these posts! Lets cover a few of the highlights in the upcoming update. We expect to launch this update in a couple of weeks.

- Backpack Reloading


This was a frequently requested feature. This is a system where, after not equipping a weapon for a while, the weapon will be automatically reloaded with a full magazine (provided there is enough ammo for it). This ensures that players will always swap to a loaded weapon in the middle of combat. This system is optional and can be disabled.

- Improved Immersion & Interactivity


The next update adds brand new visual and audio effects, improves rain to look more atmospheric, adds new interactables and more. If you like a world that feels believable and reactive, you will love some of these changes.

- Weapon Rebalancing


Another round of weapon balancing! This also includes making automatic weapons more consistent with their damage output. The current version on Steam has an oversight where there is a solid chance to roll low damage numbers consecutively, making some automatic weapons feel weaker than they are meant to be.

- Stagger improvements


Currently, enemies are less likely to stagger the higher your difficulty is. This ended up being a bad idea because it makes certain weapons lose their usefulness. The next update will address this and compensate with something more reasonable.

- Another round of performance improvements


A large amount of code is being optimized to reduce the amount of strain on your hardware, resulting in smoother frames and less hiccups.

- A slew of other Quality of Life Improvements


Vastly improved Grenade Throwing, new Map Icons, a DMR that respects your Hold/Toggle setting and more.

What else are we working on?


These are not likely to be included in the next update but are currently in development.

- Story Content


This is the big one. Selaco will get a major voice-over pass to flesh out Dawn as a character, the world of Selaco and the general plot. We unfortunately ran out of time to do this at launch, which made certain parts of the game feel more empty than we'd like. This is planned to arrive around the end of the year.

- Randomizer Mode



Another big feature is the Randomizer Mode. This aims to add tons of replayability to the game. It randomizes enemy spawns, introduces a Rarity System where some weapons and enemies are more powerful than usual, repositions ammo pickups and offers tons of customization to tweak the game to your liking. This mode is planned to launch alongside the Story Content update.

- Improved enemy tacticsI


Better Patrol modes, a goal system, cover system and more are planned for our AI. These will take a while, though, and may not appear until Chapter 2. Please bear with us as we give them an additional boost in intelligence!

- Adjustable difficulty during the campaign


We are looking into a system that allows players to drop the difficulty at any time during a campaign playthrough. We wanted to add this earlier, but it was quite a complicated problem to tackle and will need a bit more time.

- Customizable Mutators


We are working on a system that allows players to customize individual mutators before starting a new campaign. For example, tweak Hard-Boiled Mode to disable the additional projectile speed for the enemy, or play Hardcore Mode but with standard Weapon Reload behavior. Mutators that have been customized will show an apostrophe symbol at the Chapter Completion Screen

- Improved Safe Rooms


We are working on additional features to make Safe Rooms more interesting and useful. This includes a free one-time use Health Cache where players can refill their health, and an Armor Station where players can purchase armor. However, the latter might not appear until Chapter 2.

- Chapter 2 is coming along nicely


Chapter 2 introduces a large amount of new systems which we will talk about in a blog post closer to its launch.

Conclusion



Of course, these types of blog posts only cover a fraction of the things that are currently in motion. As newer features and mechanics are nearing completion, we will introduce them here. Ill ensure to post one of them every couple of months moving forward. I also want to give a quick shout-out to all the players who are actively giving us their feedback on the game. The Discord channel and Steam Forums/Reviews have been a fantastic source of information and we cannot thank you enough for these. Do keep them coming! And remember, do give us a Steam Review if you can (or update it if your problems have been fixed!) They are very helpful for the game. If you like these types of blog posts, please consider joining our Patreon Page. Here, we beta test new features and showcase what is currently being worked on; including early concept art, prototypes, openly discuss development obstacles and more. https://www.patreon.com/PlaySelaco/
Thank you for taking the time to read this! If you have any questions, feel free to comment below and I'll try to get back to you as soon as I can. Have a great week! - Nexxtic


[ 2024-08-01 17:44:23 CET ] [ Original post ]



Selaco
Altered Orbit Studios
  • Developer

  • Altered Orbit Studios
  • Publisher

  • 2255-08-25
  • Release

  • Adventure Singleplayer
  • Tags

  • Game News Posts 21  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (2857 reviews)


  • Review Score

  • https://selacogame.com/
  • Website

  • https://store.steampowered.com/app/1592280 
  • Steam Store



  • [0 B]

  • Public Linux depots


  • Selaco is a brand new original shooter running on GZDoom, featuring thrilling action set pieces, destructibility, smart AI and a fleshed out story taking place within an immersive game world. It draws inspiration heavily from F.E.A.R. in terms of action set pieces, while mixing traditional retro-FPS elements from QUAKE and DOOM, along with some more modern features. Together with professional artists who work in the industry, several having worked on successful throwback FPS games in the past, Selaco is a fully fleshed out world full of character, action, and mystery.


    The story takes place during a violent invasion of Selaco, the underground facility that's home to the surviving refugees after the fall of Earth. You play as Dawn, an ACE Security Captain who, with her recent promotion and high level security clearances, is digging deep into the truth behind Selaco's murky history. Before she can finish her investigation, Selaco is rocked by explosions and armed invaders. While Selaco may take place in a large-scale conflict, much of it will be the personal story of Dawn, the center-piece of the game.


    • A lengthy story-driven campaign
    Selaco is a story-driven experience, and we don't say that lightly. A dedicated writer has been brought on board to assist with creating an engaging and believable sci-fi story and world.

    • Intense Action set pieces
    Turn the entire world into confetti with the destructive power of your weapons. Every single bullet will react properly with any materials or objects you hit. Our artists have created many different variations for each (voxel)object to ensure that the aftermath of each encounter is palpable. That once lavish office space now nothing but a pile of rubble with broken paintings, smashed tables, screen, chairs, smoke, and chunks of debris.

    • Custom AI
    With our FEAR influence, writing proper AI was a goal from the get go. The enemy is fully aware of each other's presence and work together to take you down. They will keep their distance if you apply constant pressure on them, will rush you if you hide or run out of bullets, toss grenades if you use the same cover for too long, and much more. Hundreds of custom lines have been written and acted out, providing hints to the player about their current plans and tactics.

    • Full soundtrack
    Selaco is accompanied by a full length original soundtrack composed by an experienced musician who has worked on many games in the past.

    • Professional voice-acting.
    To help immerse players in the story and atmosphere of Selaco, professional voice actors have been brought on board. Dawn will be voiced by the incredibly talented Melissa Medina, with other casting choices revealed at a later date.

    • Extra Gamemodes
    Completing levels allows you to replay that level in Incursion Mode, an expanded version of that map where your skills will be tested against a near endless onslaught of enemies. Win incursion maps to gain bonuses to aid you throughout the campaign. New exclusive Incursion Levels and new mutators will also be unlocked as the campaign progresses.


    • Full open-source modding support
    Mod it till it breaks! Create new campaign experiences, modify or create your own content, port your favorite GZDoom mods. Anything goes!
    MINIMAL SETUP
    • OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
    • Processor: Intel i3 2100 or higherMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Anything capable of running OpenGL 4.0 (eg. ATI Radeon HD 57xx or Nvidia GeForce 400 and higher)
    • Storage: 600 MB available space
    RECOMMENDED SETUP
    • OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
    • Processor: Intel i5-3570kMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: 1 GB of VRAM with OpenGL 3.3 (GeForce GTX 630 or higher)
    • Storage: 600 MB available space
    GAMEBILLET

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    5.0$ (75%)
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