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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!
Selaco
Altered Orbit StudiosDeveloper
Altered Orbit StudiosPublisher
2255-08-25Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (3850 reviews)
Public Linux Depots:
  • [0 B]
Selaco v0.91 Quality of Life Update + Chapter 2 Status Report

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/0155a99cdd0e95ffa756e8b36e5996e96089516e.png\"][/img]

Captains,

We might be all hands on deck with Chapter 2 right now, but that doesnt mean the current Steam version is being left behind! We wouldnt 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.

This update isnt as large as the last major update since weve been hard at work on other things (which are even cooler!), but its still packed with some good additions, especially on the Quality of Life front, and some much needed fixes. And of course, were including a short Chapter 2 tease. By now, thats tradition.

Lets dive in.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/caa1e42cbe1c70274bc3106197efce3a24f1db12.png\"][/img]

Added Explosion Ripple Effects

[img src=\"https://i.imgur.com/zAoqQhh.gif\"][/img]

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.

You can disable this in the Graphics menu if preferred.

(Also, yes, that trashcan is absolutely dead)

Improved Level Report Information

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/b44a262bc8365f92e98571872e9821395b0b5394.png\"][/img]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, weve added a new Datapad Page that provides clearer information for every single level and helps speed up the hunt!

Added In-game Manual

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/ed41af67cbd90a6791324226735aa1bd06992e74.png\"][/img]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, weve added an in-game manual page. Think of it like an expanding wiki page.

While its still a work in progress, its 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.

Drastically improved Flashlight Performance

Weve 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!

Added Gwyn Machine Information

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/c6154ed49d3e4be1b8acb5f0e94bfc6e08a48a88.png\"][/img]

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.

Much more convenient, but also kind of alarming.

Improved in-game Patch Notes

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/d250e0da39ab56d0dc6d57b8c55e8a8d3d53f1ea.png\"][/img]Since launch, weve updated the game quite a lot, and the in-game patch notes eventually turned into one giant, hard-to-navigate wall of text.

To fix this, weve added a redesigned News & Updates menu, where each entry is now separate and easily selectable via headers.

More VRAM Savings!

Weve 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%.

Added Combat Shouts

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.

Improved Weapon Switching

Weve 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.

Minor Additions and Improvements

  • All explosions now destroy windows, not just grenades

    [/*]
  • Starting the game no longer shows a CMD prompt

    [/*]
  • 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

    [/*]
  • Increased audio volume for shattered windows.

    [/*]
  • Replaced an old, low-quality concrete bullet impact sound that had been lingering in the game for years.

    [/*]
  • Added proper bounce sounds for toolbox drawers.

    [/*]
  • Slide Kick detection now uses foot position instead of camera position.

    [/*]
  • Chemical bottles can now be shot multiple times, even after being destroyed.

    [/*]
  • Improved footstep sounds for wooden floors. It now actually sounds like wood!

    [/*]
  • The game\'s file size has been reduced by about 50mb!

    [/*]
  • SPECIAL CAMPAIGN: Late-game weapons are now more likely to spawn as you progress further into the campaign.

    [/*]
  • SPECIAL CAMPAIGN: Added a small chance for a level to be designated a \'Weapon Jackpot\', containing three times as many guns.

    [/*]
  • 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.

    [/*]

Balance

  • Squad Leaders: Reduced Projectile Speed for Buffed Allies (150% -> 120%)

    [/*]
  • Plasma Troopers: Reduced Plasma Bolt Projectile Speed (26 -> 22)

    [/*]

Bug Fixes

Keep them coming!

  • Fixed a whole heap of crashes

    [/*]
  • Intel ARC: Fixed an error where Textures appeared more blurry than intended,

    [/*]
  • Intel ARC: Fixed numerous crashing issues with Vulkan

    [/*]
  • Added missing \'Tiered Progression\' description in the Special Campaign menu

    [/*]
  • Fixed Railgun Weapon Icon not being shown as \'Empty\' when fully depleted

    [/*]
  • Fixed Invert Mouse option also inverting mouse in the Weapon Wheel

    [/*]
  • Fixed Item Pickups not updating stats correctly

    [/*]
  • Fixed crash caused by Bipod DMR

    [/*]
  • Fixed Slide Kicks being able to deal Headshots and Legshots, resulting in no knockback animation being played

    [/*]
  • Fixed issue where graffiti sprites got cullied earlier than intended

    [/*]
  • Fixed naming inconsistencies where Combat Chests were called Encounter Chests in certain places

    [/*]
  • Fixed an error where Dirt Decals would never spawn. They were in the game all along, but nobody could see them!

    [/*]
  • Milestones no longer progress in levels prior to receiving

    [/*]
  • Fixed an error where \'Reduced Light Flickering\' was not behaving as intended. If you used this setting, you may have to re-activate it!

    [/*]
  • Combat Chests can now be pushed

    [/*]
  • Fixed an error where soldiers would crouch and immediately stand back up despite having a clear line of sight

    [/*]
  • Combat Chests are no longer solid when completed

    [/*]
  • Fixed crash caused by Gunners when shielding a non-existent ally

    [/*]
  • Fixed error where crouching would not make a crouching sound

    [/*]
  • Fixed a very immersion breaking bug where Plant Cloning Facility briefly played very loud music when the Loading Screen appeared

    [/*]
  • Fixed an error where pushing objects against walls would cause it to replay the collision sound over and over

    [/*]
  • Fixed numerous errors with the new Particle System

    [/*]
  • Fixed errors where Gravity Manipulation was pick up objects that are meant to stay on the floor

    [/*]
  • Fist Attacks now show a melee animation in mirrors

    [/*]
  • Melee Attacks no longer snap onto Crawler Mines and Sentry Guns

    [/*]
  • Added Shimmer and Brightmap effects to Keycards

    [/*]
  • Shooting Range targets can no longer be shocked

    [/*]
  • The \'Overkill\' upgrade for the Plasma Rifle now only applies to shockable targets

    [/*]
  • Attempted fix for bug where Disabled Sentry Guns could not be destroyed by gunfire

    [/*]
  • Fixed numerous occasions where text strings didn\'t utilize Localization strings, making them impossible to translate for fan translations

    [/*]
  • Fixed error caused by running the game with the -savedir parameter

    [/*]
  • Explosion Sprites are now properly brightmapped

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/50bac0044a53f78806c16880c840c31dcbdec609.png\"][/img]

Progress is going well, and private playtests began three weeks ago!

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.

The result is something that truly oozes atmosphere, exactly as weve always envisioned for the game, but werent 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 weve optimized their light baking system to suit Selaco\'s needs and added benefits of our own, like the ability to manipulate lights even after theyre fully baked, add integration with our editor and more. We didnt want to make any compromises when it comes to world interaction.

If you want to play a game that uses a very similar lighting system on the same engine, give https://store.steampowered.com/app/2113270/DISDAIN/\"" style="color:#bb86fc;text-decoration:none;">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.

\\[These comparisons are from a WIP build and are subject to change]

[img src=\"https://i.imgur.com/heKUc5v.gif\"][/img]

[img src=\"https://i.imgur.com/0FlMUEm.gif\"][/img]

[img src=\"https://i.imgur.com/3idvaVB.gif\"][/img]

And sun shadows are also possible, adding more volume to exterior sections of the game.

[img src=\"https://i.imgur.com/KyoV2kr.gif\"][/img]

And a big gun. Not very lighting related, but still awesome!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/22a33359a374e34c299552a25816388a3d0a66ec.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/1b23f60fe2d9296e6651095d223403574b972776.png\"][/img]

Chapter 2 is turning out to be quite an endeavor, and its already shaping up to include more stuff than we initially planned. Ideas just keep flowing! Theres more here than in the average paid expansion, and thats something were very proud of. Well start showcasing some of the new Chapter 2 environments soon.

This free, massive update still needs time to cook, and were working hard to get it right. There is an internal release date, and well share it once were confident we can hit it. In the meantime, well continue to be transparent and show random bits of progress along the way. Like we always have!

If you havent 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\".

Or, if youd like more in-depth development blogs and want to provide additional support, consider signing up on Patreon .

Thank you for sticking with us, it means a lot <3

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40325504/171e3523077bdc20719f9581e9926ad15df23c60.png\"][/img]

UPDATE:

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.

[ 2025-09-23 16:02:46 CET ] [Original Post]

Minimum 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
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Linux 64-bit | Ubuntu 18.04 | Mint 19 | Debian 10
    • Processor: Intel i5-3570kMemory: 4 GB RAM
    • Graphics: 1 GB of VRAM with OpenGL 3.3 (GeForce GTX 630 or higher)
    • Storage: 600 MB available space
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