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State of Development - Closed Beta Sign-ups, Chapter 2, Early Access patch!

Selaco · Community Announcements · March 19, 2026

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Captains,

Hope everyone is doing well!

Three months have passed, which means we're back with another State of Development for Selaco. We'll be covering four topics this time around:

Plenty of exciting stuff. Let's dive in!


Closed Beta Sign-ups

With Chapter 2 bringing massive changes to both the game and its engine, especially when it comes to lighting, shadows and performance, we want to make sure everything is rock solid before we hit our Chapter 2 launch date.

To do that, we're running a Technical Beta for a portion of our Early Access playerbase - taking place in a Remastered Chapter 1 level so you can get an early taste of what's coming.

Release date is TBD, but you can sign up now. No paperwork or NDAs required!

Sign up for the Beta here!

NOTE: Due to the potential volume of submissions, we will not be able to get back to everyone. If you have been selected, you will receive an email in the near-future!


Development Summary

As is tradition, here's another update on how development is going.

Work on the update continues, and it's going well! In fact, we're planning on launching the Chapter 2 Update later this year. A more specific timeframe will be announced once we're closer to the finish line -likely a couple of weeks in advance.

We've written a more in-depth piece a couple of months ago that shows a tremendous amount of the new content that's coming your way. If you're interested in learning more, I recommend giving this blog post a read.

Despite Selaco being made by only a handful of people, it's amazing to see just how fast things are moving! Below are some of the things we've been working on these last couple of months.


Voice Acting

One of our goals with Selaco is to have such a high degree of voice variety, that players can put dozens of hours into the game and still hear new lines from time to time. We've largely succeeded with that in the current Early Access build, but given how much longer the game is about to get, the need for more variety became apparent.

Over the past three weeks we've been doing a lot of recording sessions with our actors. Roughly 1.000 new voice lines have been recorded for our enemy soldiers (Enforcers included). We'll be doing another batch closer to the Chapter 2 launch to get more context-specific lines in as well.

We've also been holding auditions for other characters, and are currently getting ready for the ACE Security voices.


Boss Fight

(Not an in-game screenshot)

On top of that, we're working really hard on a boss fight. But we'll remain tight-lipped about that one for the time being.


Weapon Kit Swapping

Swappable Weapon Kits have been finished! We talked about this before, but it was only an idea back then that we hadn't implemented yet.

The way it works is simple: you select two Weapon Kits in a Safe Room, and during gameplay you can swap between them at the push of a button. Two seconds later, you'll be using the Reserve Weapon Kit you selected earlier. Applies to Throwable items, too!


AI Improvements

Our enemy AI rewrite is complete! Well, mostly complete - enemy combat encounters are now more dynamic than they've ever been, we just have to iron out some of the remaining kinks before we can put a stamp on it.

Here is a brief rundown on what has been changed:

This does not mean the game will be easier. Their updated navigation makes them more deadly than ever, so the other changes balances this out wonderfully.

We're very happy with these changes. The combat feels much more addictive, and playtests have come back very positive. We expect the first thing players will notice is just how much better the combat flows while retaining Selaco's identity.


Character Illustrations

We've brought an artist on board who is creating character illustrations for every single enemy in the game. As such, here is a rough sketch of one of the new Chapter 2 enemy types:

And some of the finished ones:


Oppressors

Fine, let's show off one more enemy type then! This is an Invader equipped with a shield - and a very durable one at that. They're aggressive enemies who will actively try to push you away from their allies. And, this being Selaco, there are of course a thousand different ways to deal with them.

Now that enemies have to turn before they can attack, players can exploit the Oppressor's slower turning speed to get around the shield and shoot from an exposed angle. Alternatively, you can apply force to briefly stagger them and knock the shield aside - whether through a point-blank Shotgun shot, a Slide Kick, or other means.

They're still in their early stages, but shaping up well!


New maps!

We've already shown some screenshots in the past, but here are some new ones.

(All screenshots are Work in Progress and will change!)

And so, so much more. Honestly, it's impossible to fill a blog post with all the things we've been doing without exceeding the size limit of a Steam Blog (if there is one).


We talked about introducing a Modding SDK before, which will become available a couple of weeks after Chapter 2 launches. Here's a brief look at what that will include.

The Modding SDK will be free DLC that players can download. Upon doing so, a new folder is created in their game directory containing many of the source files we've used to develop the game.

For instance...

Every single Weapon Model

Fully rigged Player Arms to allow modders to create all new animations and / or weapons

And, of course, enemy models!

The SDK won't just include assets, either. It will also include scripts to make sprite rendering easier, a converter to turn PNGs into DDS (which is more efficient on VRAM), and more. We also think this will be valuable for people trying to get into game development and want to see how the sausage is made, and for artists who need drawing references for Selaco related art.


Selaco v0.92b Patch

Being deep in Chapter 2's development makes it hard to fully commit to older builds - we've reached a point where most changes would need to be done twice, given how different the codebase has become compared to the Early Access build.

Overhauled Saved Game menu

The Save Menu previously lacked meaningful information, it was a long list of nonsensical names that ended up being confusing for players and often resulted in a lot of trial and error.

With this update, we've overhauled how saves are displayed to give a more structured list, including a proper level name, total time spent in that run, and icons to convey additional information at a glance.

Switch Readability

(I promise this switch is not off-center in the actual update!)

We noticed from several playthroughs that players were running right past switches because they blend in too well with the environment. We've made two improvements:

UI

Randomizer Mode / Special Campaign

Workshop Uploader

We've made some improvements to the tool that allows you to upload mods to the Steam Workshop. There were pain points people brought up.

If you ever wondered why many Selaco mods do not have a thumbnail, it was due to a bug on our end.

Enforcers

Invader Mines

Other changes

Bug Fixes


This is usually where we talk about how you can roll back to the previous version of the game, but given how this update is focused mainly on added convenience rather than major changes, we felt that setting up a new rollback version won't be necessary.

However, if problems do appear with this new build, we will set up a rollback version so you can play on the previous one while we are fixing things up.

Worth mentioning: Valve has recently made it much easier to dig up older versions of the game! Rather than a dropdown, there's now a clean list of every version you can try. Good stuff!

DEV NODE: We are aware that some older versions do not seem to launch. We will fix this in the near future - we're not quite sure what went wrong here.


These have been a good couple of months when it comes to making progress, enough to where we feel confident in planning to launch it this year.

If you want to help us succeed with Selaco, Steam Reviews are immensely helpful! they give us useful feedback while also giving the game additional visibility on the Steam Store. If you haven't already, please consider sending us your thoughts there.

And as always, feel free to ask questions in the comments and I'll try to get back to them. I'm always willing to answer questions about my fishtank.

Not much longer now. Back into the mines we go ♥

Nexxtic

SOCIALS:

Our Twitter Page (Official Selaco account)

Our BlueSky Page (Personal account)

Our Discord Page (Selaco Community)

Our Patreon Page (Frequent development updates and showcases)

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