[h1]Introduction[/h1] With launch being a week away, it's about time we discuss what will be included in the initial launch, what our future plans are, and how much the game is going to cost. Thank you everyone for your patience and apologies for taking so long. Let's get into this! [h1]What is included at launch?[/h1] A lot! Keep in mind that most of this will be further expanded upon as we work our way towards the full release. [list] [b][*]31 Action-Packed maps[/b][list] [*] This is what we consider the entirety of the Base Campaign and covers the majority of the game [*] Not all maps are created equal. Some will take upwards of 30 minutes, others may only take 5 minutes. [/list] [b][*]11 Powerful Weapons[/b][list] [*] 8 of which can be equipped with unique and powerful modifications, including new functionality or improved stats. [/list] [b][*]Weapon Kit System[/b][list] [*] Find items that completely change the behavior of your weapon. Such as a grenade launcher that fires rockets, a Nailgun that behaves like a shotgun, or an on-demand dual-wield button for the SMG [*] Weapon Kits are permanent upgrades, and carry over into new games [*] Additional Weapon Kits will be added in later content patches [/list] [b][*]Modding support[/b][list] [*] Create new campaigns, new weapons, new enemies, mechanics and more [*] Selaco will have Steam Workshop support right from launch [*] We will actively encourage modding and provide support when possible. Maybe we will even do contests! [/list] [b][*]Steam Achievements[/b][list] [*]Unlock Steam Achievements by completing challenges that are not bound to difficulty. Like escorting Wilson the Teddy Bear all the way to Dawn's house, or finding a way to spawn a Trash Tornado [/list] [b][*]14 Challenging Enemy Types[/b][list] [*]Including a faction that we haven't shown before! [*]Fight highly dynamic enemies who adjust their behavior based on your playstyle. The enemies will communicate, provide cover fire, flank, rush, defend and much more. [/list] [b][*]Invasion Tiers[/b][list] [*]Face enemies who constantly gain access to new equipment and tactics as you progress through the campaign, resulting in increased difficulty without relying on simply increasing enemy health or damage [/list] [b][*]Gameplay Modifiers[/b][list] [*]Hardcore Mode: More punishing, fixed saved points, no health regeneration [*]Item Scarcity: Fewer items, requires players to be more resourceful [*]Harsh Invasion: All enemies have access to late-game tactics and tools right from the beginning [*]Rifle Start: Start over from scratch after beating a level. Only your Upgrades and Credits are kept. Additional weapon pickups are available in the level [*]Fresh Start: Start the game without any of your unlocked Weapon Kits [*]...and more to come post launch! [/list] [b][*]Train System[/b][list] [*] Seamlessly revisit completed levels to continue exploring and find more secrets and collectibles [/list] [b][*]Bonus Mode: Selaco Must Fall[/b][list] [*] A difficulty designed to make Selaco nearly impossible. Replay the game with completely altered enemy spawns, traps around every corner, and encounter setups that are extremely difficult to beat. You will not win [/list] [b][*]Shooting range, mini-games and other things we prefer to not spoil[/b][list][/list][/list] [h2]Why Early Access?[/h2] As you can probably tell, there is already a whole lot here. So that begs the question of why we decided to go with an Early Access launch. The simple reason is that we have lofty goals for this game. There are still many ideas we want to explore, systems we want to flesh out, and game modes we want to add to make it even more replayable. With our roots being in video game modding, we feel perfectly comfortable releasing something big and making it bigger over time at our own pace. When we feel satisfied with the position the game is in, we will leave Early Access. Selaco is an ambitious project, one we refuse to rush. [h2]When will you leave Early Access[/h2] The goal is to leave Early Access once Chapter 3 is done, but even that may depend on different factors. There could, for example, be a good chance that we will finish Chapter 2 and feel like the game is currently in a really good spot and leave Early Access slightly earlier. This, of course, will not mean Chapter 3 will suddenly be paid DLC. Our intent has always been for this to be a free update for Early Access players. [h2]Will there be a roadmap?[/h2] There will absolutely be a roadmap! However, we are going to wait until shortly after launch. For now, we're putting all our efforts into getting the game ready for launch. Then, we will collate all the player feedback, evaluate what needs to be done, and go from there. One thing we are guaranteed to start development on early after launch, is the Randomizer Mode. We have a lot of fun ideas here, including a slider that allows you to adjust just how much randomization you want your campaign to have. A lower value may only change enemy spawn locations and item pickups, while a higher value may completely randomize the behavior of your guns, the enemies' guns, replace a medkit with a powerful Juggernaut, and replace a Juggernaut with a plastic chair. You control the amount of chaos you want your game to have. Chapter 2 will be worked on in-between Content Updates. [h2]How much is the game going to cost?[/h2] Selaco will cost the following: $24.99 - USD €24.50 - EUR £20.99 - GBP There will be a 10% Launch Discount that will last 2 weeks and two additional chapters are included for free once they are ready. [h2]At what time will Selaco launch?[/h2] Selaco launches on May 31st at 10AM EST, this is also when the review embargo lifts! [h2]Conclusion[/h2] We are really close, and we're starting to feel the excitement both in ourselves and in the way the community talks about the game. Thanks for reading everyone. Looking forward to hearing your thoughts on the game. Now, time to head back and finish this game! - Altered Orbit Studios