[i]Attention: At this time of writing, the Early Access store page is not live yet. We made an error and are awaiting approval from Valve![/i] [previewyoutube=nUbF8Ytadx0;full][/previewyoutube] The Release Date is finally here! After lots of dedication towards the game, we're gearing up to launch a massive chunk of our work to the public. Before we dive in, we want to express our heartfelt gratitude to everyone who has been with us on this journey. We began working on this back in 2016, restarted the project multiple times over until we finally found something that worked to our satisfaction. In 2020, we announced Selaco with a screenshot from a build that was barely able to hold it together. The entire thing consisted purely out of prototypes and, in the distance, were visible placeholder sprites that were nothing but a string of text. Fast forward to today, and here we are, getting ready to launch something we feel is immensely fun to play, polished and dynamic. Never in our wildest expectations did we anticipate having the audience we have today. Whether you joined us from our very first tweet many years ago, or became a part of our community just recently; your support has brought us to this moment. Thank you for giving us time, encouragement and support. [b]What to expect from the Early Access launch?[/b] Our goal is to start big and build from there. We always meant to release in Early Access and to make the initial launch worth the price of admission by itself. I'm sure you've heard that before, but let me prove to you that we are not exaggerating. Here is a summery of what to expect from the initial launch in May 2024: [list] [*] 25 levels. For comparison, the demo had 3 [*] 11 weapons, 10 of which will be upgradable with new stats, abilities and Alternate Fire Modes [*] Dynamic encounters with reactive combatants [*] Heavy emphasis on exploration and worldbuilding [*] A large number of secrets and unlockables [*] Intense combat and effects taking inspiration from John Woo movies [*] A wide range of environmental variety where no two levels look the same. [*] Full modding support [*] Gamepad & Steam Deck support [*] A synth-heavy soundtrack composed to Lawrence Steele [*] Very kind robots who clean up your mess you've created [/list] We will elaborate further on some of these points further down In short, there's a lot. And we have a lot of plans to further iterate upon all the stuff mentioned above. Months after playing it you may suddenly be playing a version of the game where the enemies have a brand new trick up their sleeves! [b]What can we expect from the other chapters?[/b] We plan is to make Chapter 2 and Chapter 3 a little shorter than Chapter 1. The honest reason here is that the game would otherwise end up being far too long. The story is fully mapped out, a lot of ideas are on the table and now it's just a matter of getting the design plan down for these later chapters. We will discuss more details when the time comes. [b]What parts of the trailer will be in the Early Access release?[/b] Everything shown in the trailer is planned for Chapter 1. [b]How is patching going to work?[/b] We care a lot about preservation in videogames, so whenever a new patch launches, we will be providing options to roll back to older versions. Basically, every available version can be selected from a dropdown menu. On top of that, there is no-DRM, so you get to keep it forever. Saved Games may not be compatible with new updates, but that depends on what has changed. We can safely add new systems, new effects, additional layers of polish, rebalance things and more while keeping saved games intact. But the moment we alter levels, a save starts breaking. Thankfully, since we allow players to roll back to any version they want, players can safely resume their run if that's the case. We will also be adding in-game warnings a few days (or even weeks) before a new patch launches so players can properly anticipate it. We already did this in the demo to great effect! Of course, ideally, saved games are always going to work regardless of what has changed and that is absolutely something we are going to try and fix. But unfortunately, not at our Early Access launch. It's a complex problem that is going to require some work with the engine. [b]Is there an exact launch date?[/b] May 2024 is as exact as we can be right now! We want to remain flexible and avoid launching alongside gigantic games that have an overlapping audience. This allows us to launch a few weeks earlier / later as needed [b]Gamepad & Steam Deck support[/b] In it's current state, Selaco fully supports a wide range of gamepads and our gameplay systems can be fully utilized with these! And we've improved it further since our Public Demo by adding a Weapon Wheel and an on-screen keyboard. For Steam Deck, we are aiming for Steam Deck verification. So far, all requirements should be met, but it's up to Valve to approve it when we are closer to launch. [b]Modding Support[/b] Selaco is based on GZDoom (albeit modified) so adding support for mods is going to be easy and any of the tools modders have used for Doom, can be used for Selaco. To make it even easier, we've added an in-game menu to manage your mods. Modders are able to make completely new levels or even entire campaigns, add new weapons, add gameplay modes and much more. Honestly, there are no boundaries here given the open-source nature of the engine. Steam Workshop is planned but we have to work out some potential issues and ensure it's actually possible with the engine. To be continued on that front. [b]What is going to happen with the demo?[/b] For the time being, the demo will be kept online. However, we may take it down closer to launch because it's becoming increasingly outdated and already doesn't reflect the quality of the final product. We may, however, launch a brand new demo after the launch that uses the newest build. But that remains to be seen. Thankfully, you get to keep the demo forever if it's installed on your system! [b]Can you talk about what improvements have been made in regards to common demo critiques?[/b] Yes! We are doing this in a future blog post. We think it makes more sense to do this when everything has been finalized. [b]Conclusion[/b] We are going to take a moment to celebrate the reveal of our release date. It's still hard to believe this news is finally out there, and that's pretty damn exciting! If you have any burning questions, we recommend hitting us up on Discord or make a thread on our forum page. Take good care and have a fantastic weekend! - Altered Orbit Studios