Overview
Calling Selaco a “boomer shooter” is technically accurate but functionally reductive. While it runs on GZDoom—the hyper-evolved descendant of the engine that powered 1993’s Doom—Altered Orbit Studios hasn’t built a nostalgia act. Instead, they’ve constructed a dense, tactically demanding immersive sim disguised as a high-octane action game. Released on Steam on May 31, 2024 for $24.99, the game is set within the sprawling subterranean Martian colony of Selaco, where players step into the boots of Dawn Collins, a security captain whose morning is ruined by a violent, mysterious invasion.
The market positioning here is fascinating. The market is currently drowning in retro-inspired shooters, most of which lean into the “movement shooter” trope of circle-strafing and projectile dodging. Selaco pivots. It looks toward the mid-2000s, specifically the tactical desperation of F.E.A.R. and the systemic exploration of System Shock. It demands players respect its world. You don’t just run through these levels; you dismantle them. The developers have leveraged the limitations of a 2.5D engine to create a level of environmental reactivity that puts many Unreal Engine 5 projects to shame.
Every room in Selaco is designed to feel lived-in until the bullets start flying, at which point it becomes a chaotic canvas of shattered glass, splintered wood, and scorch marks. The debris and destruction serve a mechanical purpose, not just an aesthetic one. The debris and destruction provide immediate feedback on the lethality of the combat. That’s a bold choice, given how many “retro” shooters use the label as an excuse for sparse environments. Selaco is the opposite: it is cluttered, detailed, and convincing as a physical space.
Key features
- Hyper-Reactive Enemy AI: Borrowing heavily from the F.E.A.R. playbook, enemies coordinate, suppress the player’s position, and utilize the environment to flank with unsettling efficiency.
- Total Environmental Interactivity: From flipping tables for improvised cover to shattering every individual bottle on a bar shelf, the world responds to every stray round.
- Systemic Progression: A deep, non-linear campaign featuring upgradable weaponry and interconnected levels that reward thorough exploration and puzzle-solving.
Analysis
The Combat Loop: A Dance of Desperation
The core “loop” of Selaco isn’t about speed; it’s about spatial awareness. In most retro shooters, the player is the predator. In Selaco, especially on higher difficulties, the design often casts the player as the prey. The AI is the undisputed star of the show. These aren’t mindless zombies or scripted grunts; they are tactical units that communicate. They call out the player’s position, bark orders to flank, and—crucially—react when their target disappears from their line of sight.
This creates a high-stakes game of cat-and-mouse. Hunker down behind a desk, and the AI will suppress with automatic fire while a shotgunner circles around to the rear. This forces constant movement, but not the mindless bunny-hopping of a Quake clone. Movement goes from cover to cover, sliding across slick floors and vaulting over obstacles. The onboarding friction is higher than the average shooter’s; players have to learn the weight of Dawn’s movement and the specific recoil patterns of an arsenal designed to feel genuinely dangerous.
Systematic Destruction as Mechanics
The interactivity has real mechanical weight. Because almost everything can be manipulated, the environment becomes a weapon. Can’t find cover? Flip a heavy crate. Need to clear a room? Shoot the fire extinguisher to create a smoke screen. This systemic depth turns every encounter into a mini-puzzle. The weapon upgrade system further leans into this. Upgrades add utility, not just bigger damage numbers. Modifying the assault rifle to fire armor-piercing rounds or adding a secondary grenade launcher changes how specific enemy types should be approached.
Level Design and the “Unbroken” Journey
The campaign is designed as a continuous experience, echoing the philosophy of Half-Life. The transitions between areas feel organic, reinforcing the sense of scale within the Mars facility. The levels themselves are labyrinthine but rarely frustrating. They follow a “hub-and-spoke” model reminiscent of System Shock, where players frequently return to a central area with new keys or abilities. This encourages backtracking with purpose, as secret caches and lore-building PDA logs are tucked away in every corner. The environmental storytelling is top-notch; the final moments of the colony’s inhabitants can be reconstructed through the wreckage they left behind.
Visuals & performance
Visually, Selaco is a technical achievement. It uses a 2.5D hybrid style—2D sprites for enemies and certain objects within a 3D geometry framework—but layers on modern lighting, bloom, and particle effects that push well beyond what GZDoom was built for. The result is a crisp, high-fidelity “lo-fi” aesthetic. A 2.5D game of this scope is light on hardware by design, though the sheer volume of persistent physics objects in a prolonged firefight is the kind of load that could strain mid-range systems. The UI design is functional and evocative of early 2000s military tech, though the HUD is built dense and can feel crowded during the heat of battle.
Platform nuances
On Steam, the game is a dream for power users. It supports a wide array of resolutions and offers granular control over the engine’s behavior. For Steam Deck users, Selaco appears viable: the generous aim-assist options and the ability to map gyro controls suggest a solid handheld experience. However, mouse and keyboard remain the “intended” way to play; the speed required to snap to flanking targets demands the precision of a high-DPI sensor.
Final verdict
Selaco is a standout achievement. It bypasses the easy traps of the retro-shooter genre by focusing on systemic depth and enemy intelligence rather than just “going fast.” It respects the player’s intelligence, demanding tactical discipline and environmental awareness. While the difficulty may alienate those looking for a casual “boomer shooter” romp, those who stick with it will find a deeply rewarding and technically impressive shooter. Altered Orbit Studios has set a strong example of what indie developers can achieve with a focused vision and a deep understanding of what makes combat feel “alive.” We rate it a clear recommendation with real reservations.
Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review