Skip to content
Geeky Alien
Selenetrope

Screenshots

Selenetrope screenshot 1

Selenetrope

Verrysoft · Published by Verrysoft

Last updated 29 Sept 2026

Selenetrope is a survival horror game where you play as a lab grown homunculus struggling to survive in a base below the surface of an exoplanetary moon. Battle your insane and misbegotten brothers and stave off a raging fever that threatens to destroy you from within.

Free to PlayComing SoonDJCTQ 12

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Action, Adventure, Early Access · 2026 · More free games

In Selenetrope, navigate treacherous corridors and battle monstrous brothers as you fight to survive beneath the surface of an alien moon. This early access adventure from Verrysoft challenges your resolve in a 2026 release.

About this game

In a dark corner of a sealed laboratory in the bowels of the LATMUS Signal Array Base, a homunculus is born… 

Explore the inhospitable maintenance floors of an extraterrestrial moon base.  Defend yourself from the unrelenting pursuit of inhuman abominations using whatever weaponry you can get your hands on.  Hunt for materials and tools to increase chances of survival and open up new paths through the base.  Scavenge leftover medical supplies to treat the ever present sickness bearing down on you. Sneak past automated security measures designed to maim and kill trespassers.  Distract, trap, and attack your foes with an assortment of discarded, makeshift, and environmental tools.  Race against time as you run out of fuel for the various utilities in the base, and medicine to soothe your fever.  Fight back against the almost certain doom that awaits you, child of Endymion.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: 10
  • Processor: Intel i5
  • Memory: 8 MB RAM
  • Graphics: Nvidia GTX 1660
  • DirectX: Version 12
  • Storage: 5 GB available space

Recommended

Recommended:
  • OS: 10+
  • Processor: Intel i5
  • Graphics: Nvidia GTX 1660
  • DirectX: Version 12
  • Storage: 5 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Selenetrope Devlog 2

    Devlog 2 Where I've been I promise I'm still working lol. I took a month off this January to focus on a side project for a bit to work through some of the burnout. However, before I took that break I made some massive strides towards finishing the game. I'd say as it is now we're very nearly feature complete for the initial release. What's done so far? If you're not interested in reading this whole post at least read this: Selenetrope is now a more traditional survival horror game with combat and resource management. I kept the jumpscares from the demo. I've also completely changed the setting and aesthetic, which may be unwelcome for some of my wishlisters, but nonetheless I think it had to be done. The game is now a sci-fi horror mystery taking place in a colony deep beneath the surface of a moon in interstellar space. Mechanics I've created a central power system which is used to turn on the lights and various interactable objects like electronic doors. I am still considering modifying it a little bit to make it a bit more interesting, but for now I consider it done. {STEAM_CLAN_IMAGE}/45208662/96348217c0e9607f763ef5a9d2b4ee2f5ab254d9.gif There is now a new inventory with a new UI. You can take, drop, craft, and use items here. There are a limited number of spots, but you'll increase your maximum as the game goes on. {STEAM_CLAN_IMAGE}/45208662/77255c673772d823fdc315819f53ff5244082248.gif I've added weapons and ammo. Enemies can now be killed with weapons. Unfortunately they don't tend to stay dead for long... Enemy spawning and chases have been changed a bit. They no longer spawn on a timer, but spawn when you make enough noise next to holes in the floor and ceiling. I've fully finished the fever and seizure status systems. When your temperature reaches a 106 degrees you will begin to have a seizure. If you do not take fever reducers before the seizure is done, you have a chance of acquiring a permanent affliction. Afflictions are essentially passive debuffs tha...
    Read full article on Community Announcements (verrysoft)
  • AnnouncementsOfficial

    Boo

    We are so back. Happy Halloween! I've been working hard on the game since I posted last Wednesday and I'm in the mood to share some of what I've been working on. However, before we get started... Sorta important announcements I'm going to be taking the demo down on Monday, so if you haven't played it and you really really wanna, I suggest you go do that. Keep your expectations low and you might even like it! Think of it as a little taste of what the game's not gonna be like. Something or other Here's what I've finished in the past week since I was last here, and also some stuff that's been decided for certain that was kind of up in the air last week. Mechanics Fully functioning graphic inventory system. It's done and it works yay. It's super ugly right now because I'm using placeholder assets, but you probably get the idea. The inventory space is also now limited, with expansion upgrades available as a collectible. (There's actually no upgrade item right now, but I set it up to be pretty plug and play so it'll be there whenever I remember to add it in) Equippable weapons and items framework is complete. It's less jank than the old one, but still needs some polish. I still have to make a bunch of animations. Crafting is for certain and for real, absolutely definitely in the game for real this time. It's classic Resident Evil style combining though, so don't expect anything ultra complicated. All that's left for that is making it feel less wonky in the UI. Honestly the hardest thing for me to do lately has been making the UI interfaces not feel like doodoo. The sum total of craftable items right now: a health recovery item, a low durability single use weapon, and a throwable weapon. I need to make sure the rest of my mechanics and game loop are solid before I go ham with this, so there's not much I can do for certain without potentially wasting time. Status effects galore! You can now get hurt and bleed, have seizures, and the base fever mechanic is already functionin...
    Read full article on Community Announcements (verrysoft)
  • AnnouncementsOfficial

    [IMPORTANT] Selenetrope Major Redesign Devlog

    Devlog 1 Now that next fest is over I'm going to share what I've been working on since I released the demo two weeks ago. After seeing and hearing player responses to the demo I've decided to shift gears a bit and rethink some fundamental aspects of the game. I realized that as it is now, the game needs some serious changes to become something actually fun and playable. Some major mechanics and content will be going away in favor of new ones. As a quick summary, I'm changing the visual style of the game, removing the sleep and hunger systems, removing physics "puzzles", removing the first area from the demo, adding combat, and I'm redesigning the gameplay loop as a whole. When Will We See These Changes? I wanted to address this nearer the top so that more people would see it and so no one gets the wrong idea. These changes will not be passed on to the demo, the demo is staying as is. These changes will likely only be seen once the early access build has been published. How Will This Affect the Release Date? Not sure yet. I think it's likely I'll have to push back the release. I'll make sure to make a post once I know for certain whether or not I can make the end of November. If I'm proud of what I got by the end of next month I might just release a shorter version of the game than originally intended just to get it in the hands of players. What's Going Away? Mechanics Hunger is being removed. Sleeping as a means of saving is being removed as well. Building is going away for now. I'm undecided as of yet on whether or not this is a permanent decision, but it will not be included in the first early access version of the game. Advanced movement like wallrunning is no longer going to be a core mechanic of the game. Although I'd like to come back to it in the future. All crafting is being removed temporarily. Physics based "puzzles" like those in the demo are going away as well. Stuff like hallways being blocked and you need to push the right thing or drag up a table from...
    Read full article on Community Announcements (verrysoft)
  • Patch NotesOfficial

    Demo version patch 0.3.3.2

    -Fixed medium buttons in settings menus -Added fullscreen toggle button -Demo no longer launches on max settings -Added a few collectibles to the lower starting area -Room key can no longer get stuck under shelf
    Read full article on Community Announcements (verrysoft)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.