Five years after Half-Life: Alyx stormed onto the VR gaming scene, Valve continues to be a pivotal, though low-profile, player in the realm of virtual reality. Despite minimal public spectacle, they have consistently influenced the VR landscape with regular SteamVR updates, integration with standalone headsets like the Quest, and occasional murmurs about new endeavors in hardware and gaming. As we reflect on Alyx’s landmark anniversary, a question simmers: Is Valve still dedicated to VR, or are they gradually pulling back from the arena they helped shape? Here’s what we’ve managed to uncover.
Five years—it’s incredible how swiftly time flies when you’re navigating life amid a global pandemic. When Half-Life: Alyx hit the shelves in March 2020, lockdowns were sweeping across the U.S., changing routines almost overnight. Companies scrambled, races began to adjust to remote work, and Valve, the brains behind Alyx, was no exception. Just barely escaping the pandemic’s direct impact, the game was released on time on March 23, albeit with its press preview event axed due to the unfolding chaos.
Half-Life: Alyx garnered rave reviews—hailed not just as a leading VR title, or even merely as a standout Half-Life entry, but as one of the greatest games ever. Five years down the line, it proudly holds the 24th spot on Steam250’s top-rated games list across Steam.
Beyond making a VR classic, Valve’s influence permeates through its ‘Index’ VR headset, once a pinnacle for PC VR, and Steam’s robust VR backing, essential to the PC VR market over the last half-decade. Still, Valve has remained mysteriously quiet about its VR ambitions, with few official peeks into any upcoming games or headsets.
So, what’s Valve plotting in the VR world, if anything? Let’s dive into the particulars.
To start, it’s crucial not to overlook how SteamVR has endured as a central platform for PC VR. Valve has continued to roll out slow but significant updates to it. Perhaps their most notable move was in late 2023 when they surprise-launched the Steam Link app for Quest headsets, streamlining wireless gameplay for SteamVR users on these devices.
And it doesn’t stop there—rumors from credible data mining efforts suggest Valve is prepping to extend Steam Link support to other VR sets, such as those from HTC’s Vive Focus line and Pico, owned by Bytedance. Alongside this, attentive observers have noted mentions of a “SteamVR Link Dongle” in Valve’s latest software drops, anticipated to enable a more direct wireless link between PCs and standalone headsets.
As it stands, using Steam Link means your headset communicates via your router before reaching your PC, a method that can impact performance, especially under less-than-ideal network conditions. A SteamVR Link Dongle would sidestep the router, forging a direct connection and potentially refining performance through hardware and software optimizations.
Speculation abounds regarding whether the dongle would pair with third-party headsets like the Quest or if it’s crafted as an accessory for Valve’s speculated ‘Deckard’ VR headset.
Speaking of which, let’s tackle what could be Valve’s next big hardware move in VR. Back when the Index debuted in 2019, it was followed by patents floating around in 2020 illustrating concepts for a possible standalone headset packed with ergonomic designs. Years have ticked by with no formal announcements, but snippets from Valve and the ever-intriguing realm of datamining hint that development is very much alive.
A 3D model of an unknown VR controller made a splash in the SteamVR files lately, breathing life into theories about Valve’s upcoming headset endeavors. These controllers indicate a focus on VR gaming and a potential for mixed capability experiences—both VR and traditional flatscreen gaming across a virtual canvas.
Intriguingly, it’s rumored that Valve sees its future headset, potentially dubbed ‘Deckard’ or ‘Index 2,’ as freestyle in streaming PC-driven VR content—much like the Quest’s current capabilities with Steam Link.
More recently, whispers from a known Valve insider suggest the forthcoming headset could retail at $1,200, with a 2025 launch in sight. While unverified, these claims are bolstered given new ‘Deckard EV2’ references in SteamVR’s latest iterations, hinting the device is marching closer to a tangible product release cycle.
Now let’s pivot to the prospect of new VR games. When Half-Life: Alyx emerged, it rocked the virtual gaming arena, setting a high bar. Yet, Valve’s satisfaction with its commercial success versus the resources spent remains somewhat hazy.
There’s chatter from reliable sources indicate games or demos linked with the ‘Deckard’ venture near completion, aligning with past leaks. Tyler McVicker, a renowned dataminer known for divulging key details about Alyx before its release, recently mentioned ongoing VR game projects at Valve, potentially another Half-Life installment—or perhaps two.
One imaginative concept suggests an asymmetrical co-op experience intertwining flatscreen and VR play. In it, players would navigate through the story as Gordon Freeman on PC and Alyx Vance in VR, unravelling dual narratives through cooperative gameplay.
This could connect Valve’s dual hardware offerings—the Steam Deck and Deckard—in a unified gaming experience.
Valve has remained tight-lipped about these developments. When approached, they refrained from revealing anything concrete but did share their ongoing enjoyment of the creativity blossoming from the Half-Life: Alyx community via user-generated content.
Valve’s unconventional corporate culture influences its distinct approach to projects. Their unique employee-driven project choices mean that what flourishes at Valve does so through personal passion and collective curiosity.
Despite the absence of frequent new releases, Valve’s method—a combination of stealthy behind-the-scenes efforts and vibrant employee enthusiasm—suggests that VR still has some champions within their innovative ranks, ensuring they remain a thoughtful force in the industry.