As Half-Life: Alyx celebrated its fifth anniversary, it’s clear that Valve continues to be a transformative, if enigmatic, player in the virtual reality arena. Although not overly vocal about its endeavors, the company has significantly influenced VR through consistent updates to SteamVR and efforts to make VR more accessible via platforms like Quest. As we reflect on this milestone, it begs the question: Is Valve still championing VR, or quietly stepping back from the forefront it once helped establish? Here’s a closer look at the current landscape.
In what feels like an instant, a pandemic blinked away five years, and suddenly, here we are. It’s been half a decade since Half-Life: Alyx made its debut. Released in March 2020, amidst the chaos of global lockdowns, the game’s launch coincided with the onset of stay-at-home orders across the U.S., which left many industries scrambling to adapt. Valve, too, had to pivot quickly to ensure Alyx met its March 23rd scheduled release, even canceling its only press preview event as a result.
Today, Half-Life: Alyx is revered not only as a paramount VR game but as one of the top games ever made, still holding a coveted spot within Steam’s top-rated titles. Yet, Valve’s influence extends beyond this single opus. Its Index VR headset dominated the PC VR market, while Steam has underpinned the PC VR sphere with unparalleled support these past years.
Despite their substantial impact, Valve’s been relatively silent about future VR ventures. Official announcements on new games or hardware have been virtually nonexistent. So, what’s in the pipeline for Valve regarding VR advancements?
Unquestionably, SteamVR maintains its status as the primary PC VR platform, with continued, if quiet, improvements. The introduction of the Steam Link app for Quest headsets in late 2023 was a notable step forward, providing a more seamless, wireless gaming experience from PC to headset. Rumors suggest Valve is pushing this further, with potential launches for devices like Vive Focus and Pico headsets.
Whispers of a “SteamVR Link Dongle” are gaining traction, hinting at a USB device dedicated to optimizing the wireless connection between PCs and VR headsets. Presently, using Steam Link means relying on your router to tether your headset to a computer, which can sometimes result in connection hiccups, especially with less-than-ideal setups. A direct dongle could potentially eliminate these challenges, leveraging Wi-Fi 6E to streamline the user experience.
The question remains whether the SteamVR Link Dongle will extend to third-party devices such as Quest, or if it’s destined to complement Valve’s rumored ‘Deckard’ headset.
Now, what about the hardware front? Valve hasn’t announced anything definitive since the Index in 2019. However, a series of patents filed in 2020 hints at future plans, including a standalone headset. Though it’s been quieter, leaks and datamining suggest that Valve is indeed progressing on new VR hardware, albeit on the famous Valve Time™.
Recent discoveries in SteamVR files unveiled a model for new VR controllers, likely designed for this next-generation device. These controllers hint that Valve is contemplating a headset that spans both VR and traditional gaming experiences. By offering a layout that includes elements like a D-pad and buttons reminiscent of traditional game controllers, Valve could ease the transition between VR and standard gaming formats.
Adding to the intrigue, a credible leaker has forecasted a 2025 launch for this new headset, potentially priced at $1,200. While this claim awaits broader confirmation, further evidence like datamined references to “Deckard EV2” suggests a development phase inching closer to realization.
But what of new games? While sales concerns may have tempered expectations post-Alyx, leaks suggest that Valve could soon unveil games or demos specifically for the Deckard headset. Persistent rumors swirl about a new Half-Life venture—a co-op game merging VR with PC elements.
Valve’s silence is offset by a culture of innovation nurtured within its unique corporate structure, where employee-driven projects rise or fall on internal passion. While the company might not churn out annual releases, its sporadic but targeted updates and subtle signals indicate there’s still a spirit within Valve ardently advocating for VR’s potential.
Inquiries about future developments are met with diplomatic responses, hinting at continued excitement around community creations rather than spilling details. This quiet enthusiasm, inherent within Valve’s framework, suggests that while the road ahead might be less than transparent, VR still has a place at Valve—championed by those who believe in what’s possible.