This month we saw Cyberpunk 2077, Dying Light 2, Final Fantasy VII Remake, and Marvel’s Avengers delayed. Some wondered if Valve’s Half-Life Alyx won’t join the list but Valve is confident it’ll make the release date. Stating during a Reddit AMA that the game is finished. Half-Life Alyx hasn’t gone gold yet. The development team is still working on polishing the experience. Bug fixing and other issues. This makes up the bulk of the process. We’re not currently planning on shipping a full SDK. We’d really like to release one at some point, but it’s a ton of work because Source 2 is a new toolset, much of which hasn’t been previously released. Any time we spend on it now is also time we could be spending on polishing the game itself, which we think is more important. As a result, we thought it wasn’t appropriate to promise anything before release. Generally, this is how we’ve done SDKs in our previous Source 1 titles as well – making the game takes precedence, and after that’s done, we start looking at what’s next. With the exception of some tweaks to the absolute final scene, the game is done. Lots of us at Valve, as well as playtesters, have played through the entire game multiple times. Right now we’re primarily polishing and fixing bugs, which is where we’d hope to be at this point in the development cycle. We’re confident we’ll hit our intended release. (We let the Valve Time happen before we announced the game.) Valve did provide context about the game’s enemies. And how they developed the game to ensure nimble movement against the enemies in the Half-Life universe. Yes, Barnacles are a threat in VR. They don’t kill you instantly. You’ll deal with them in familiar ways, but the opportunities afforded by VR also give you new methods to use against them. We experimented with moving the player, but moving the player without their input in VR didn’t work very well. As with many aspects of working on this game, we’ve had to find new ways to take well-worn mechanics and other Half-Life staples into the specific framework of VR. Similarly, Combine soldiers definitely return, both in the form you’ve previously seen them as well as with new variations to keep players busy and take advantage of VR. Some creatures respond to audio more than others. We don’t want to spoil anything, but there’s an example of this we’re particularly excited about. As with audio, limb dismemberment is not a factor in most combat encounters—but there is a very notable exception. Because the game includes the ability to mantle in continuous motion, you don’t need often need to jump. For instance, if you need to get past an obstacle like a crate, you mantle up rather than jump up. The only time you need to jump is to traverse a short gap, which happens very rarely. We tried a few iterations of jumping, but ultimately found that even in continuous motion, players preferred dealing with those jumps with a teleport-style movement. Many players were hoping that Valve will release a behind-the-scenes video of the game’s development. Fans have highlighted they’re interested to see how the development team came up with the systems used in Half-Life Alyx. If you want more Half-Life you can play the entire franchise starting now until Half-Life Alyx launches on Steam.