<?xml version="1.0"?>
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	<id>http://developer.quantumleapstudios.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rhosyn+Celyn</id>
	<title>GPhys Developer Community - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="http://developer.quantumleapstudios.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rhosyn+Celyn"/>
	<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/Special:Contributions/Rhosyn_Celyn"/>
	<updated>2026-06-28T07:21:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.0</generator>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:Strider.png&amp;diff=79</id>
		<title>File:Strider.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:Strider.png&amp;diff=79"/>
		<updated>2026-06-01T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Rhosyn Celyn uploaded a new version of File:Strider.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:Strider.png&amp;diff=78</id>
		<title>File:Strider.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:Strider.png&amp;diff=78"/>
		<updated>2026-06-01T22:07:49Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Strider&amp;diff=77</id>
		<title>Strider</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Strider&amp;diff=77"/>
		<updated>2026-06-01T22:06:25Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GPhys.Types.Objects.Strider =&lt;br /&gt;
&lt;br /&gt;
[[File:Strider.png|thumb|right|300px|Strider]]&lt;br /&gt;
&lt;br /&gt;
The Strider is a large and powerful GNPC in GPhys. It is the largest known unit in the Combine arsenal, equipped with a pulse cannon and a warp cannon.&lt;br /&gt;
&lt;br /&gt;
== Accessible Variables ==&lt;br /&gt;
&lt;br /&gt;
; Move Speed (DefaultSpeed)&lt;br /&gt;
: Walking speed of the Strider. Default: 2.7.&lt;br /&gt;
&lt;br /&gt;
; Crouching Speed (CrouchingSpeed)&lt;br /&gt;
: Movement speed while crouching. Default: 9.26.&lt;br /&gt;
&lt;br /&gt;
; Running Speed (RunningSpeed)&lt;br /&gt;
: Movement speed while running. Default: 3.75.&lt;br /&gt;
&lt;br /&gt;
; Standing Height (StandingStriderHeight)&lt;br /&gt;
: Height of the Strider while standing. Default: 20.&lt;br /&gt;
&lt;br /&gt;
; Crouching Height (CrouchingStriderHeight)&lt;br /&gt;
: Height of the Strider while crouching. Default: StandingStriderHeight.&lt;br /&gt;
&lt;br /&gt;
; Max Minigun Rounds (maxRounds)&lt;br /&gt;
: Maximum number of rounds fired per pulse cannon attack. Default: 25.&lt;br /&gt;
&lt;br /&gt;
; Turn Speed (turnSpeed)&lt;br /&gt;
: How quickly the Strider can turn. Default: 2.5.&lt;br /&gt;
&lt;br /&gt;
; Detection Range (detectionRange)&lt;br /&gt;
: How far the Strider can detect targets. Default: 120.&lt;br /&gt;
&lt;br /&gt;
; Lose Target Range (loseTargetRange)&lt;br /&gt;
: Distance at which the Strider loses track of a target. Default: 120.&lt;br /&gt;
&lt;br /&gt;
; Minigun Rotation Speed (miniGunRotationSpeed)&lt;br /&gt;
: How quickly the pulse cannon rotates toward its target. Default: 3.&lt;br /&gt;
&lt;br /&gt;
; Can Move (canMove)&lt;br /&gt;
: If true, the Strider is allowed to navigate. Default: true.&lt;br /&gt;
&lt;br /&gt;
; Is Crouching (isCrouching)&lt;br /&gt;
: If true, the Strider is currently crouching. Default: false.&lt;br /&gt;
&lt;br /&gt;
; Is Running (isRunning)&lt;br /&gt;
: If true, the Strider is currently running. Default: false.&lt;br /&gt;
&lt;br /&gt;
; Should Crouch (NPCShouldCrouch)&lt;br /&gt;
: If true, forces the Strider to crouch. Default: false.&lt;br /&gt;
&lt;br /&gt;
; Bound Check Interval (boundCheckInterval)&lt;br /&gt;
: How frequently the Strider checks its bounding box. Default: 0.012.&lt;br /&gt;
&lt;br /&gt;
; Follow Path Type (followPathType)&lt;br /&gt;
: The path-following behaviour of the Strider. Default: FollowPathType.Default.&lt;br /&gt;
&lt;br /&gt;
; Is Aggressive (isAgressive)&lt;br /&gt;
: If true, the Strider will actively seek and attack targets. Default: false.&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
; GoToDestination &amp;lt;Vector3, bool, bool, bool, FollowPathType&amp;gt;&lt;br /&gt;
: Sends the Strider to a destination. Parameters: position, estimate, run, crouch, path type.&lt;br /&gt;
&lt;br /&gt;
; ForceNotice &amp;lt;Transform&amp;gt;&lt;br /&gt;
: Forces the Strider to notice and focus on a specific target.&lt;br /&gt;
&lt;br /&gt;
; HandleForceChangeState &amp;lt;string&amp;gt;&lt;br /&gt;
: Forces the Strider into a specific state.&lt;br /&gt;
&lt;br /&gt;
; MinigunAttack &amp;lt;Vector3&amp;gt;&lt;br /&gt;
: Orders the Strider to fire its pulse cannon at a position.&lt;br /&gt;
&lt;br /&gt;
; ChargeBigGun &amp;lt;Vector3&amp;gt;&lt;br /&gt;
: Begins charging the warp cannon toward a position.&lt;br /&gt;
&lt;br /&gt;
; FireBigGun &amp;lt;Vector3&amp;gt;&lt;br /&gt;
: Fires the warp cannon at a position.&lt;br /&gt;
&lt;br /&gt;
; StompAttack &amp;lt;Transform&amp;gt;&lt;br /&gt;
: Orders the Strider to perform a stomp attack on a target.&lt;br /&gt;
&lt;br /&gt;
; StartMiniGunAttack &amp;lt;int&amp;gt;&lt;br /&gt;
: Begins a pulse cannon attack for a given number of rounds.&lt;br /&gt;
&lt;br /&gt;
; LookAt &amp;lt;Vector3, int, float&amp;gt;&lt;br /&gt;
: Forces the Strider to look at a position. Parameters: position, type, turn speed.&lt;br /&gt;
&lt;br /&gt;
; TakeDamage &amp;lt;float&amp;gt;&lt;br /&gt;
: Applies damage to the Strider.&lt;br /&gt;
&lt;br /&gt;
; Gib&lt;br /&gt;
: Destroys the Strider and spawns gibs.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
: Forces the Strider to crouch.&lt;br /&gt;
&lt;br /&gt;
; Stand&lt;br /&gt;
: Forces the Strider to stand.&lt;br /&gt;
&lt;br /&gt;
; Run&lt;br /&gt;
: Forces the Strider into a running state.&lt;br /&gt;
&lt;br /&gt;
; Walk&lt;br /&gt;
: Forces the Strider into a walking state.&lt;br /&gt;
&lt;br /&gt;
; ThrowAway&lt;br /&gt;
: Flings the Strider away, used when carried by a Dropship.&lt;br /&gt;
&lt;br /&gt;
; ForceAllStridersToNoticeTarget &amp;lt;Transform&amp;gt;&lt;br /&gt;
: Forces all active Striders to notice a specific target.&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
; OnBellyCannonHit&lt;br /&gt;
: Fires when the warp cannon successfully hits a target.&lt;br /&gt;
&lt;br /&gt;
; OnDie&lt;br /&gt;
: Fires when the Strider is destroyed.&lt;br /&gt;
&lt;br /&gt;
; OnTakeDamage&lt;br /&gt;
: Fires when the Strider takes damage.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Strider&amp;diff=76</id>
		<title>Strider</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Strider&amp;diff=76"/>
		<updated>2026-06-01T22:06:00Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GPhys.Types.Objects.Strider =&lt;br /&gt;
&lt;br /&gt;
[[File:Strider.png|thumb|right|300px|Gunship]]&lt;br /&gt;
&lt;br /&gt;
The Strider is a large and powerful GNPC in GPhys. It is the largest known unit in the Combine arsenal, equipped with a pulse cannon and a warp cannon.&lt;br /&gt;
&lt;br /&gt;
== Accessible Variables ==&lt;br /&gt;
&lt;br /&gt;
; Move Speed (DefaultSpeed)&lt;br /&gt;
: Walking speed of the Strider. Default: 2.7.&lt;br /&gt;
&lt;br /&gt;
; Crouching Speed (CrouchingSpeed)&lt;br /&gt;
: Movement speed while crouching. Default: 9.26.&lt;br /&gt;
&lt;br /&gt;
; Running Speed (RunningSpeed)&lt;br /&gt;
: Movement speed while running. Default: 3.75.&lt;br /&gt;
&lt;br /&gt;
; Standing Height (StandingStriderHeight)&lt;br /&gt;
: Height of the Strider while standing. Default: 20.&lt;br /&gt;
&lt;br /&gt;
; Crouching Height (CrouchingStriderHeight)&lt;br /&gt;
: Height of the Strider while crouching. Default: StandingStriderHeight.&lt;br /&gt;
&lt;br /&gt;
; Max Minigun Rounds (maxRounds)&lt;br /&gt;
: Maximum number of rounds fired per pulse cannon attack. Default: 25.&lt;br /&gt;
&lt;br /&gt;
; Turn Speed (turnSpeed)&lt;br /&gt;
: How quickly the Strider can turn. Default: 2.5.&lt;br /&gt;
&lt;br /&gt;
; Detection Range (detectionRange)&lt;br /&gt;
: How far the Strider can detect targets. Default: 120.&lt;br /&gt;
&lt;br /&gt;
; Lose Target Range (loseTargetRange)&lt;br /&gt;
: Distance at which the Strider loses track of a target. Default: 120.&lt;br /&gt;
&lt;br /&gt;
; Minigun Rotation Speed (miniGunRotationSpeed)&lt;br /&gt;
: How quickly the pulse cannon rotates toward its target. Default: 3.&lt;br /&gt;
&lt;br /&gt;
; Can Move (canMove)&lt;br /&gt;
: If true, the Strider is allowed to navigate. Default: true.&lt;br /&gt;
&lt;br /&gt;
; Is Crouching (isCrouching)&lt;br /&gt;
: If true, the Strider is currently crouching. Default: false.&lt;br /&gt;
&lt;br /&gt;
; Is Running (isRunning)&lt;br /&gt;
: If true, the Strider is currently running. Default: false.&lt;br /&gt;
&lt;br /&gt;
; Should Crouch (NPCShouldCrouch)&lt;br /&gt;
: If true, forces the Strider to crouch. Default: false.&lt;br /&gt;
&lt;br /&gt;
; Bound Check Interval (boundCheckInterval)&lt;br /&gt;
: How frequently the Strider checks its bounding box. Default: 0.012.&lt;br /&gt;
&lt;br /&gt;
; Follow Path Type (followPathType)&lt;br /&gt;
: The path-following behaviour of the Strider. Default: FollowPathType.Default.&lt;br /&gt;
&lt;br /&gt;
; Is Aggressive (isAgressive)&lt;br /&gt;
: If true, the Strider will actively seek and attack targets. Default: false.&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
; GoToDestination &amp;lt;Vector3, bool, bool, bool, FollowPathType&amp;gt;&lt;br /&gt;
: Sends the Strider to a destination. Parameters: position, estimate, run, crouch, path type.&lt;br /&gt;
&lt;br /&gt;
; ForceNotice &amp;lt;Transform&amp;gt;&lt;br /&gt;
: Forces the Strider to notice and focus on a specific target.&lt;br /&gt;
&lt;br /&gt;
; HandleForceChangeState &amp;lt;string&amp;gt;&lt;br /&gt;
: Forces the Strider into a specific state.&lt;br /&gt;
&lt;br /&gt;
; MinigunAttack &amp;lt;Vector3&amp;gt;&lt;br /&gt;
: Orders the Strider to fire its pulse cannon at a position.&lt;br /&gt;
&lt;br /&gt;
; ChargeBigGun &amp;lt;Vector3&amp;gt;&lt;br /&gt;
: Begins charging the warp cannon toward a position.&lt;br /&gt;
&lt;br /&gt;
; FireBigGun &amp;lt;Vector3&amp;gt;&lt;br /&gt;
: Fires the warp cannon at a position.&lt;br /&gt;
&lt;br /&gt;
; StompAttack &amp;lt;Transform&amp;gt;&lt;br /&gt;
: Orders the Strider to perform a stomp attack on a target.&lt;br /&gt;
&lt;br /&gt;
; StartMiniGunAttack &amp;lt;int&amp;gt;&lt;br /&gt;
: Begins a pulse cannon attack for a given number of rounds.&lt;br /&gt;
&lt;br /&gt;
; LookAt &amp;lt;Vector3, int, float&amp;gt;&lt;br /&gt;
: Forces the Strider to look at a position. Parameters: position, type, turn speed.&lt;br /&gt;
&lt;br /&gt;
; TakeDamage &amp;lt;float&amp;gt;&lt;br /&gt;
: Applies damage to the Strider.&lt;br /&gt;
&lt;br /&gt;
; Gib&lt;br /&gt;
: Destroys the Strider and spawns gibs.&lt;br /&gt;
&lt;br /&gt;
; Crouch&lt;br /&gt;
: Forces the Strider to crouch.&lt;br /&gt;
&lt;br /&gt;
; Stand&lt;br /&gt;
: Forces the Strider to stand.&lt;br /&gt;
&lt;br /&gt;
; Run&lt;br /&gt;
: Forces the Strider into a running state.&lt;br /&gt;
&lt;br /&gt;
; Walk&lt;br /&gt;
: Forces the Strider into a walking state.&lt;br /&gt;
&lt;br /&gt;
; ThrowAway&lt;br /&gt;
: Flings the Strider away, used when carried by a Dropship.&lt;br /&gt;
&lt;br /&gt;
; ForceAllStridersToNoticeTarget &amp;lt;Transform&amp;gt;&lt;br /&gt;
: Forces all active Striders to notice a specific target.&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
; OnBellyCannonHit&lt;br /&gt;
: Fires when the warp cannon successfully hits a target.&lt;br /&gt;
&lt;br /&gt;
; OnDie&lt;br /&gt;
: Fires when the Strider is destroyed.&lt;br /&gt;
&lt;br /&gt;
; OnTakeDamage&lt;br /&gt;
: Fires when the Strider takes damage.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Strider&amp;diff=75</id>
		<title>Strider</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Strider&amp;diff=75"/>
		<updated>2026-05-31T23:42:35Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:GunShip.png&amp;diff=74</id>
		<title>File:GunShip.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:GunShip.png&amp;diff=74"/>
		<updated>2026-05-31T23:41:38Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Gunship&amp;diff=73</id>
		<title>Gunship</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Gunship&amp;diff=73"/>
		<updated>2026-05-31T23:38:33Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GPhys.Types.Objects.FlyingNPCs.GunShip =&lt;br /&gt;
&lt;br /&gt;
[[File:GunShip.png|thumb|right|300px|Gunship]]&lt;br /&gt;
&lt;br /&gt;
The Gunship is a powerful flying GNPC in GPhys. It is equipped with a rapid-fire machine gun and a devastating belly cannon, and features advanced AI for patrolling, hunting, and attacking targets.&lt;br /&gt;
&lt;br /&gt;
== Accessible Variables ==&lt;br /&gt;
; Max Speed (maxSpeed)&lt;br /&gt;
: Maximum flight speed. Default: 25.&lt;br /&gt;
; Acceleration (acceleration)&lt;br /&gt;
: Acceleration rate. Default: 6.&lt;br /&gt;
; Turn Speed (turnSpeed)&lt;br /&gt;
: How quickly the Gunship can turn. Default: 0.08.&lt;br /&gt;
; Detection Range (detectionRange)&lt;br /&gt;
: How far the Gunship can detect targets. Default: 300.&lt;br /&gt;
; Attack Range (attackRange)&lt;br /&gt;
: Maximum range for attacking. Default: unlimited.&lt;br /&gt;
; Machine Gun Damage (machineGunDamage)&lt;br /&gt;
: Damage per bullet. Default: 8.&lt;br /&gt;
; Hover Height (hoverHeight)&lt;br /&gt;
: Preferred altitude when hovering. Default: 30.&lt;br /&gt;
; Min/Max Flight Height (minFlightHeight, maxFlightHeight)&lt;br /&gt;
: Altitude limits for flight.&lt;br /&gt;
; Obstacle Avoidance (obstacleAvoidanceRange, obstacleAvoidanceForce) &lt;br /&gt;
: Range and force for avoiding obstacles.&lt;br /&gt;
; Boundary (boundaryMin, boundaryMax, boundaryForce)&lt;br /&gt;
: World boundaries and force applied to stay within them.&lt;br /&gt;
; Is Live Event Ship (isLiveEventShip)&lt;br /&gt;
: If true, triggers network events on spawn.&lt;br /&gt;
; Don&#039;t Play Music (dontPlayMusic) &lt;br /&gt;
: If true, disables music on spawn/death.&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
; SetTargetPosition &amp;lt;Vector3, float&amp;gt;&lt;br /&gt;
: Overrides the Gunship&#039;s target position and speed.&lt;br /&gt;
; HandleForceChangeState &amp;lt;string&amp;gt;&lt;br /&gt;
: Forces the Gunship into a specific state (Patrol, Hunt, Attack, Dead, BellyCannonAttack).&lt;br /&gt;
; AddSequence &amp;lt;GunShipSequence&amp;gt;&lt;br /&gt;
: Adds a custom AI sequence to the Gunship.&lt;br /&gt;
; TakeDamage &amp;lt;float&amp;gt;&lt;br /&gt;
: Applies damage to the Gunship.&lt;br /&gt;
; Destroy&lt;br /&gt;
: Destroys the Gunship.&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
; OnBellyCannonHit&lt;br /&gt;
: Fires when the belly cannon successfully hits a target.&lt;br /&gt;
; OnDie&lt;br /&gt;
: Fires when the Gunship is destroyed.&lt;br /&gt;
; OnTakeDamage&lt;br /&gt;
: Fires when the Gunship takes damage.&lt;br /&gt;
&lt;br /&gt;
== Dedicated Console Variables ==&lt;br /&gt;
; sk_gunship_burst_rate (float)&lt;br /&gt;
: Minimum time before attacking again. Default: 0.01.&lt;br /&gt;
; sk_gunship_burst_rate_max (float)&lt;br /&gt;
: Maximum time before attacking again. Default: 0.03.&lt;br /&gt;
; sk_gunship_burst_size (int)&lt;br /&gt;
: Number of bullets per attack burst. Default: 35.&lt;br /&gt;
; g_debug_gunship (int)&lt;br /&gt;
: Enables debug information for the Gunship. Default: 0.&lt;br /&gt;
; gunship_omniscient (int)&lt;br /&gt;
: If enabled, the Gunship always knows the player&#039;s position, even through walls.&lt;br /&gt;
; gunship_blindfire (int)&lt;br /&gt;
: If enabled, the Gunship will shoot at the player&#039;s last known position after losing sight.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Gunship&amp;diff=72</id>
		<title>Gunship</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Gunship&amp;diff=72"/>
		<updated>2026-05-31T23:35:18Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;= GPhys.Types.Objects.FlyingNPCs.GunShip =  Gunship  The Gunship is a powerful flying GNPC in GPhys. It is equipped with a rapid-fire machine gun and a devastating belly cannon, and features advanced AI for patrolling, hunting, and attacking targets.  == Accessible Variables == ; Max Speed (maxSpeed) : Maximum flight speed. Default: 25. ; Acceleration (acceleration) : Acceleration rate. Default: 6. ; Turn Speed (turnSpeed) : How qui...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GPhys.Types.Objects.FlyingNPCs.GunShip =&lt;br /&gt;
&lt;br /&gt;
[[File:GunShip.png|thumb|right|300px|Gunship]]&lt;br /&gt;
&lt;br /&gt;
The Gunship is a powerful flying GNPC in GPhys. It is equipped with a rapid-fire machine gun and a devastating belly cannon, and features advanced AI for patrolling, hunting, and attacking targets.&lt;br /&gt;
&lt;br /&gt;
== Accessible Variables ==&lt;br /&gt;
; Max Speed (maxSpeed)&lt;br /&gt;
: Maximum flight speed. Default: 25.&lt;br /&gt;
; Acceleration (acceleration)&lt;br /&gt;
: Acceleration rate. Default: 6.&lt;br /&gt;
; Turn Speed (turnSpeed)&lt;br /&gt;
: How quickly the Gunship can turn. Default: 0.08.&lt;br /&gt;
; Detection Range (detectionRange)&lt;br /&gt;
: How far the Gunship can detect targets. Default: 300.&lt;br /&gt;
; Attack Range (attackRange)&lt;br /&gt;
: Maximum range for attacking. Default: unlimited.&lt;br /&gt;
; Machine Gun Damage (machineGunDamage)&lt;br /&gt;
: Damage per bullet. Default: 8.&lt;br /&gt;
; Hover Height (hoverHeight)&lt;br /&gt;
: Preferred altitude when hovering. Default: 30.&lt;br /&gt;
; Min/Max Flight Height (minFlightHeight, maxFlightHeight)&lt;br /&gt;
: Altitude limits for flight.&lt;br /&gt;
; Obstacle Avoidance (obstacleAvoidanceRange, obstacleAvoidanceForce) &lt;br /&gt;
: Range and force for avoiding obstacles.&lt;br /&gt;
; Boundary (boundaryMin, boundaryMax, boundaryForce)&lt;br /&gt;
: World boundaries and force applied to stay within them.&lt;br /&gt;
; Is Live Event Ship (isLiveEventShip)&lt;br /&gt;
: If true, triggers network events on spawn.&lt;br /&gt;
; Don&#039;t Play Music (dontPlayMusic) &lt;br /&gt;
: If true, disables music on spawn/death.&lt;br /&gt;
&lt;br /&gt;
See also: [[Generic Keyvalues, Inputs and Outputs available to all entities]]&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
; None specific to Gunship.&lt;br /&gt;
: Standard entity flags may apply.&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
; SetTargetPosition &amp;lt;Vector3, float&amp;gt;&lt;br /&gt;
: Overrides the Gunship&#039;s target position and speed.&lt;br /&gt;
; HandleForceChangeState &amp;lt;string&amp;gt;&lt;br /&gt;
: Forces the Gunship into a specific state (Patrol, Hunt, Attack, Dead, BellyCannonAttack).&lt;br /&gt;
; AddSequence &amp;lt;GunShipSequence&amp;gt;&lt;br /&gt;
: Adds a custom AI sequence to the Gunship.&lt;br /&gt;
; TakeDamage &amp;lt;float&amp;gt;&lt;br /&gt;
: Applies damage to the Gunship.&lt;br /&gt;
; Destroy&lt;br /&gt;
: Destroys the Gunship.&lt;br /&gt;
&lt;br /&gt;
See also: [[BaseNPC Inputs]]&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
; OnBellyCannonHit&lt;br /&gt;
: Fires when the belly cannon successfully hits a target.&lt;br /&gt;
; OnDie&lt;br /&gt;
: Fires when the Gunship is destroyed.&lt;br /&gt;
; OnTakeDamage&lt;br /&gt;
: Fires when the Gunship takes damage.&lt;br /&gt;
&lt;br /&gt;
== Dedicated Console Variables ==&lt;br /&gt;
; sk_gunship_burst_rate (float)&lt;br /&gt;
: Minimum time before attacking again. Default: 0.01.&lt;br /&gt;
; sk_gunship_burst_rate_max (float)&lt;br /&gt;
: Maximum time before attacking again. Default: 0.03.&lt;br /&gt;
; sk_gunship_burst_size (int)&lt;br /&gt;
: Number of bullets per attack burst. Default: 35.&lt;br /&gt;
; g_debug_gunship (int)&lt;br /&gt;
: Enables debug information for the Gunship. Default: 0.&lt;br /&gt;
; gunship_omniscient (int)&lt;br /&gt;
: If enabled, the Gunship always knows the player&#039;s position, even through walls.&lt;br /&gt;
; gunship_blindfire (int)&lt;br /&gt;
: If enabled, the Gunship will shoot at the player&#039;s last known position after losing sight.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Cut_Content&amp;diff=71</id>
		<title>Cut Content</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Cut_Content&amp;diff=71"/>
		<updated>2026-05-29T02:18:30Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=ZlothY&amp;diff=70</id>
		<title>ZlothY</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=ZlothY&amp;diff=70"/>
		<updated>2026-05-08T00:48:02Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;==Overview== &amp;#039;&amp;#039;&amp;#039;ZlothY&amp;#039;&amp;#039;&amp;#039; (GitHub: [https://github.com/ZlothY29IQ ZlothY29IQ]) is a Gorilla Tag modder and software developer primarily known for creating and maintaining Hamburbur, a cheat and utility menu mod for Gorilla Tag. By their own description, ZlothY rarely builds things from scratch, instead preferring to fork, fix, and improve upon existing projects.  ==Development Style== ZlothY primarily codes in &amp;#039;&amp;#039;&amp;#039;C#&amp;#039;&amp;#039;&amp;#039;, which aligns with the majority of Gorilla T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&#039;&#039;&#039;ZlothY&#039;&#039;&#039; (GitHub: [https://github.com/ZlothY29IQ ZlothY29IQ]) is a [[Gorilla Tag]] modder and software developer primarily known for creating and maintaining [[Hamburbur]], a cheat and utility menu mod for Gorilla Tag. By their own description, ZlothY rarely builds things from scratch, instead preferring to fork, fix, and improve upon existing projects.&lt;br /&gt;
&lt;br /&gt;
==Development Style==&lt;br /&gt;
ZlothY primarily codes in &#039;&#039;&#039;C#&#039;&#039;&#039;, which aligns with the majority of Gorilla Tag modding work, and also works with Python, HTML, CSS, JavaScript, TypeScript, and C++. Their toolkit includes Unity, Blender, Git, Rider, WebStorm, and IntelliJ IDEA. ZlothY has described their own approach to development humorously, noting that they mostly fix and improve other people&#039;s work rather than producing entirely original projects. They have also joked that if their code works on the first try, something must have gone wrong.&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
&lt;br /&gt;
===Hamburbur===&lt;br /&gt;
Hamburbur is ZlothY&#039;s flagship project and the mod they are best known for. It is described as the cleanest and highest-quality cheat menu available for Gorilla Tag. (Which, is a little biased) See the [[Hamburbur]] article for full details.&lt;br /&gt;
&lt;br /&gt;
===ZlothY Nametag===&lt;br /&gt;
[https://github.com/ZlothY29IQ/Zlothy-Nametag ZlothY Nametag] is a nametag mod for Gorilla Tag featuring custom icons that display information about notable or special players. ZlothY notes that the mod was originally made for them rather than by them, and that their version is a fork with additional features added on top.&lt;br /&gt;
&lt;br /&gt;
===WalkSimulator===&lt;br /&gt;
[https://github.com/ZlothY29IQ/WalkSimulator WalkSimulator] is ZlothY&#039;s fork of a mod created by KyleTheScientist, which allows players to interact with Gorilla Tag without the need for a VR headset. It is one of their most starred repositories on GitHub.&lt;br /&gt;
&lt;br /&gt;
===Dingus===&lt;br /&gt;
[https://github.com/ZlothY29IQ/dingus Dingus] is a fork of Gizmogoat&#039;s original dingus mod, to which ZlothY added networking functionality.&lt;br /&gt;
&lt;br /&gt;
===TooMuchInfoHanFork===&lt;br /&gt;
[https://github.com/ZlothY29IQ/TooMuchInfoHanFork TooMuchInfoHanFork] is another forked and modified project pinned on ZlothY&#039;s GitHub profile.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [https://zlothy.uk Official Website]&lt;br /&gt;
* [https://hamburbur.org Hamburbur Website]&lt;br /&gt;
* [https://github.com/ZlothY29IQ GitHub Profile]&lt;br /&gt;
* [https://ko-fi.com/zlothy Ko-fi (Support)]&lt;br /&gt;
* [https://discord.gg/hamburbur Discord Server]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Modders]]&lt;br /&gt;
[[Category:Developers]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=69</id>
		<title>Hamburbur</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=69"/>
		<updated>2026-05-08T00:40:44Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | Hamburbur&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:hamburbur.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Hamburbur org]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Utility, Cheats&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 20th August 2025&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| Unknown&lt;br /&gt;
|- &lt;br /&gt;
| Release Date&lt;br /&gt;
| 26th February 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Hamburbur&#039;&#039;&#039; is a utility and cheat menu mod for [[Gorilla Tag]], developed by [[Hamburbur org]]. It is available at [https://hamburbur.org/ hamburbur.org] and its source code is hosted on [https://github.com/hamburbur-org/hamburbur GitHub].&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The name &amp;quot;Hamburbur&amp;quot; originated when developer [[ZlothY]] repeatedly spammed the word &amp;quot;hamburbur&amp;quot; as a joke while helping another developer, hansolo, test his GorillaNametags mod. The name stuck and was later adopted as the official name for the project.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Development Beginnings===&lt;br /&gt;
Development of Hamburbur began on 20th August 2025. Among the earliest milestones, the ESP and first tracers each took approximately one week to implement and get working correctly. The first ever commit to the original repository featured an image of a person eating a burger, which was used as the README image.&lt;br /&gt;
&lt;br /&gt;
During early development, a developer known as Ariel was brought on as a contributor. However, after a month of inactivity and no contributions to the project, Ariel was removed from the team.&lt;br /&gt;
&lt;br /&gt;
===Private Phase===&lt;br /&gt;
At one point during its private phase, Hamburbur featured full networking capabilities, encompassing the menu theme, buttons, text, keyboard, gun library, and drawings.&lt;br /&gt;
&lt;br /&gt;
===Public Release===&lt;br /&gt;
Hamburbur was publicly released on 26th February 2026.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===ESP &amp;amp; Tracers===&lt;br /&gt;
Hamburbur includes an ESP (Extra Sensory Perception) system and tracer functionality, both of which took roughly a week each to develop and polish.&lt;br /&gt;
&lt;br /&gt;
===Voice Assistant===&lt;br /&gt;
The mod features a voice assistant. Over a week was spent by the development team refining it to a satisfactory standard.&lt;br /&gt;
&lt;br /&gt;
===Incremental Buttons &amp;amp; Preferences===&lt;br /&gt;
Saving preferences via incremental buttons was one of the more challenging features to implement, taking the team approximately five months to figure out.&lt;br /&gt;
&lt;br /&gt;
===Mod I/O Stump Board===&lt;br /&gt;
A mod I/O stump board is included in Hamburbur. This was added as a placeholder because the standard mod I/O board consistently failed to load for ZlothY during development and continues to not load for him to this day.&lt;br /&gt;
&lt;br /&gt;
===PC Walking Mod===&lt;br /&gt;
The PC walking mod was inspired by developer han, who had been working on walking animations for a Unity game. After growing bored with the Unity project, han recreated the walking animations inside Gorilla Tag, which was then incorporated into Hamburbur.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* ZlothY and the development team consider Hamburbur to be the most unique menu mod available, with what they believe to be the best backend of any similar mod.&lt;br /&gt;
* Several minor bugs have persisted in the menu since its initial creation, though none are considered severely impactful.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://hamburbur.org/ Official Website]&lt;br /&gt;
* [https://github.com/hamburbur-org/hamburbur GitHub Repository]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Cheat Menus]]&lt;br /&gt;
[[Category:Utility Mods]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=68</id>
		<title>Hamburbur</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=68"/>
		<updated>2026-05-08T00:37:43Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | Hamburbur&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:hamburbur.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Hamburbur org]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Utility, Cheats&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 20th August 2025&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| Unknown&lt;br /&gt;
|- &lt;br /&gt;
| Release Date&lt;br /&gt;
| 26th February 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:Hamburburalt.png&amp;diff=67</id>
		<title>File:Hamburburalt.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:Hamburburalt.png&amp;diff=67"/>
		<updated>2026-05-08T00:37:09Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=66</id>
		<title>Hamburbur</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=66"/>
		<updated>2026-05-08T00:37:03Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | Hamburbur&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:hamburbur.png|200px]]&lt;br /&gt;
[[File:hamburburalt.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Hamburbur org]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Utility, Cheats&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 20th August 2025&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| Unknown&lt;br /&gt;
|- &lt;br /&gt;
| Release Date&lt;br /&gt;
| 26th February 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=65</id>
		<title>Hamburbur</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=65"/>
		<updated>2026-05-08T00:36:40Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:hamburbur.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Hamburbur org]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Utility, Cheats&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 20th August 2025&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| Unknown&lt;br /&gt;
|- &lt;br /&gt;
| Release Date&lt;br /&gt;
| 26th February 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:Hamburbur.png&amp;diff=64</id>
		<title>File:Hamburbur.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:Hamburbur.png&amp;diff=64"/>
		<updated>2026-05-08T00:36:22Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=63</id>
		<title>Hamburbur</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Hamburbur&amp;diff=63"/>
		<updated>2026-05-08T00:35:20Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot; |- ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys |- | colspan=&amp;quot;2&amp;quot; | 200px |- ! Developer | Hamburbur org |- ! Genre | Utility, Cheats |- ! Platform | Gorilla Tag |-  | Concepted | 20th August 2025 |-  | Debut | Unknown |-  | Release Date | 26th February 2026 |}  ==Overview==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:Hamburbur.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Hamburbur org]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Utility, Cheats&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 20th August 2025&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| Unknown&lt;br /&gt;
|- &lt;br /&gt;
| Release Date&lt;br /&gt;
| 26th February 2026&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Https://developer.quantumleapstudios.org/&amp;diff=62</id>
		<title>Https://developer.quantumleapstudios.org/</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Https://developer.quantumleapstudios.org/&amp;diff=62"/>
		<updated>2026-05-03T22:03:50Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;The developer wiki for GPhys&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The developer wiki for GPhys&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=61</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=61"/>
		<updated>2026-05-03T21:55:08Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 3 January 2023&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| 14 November 2024&lt;br /&gt;
|- &lt;br /&gt;
| Release Date&lt;br /&gt;
| TBD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=60</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=60"/>
		<updated>2026-05-03T21:54:34Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 3 January 2023&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| 14 November 2024&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=59</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=59"/>
		<updated>2026-05-03T21:54:14Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concepted&lt;br /&gt;
| 3 January 2024&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| 14 November 2024&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=58</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=58"/>
		<updated>2026-05-03T21:54:07Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Concept&lt;br /&gt;
| 3 January 2024&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| 14 November 2024&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=57</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=57"/>
		<updated>2026-05-03T21:52:32Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| 14 November 2024&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=56</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=56"/>
		<updated>2026-05-03T21:52:15Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|- &lt;br /&gt;
| Debut&lt;br /&gt;
| [[November 14|14 November]] [[2024]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=55</id>
		<title>Black Mesa</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=55"/>
		<updated>2026-05-03T21:49:43Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Black Mesa&#039;&#039;&#039;&#039;&#039; is a fan-made remake of &#039;&#039;[[Half-Life 1|Half-Life 1]]&#039;&#039; (1998), developed and published by [[Crowbar Collective]]. It rebuilds the original game from scratch in the [[Source (game engine)|Source]] engine replacing every texture, model, piece of voice acting, and sound while keeping the structure and story of the original largely intact. The biggest departure from the source material is its complete redesign of the game&#039;s final chapters, set in the alien dimension of &#039;&#039;&#039;Xen&#039;&#039;&#039;, which were widely considered the weakest part of the original &#039;&#039;Half-Life&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; began as a volunteer fan project in 2004, driven by disappointment with &#039;&#039;[[Half-Life: Source]]&#039;&#039; Valve&#039;s own port of &#039;&#039;Half-Life&#039;&#039; to the Source engine, which many players felt did little more than move the original game to a newer engine without meaningfully improving it. The project spent eight years in development before releasing as a free mod in 2012. It later moved to Steam, entered commercial early access in 2015, and fully released on March 6, 2020 fifteen years after development began. Valve approved the commercial release and the game was greenlit through the Steam community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received widespread critical acclaim upon its full release, with 100% of critics on [[OpenCritic]] recommending it. A Valve designer working on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; publicly remarked that he had given up replaying the original &#039;&#039;Half-Life&#039;&#039; for research and switched to &#039;&#039;Black Mesa&#039;&#039; instead, finding it a more enjoyable experience.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
When Valve released &#039;&#039;[[Half-Life: Source]]&#039;&#039; in 2004 a port of the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; to their then-new Source engine the response from the community was largely underwhelming. The port brought improved water effects, lighting, and ragdoll physics, but the levels, textures, models, and gameplay were essentially unchanged from the 1998 original. Players who had seen what Valve could do with Source in &#039;&#039;[[Half-Life 2]]&#039;&#039; felt the original game deserved a more thorough remake.&lt;br /&gt;
&lt;br /&gt;
Two separate community teams had the same idea and began working independently. Both announced their projects on modding forums in late 2004. They eventually found each other, recognised they were working toward the same goal, and merged into a single team. Around mid-2005, the combined project was given the name &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039;. As the project grew and gained attention, Valve privately contacted the team and asked them to remove &amp;quot;Source&amp;quot; from the name the project was being mistaken for an official Valve product. The name was shortened to simply &#039;&#039;&#039;Black Mesa&#039;&#039;&#039; around mid-2006.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; covers the same ground as the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; nineteen chapters following [[Gordon Freeman]] through the Black Mesa Research Facility and eventually into the alien borderworld of Xen. The player fights through underground labs, desert surface sections, military-occupied areas, rail tunnels, waste processing facilities, and finally across the alien dimension itself. The weapons, enemies, and general chapter order are all preserved from the original.&lt;br /&gt;
&lt;br /&gt;
However, Crowbar Collective made significant adjustments throughout. Levels were reworked to be less tedious, with areas that dragged in the original particularly the long &#039;&#039;On a Rail&#039;&#039; chapter shortened or restructured. The team applied what they saw as Valve&#039;s design philosophy from &#039;&#039;Half-Life 2&#039;&#039;: when a new mechanic is introduced, it is first presented in a low-stakes situation so the player can learn it safely before it is then used in a genuinely dangerous encounter.&lt;br /&gt;
&lt;br /&gt;
Enemy AI was improved across the board, making both human soldiers and alien creatures more responsive and harder to exploit. Combat spaces were redesigned to give the player more options cover, flanking routes, environmental hazards reflecting how level design had evolved in the decade since the original game.&lt;br /&gt;
&lt;br /&gt;
The game runs to approximately 15 hours with the Xen chapters included, significantly longer than the original.&lt;br /&gt;
&lt;br /&gt;
=== Changes from Half-Life ===&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;Black Mesa&#039;&#039; is faithful to the spirit and structure of the original, Crowbar Collective made a number of deliberate changes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levels&#039;&#039;&#039; were rebuilt entirely. No assets from the original game were carried over. Textures, models, and geometry were created from scratch. Environments that were sparse or boxy in the original were expanded with more environmental detail, more logical layout, and a stronger sense of physical place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice acting&#039;&#039;&#039; was completely replaced. The original &#039;&#039;Half-Life&#039;&#039; had minimal dialogue scientists and guards had a handful of repeated lines. &#039;&#039;Black Mesa&#039;&#039; introduced fuller, more varied performances with new dialogue that acknowledges characters and lore introduced in later &#039;&#039;Half-Life&#039;&#039; games. Scientists who appear early in the game are retconned to be [[Eli Vance]] and [[Isaac Kleiner]], as &#039;&#039;[[Half-Life 2]]&#039;&#039; later established that both were working at Black Mesa before the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The soundtrack&#039;&#039;&#039; was composed from scratch by Joel Nielsen. Rather than using or adapting Kelly Bailey&#039;s original score, Nielsen created an entirely original soundtrack that fits the aesthetic of the series while standing on its own. The soundtrack was released separately and is available to stream and purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xen&#039;&#039;&#039; was rebuilt completely see the section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small narrative additions&#039;&#039;&#039; were made throughout. A brief reference to the Aperture Science long-fall boots from the &#039;&#039;[[Portal (video game)|Portal]]&#039;&#039; series was added, acknowledging the shared universe that &#039;&#039;Half-Life 2&#039;&#039; and &#039;&#039;Portal&#039;&#039; established after the original game was released.&lt;br /&gt;
&lt;br /&gt;
=== Xen ===&lt;br /&gt;
&lt;br /&gt;
The most significant change in &#039;&#039;Black Mesa&#039;&#039; is the complete redesign of its final section, &#039;&#039;&#039;Xen&#039;&#039;&#039;. In the original &#039;&#039;Half-Life&#039;&#039;, the Xen chapters were considered the weakest part of the game a sudden switch from the facility-based first-person shooter gameplay to low-gravity platforming on floating alien islands, with poor jump controls and frustrating encounters. Most contemporary reviews docked points for Xen, and many players still consider it the one part of &#039;&#039;Half-Life&#039;&#039; that did not hold up.&lt;br /&gt;
&lt;br /&gt;
Crowbar Collective decided not to simply clean up the original Xen they rebuilt it almost entirely from the ground up as an original work, using only the broad strokes of the original as a starting point. The resulting Xen is one of the most ambitious parts of the game and took years longer than any other section to complete. It was the reason the Steam Early Access version, released in 2015, shipped without Xen at all the team felt it was nowhere near ready and would rather release the rest of the game than delay indefinitely.&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen transforms the alien dimension from a series of bleak brown floating rocks into a dense, vibrant alien world with lush vegetation, strange biomes, bioluminescent environments, and a strong sense of being somewhere genuinely foreign. Unique visual effects were built for it that hadn&#039;t been seen in the Source engine before, including god rays, large-scale alien flora, and complex dynamic lighting.&lt;br /&gt;
&lt;br /&gt;
The four Xen chapters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xen&#039;&#039;&#039; the opening section of the alien world, focused on traversal and environmental puzzles. The player crosses vast distances toward a distant objective while exploring alien biomes and encountering creatures from the dimension.&lt;br /&gt;
* &#039;&#039;&#039;Gonarch&#039;s Lair&#039;&#039;&#039; a chapter built around the &#039;&#039;&#039;Gonarch&#039;&#039;&#039;, a massive creature that serves as a boss. In the original, this was a brief encounter. In &#039;&#039;Black Mesa&#039;&#039;, it becomes a full chapter with multiple phases and a large arena. The Gonarch pursues the player across several connected environments rather than staying in one room.&lt;br /&gt;
* &#039;&#039;&#039;Interloper&#039;&#039;&#039; a Combine facility operating within Xen that manufactures alien soldiers. This chapter was the most extensively redesigned, with large, complex environments and multiple open areas to navigate.&lt;br /&gt;
* &#039;&#039;&#039;Nihilanth&#039;&#039;&#039; the final boss of the game, a powerful alien creature that has been controlling the Xen dimension and directing the alien invasion of Earth. The fight was largely preserved from the original but made more spectacular, with the Nihilanth hurling chunks of the Black Mesa facility at the player during the encounter.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins (20042009) ===&lt;br /&gt;
&lt;br /&gt;
Development began in 2004 when Carlos Montero, known in the modding community as &#039;&#039;&#039;cman2k&#039;&#039;&#039;, had the idea of completely rebuilding &#039;&#039;Half-Life&#039;&#039; with updated visuals, voice acting, and gameplay using Valve&#039;s Source engine. He posted about the project on the Leakfree modding forums in September 2004. Separately, another group announced a similar project called the &#039;&#039;Half-Life Source: Overhaul Project&#039;&#039; in October 2004. The two teams eventually became aware of each other, recognised that they shared the same goal, and merged.&lt;br /&gt;
&lt;br /&gt;
The merged project announced itself as &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039; in mid-2005. A popular teaser trailer followed, and the team continued to grow through volunteer contributions. The project attracted modellers, level designers, artists, voice actors, and composers who worked on it in their spare time without pay.&lt;br /&gt;
&lt;br /&gt;
A release date of &amp;quot;late 2009&amp;quot; was announced in early 2009. The team missed it. The date was changed to &#039;&#039;&#039;when it&#039;s done&#039;&#039;&#039; a phrase that became something of a running joke in the broader gaming community, as the project came to be associated with long delays and uncertain timelines. The team was genuinely trying to reach a quality bar they kept raising as they improved, and the scope of rebuilding an entire game to a professional standard without any budget or structure kept expanding.&lt;br /&gt;
&lt;br /&gt;
=== The Mod Release (2012) ===&lt;br /&gt;
&lt;br /&gt;
On September 1, 2012, project lead Carlos Montero announced that &#039;&#039;Black Mesa&#039;&#039; would release in twelve days and posted a countdown on the official website. On &#039;&#039;&#039;September 14, 2012&#039;&#039;&#039;, after eight years in development, &#039;&#039;Black Mesa&#039;&#039; was released as a free mod requiring Valve&#039;s Source SDK.&lt;br /&gt;
&lt;br /&gt;
The release did not include the Xen chapters. The team felt the Xen sections required a complete rethink rather than a straight port, and releasing without them was preferable to delaying further. The mod covered everything up to and including the Lambda Core chapter the full Earth-based portion of the game.&lt;br /&gt;
&lt;br /&gt;
The response was immediate and positive. &#039;&#039;Black Mesa&#039;&#039; was downloaded heavily and won &#039;&#039;&#039;Mod of the Year&#039;&#039;&#039; on ModDB. PC gaming publications covered it widely and praised it as a remarkable achievement for a volunteer team. It was submitted to Steam Greenlight Valve&#039;s then-active community voting system for deciding which games should be sold on Steam and was accepted.&lt;br /&gt;
&lt;br /&gt;
=== Steam Early Access and Commercial Release (20152020) ===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;May 5, 2015&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; launched on Steam Early Access as a paid product, priced at $19.99. This version ran on an updated version of the Source engine and included improved visuals, new voice acting, Steam Workshop support, Steam achievements, and deathmatch multiplayer maps. The Xen chapters were still listed as a work in progress with no release date.&lt;br /&gt;
&lt;br /&gt;
Xen proved to be the most difficult and time-consuming part of the entire project. The team publicly committed to a December 2017 release for Xen, which they missed. A public beta of some Xen chapters was released in June 2019 for stress-testing. The full Xen chapters were released on &#039;&#039;&#039;December 24, 2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 6, 2020&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; left Early Access and was declared version 1.0 fifteen years and six months after development first began. A further &#039;&#039;&#039;Definitive Edition&#039;&#039;&#039; update (version 1.5) released on November 25, 2020, consolidating all improvements to audio, visuals, and gameplay into a single version. An additional &#039;&#039;&#039;Necro Patch&#039;&#039;&#039; in April 2024 added Vulkan renderer support, improved controller compatibility, and various bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Working Method ===&lt;br /&gt;
&lt;br /&gt;
Because the team was volunteer-based for most of its history, the project had an unusual development structure. In the early years, each level designer was assigned one or more entire chapters and was responsible for taking them from blockout to finished art, creating assets specifically for their sections. This decentralised approach gave individual chapters a distinct character but made cohesion harder to maintain.&lt;br /&gt;
&lt;br /&gt;
As development continued and the team grew especially during the Xen period the process became more structured, with separate roles for level designers and environment artists. Early access revenue allowed Crowbar Collective to bring in paid contributors and outside help for the final push.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; update released in 2016 restored parts of the &#039;&#039;Surface Tension&#039;&#039; chapter that had been cut from the original mod release because the developer responsible had left before finishing his work. A community modder named Chon Kemp had already completed this content independently; Crowbar Collective hired him to bring it into the official release.&lt;br /&gt;
&lt;br /&gt;
In April 2021, Crowbar Collective released a free &#039;&#039;&#039;Xen Museum&#039;&#039;&#039; add-on a virtual museum within the game that documented five years of the Xen development process, showing art, models, and design decisions that didn&#039;t make it into the final game.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received very positive reviews across both its 2012 mod release and its 2020 full release.&lt;br /&gt;
&lt;br /&gt;
On [[OpenCritic]], the full 2020 release was recommended by &#039;&#039;&#039;100% of critics&#039;&#039;&#039;. &#039;&#039;PC Gamer&#039;&#039; called the project a professional-grade work, praising the redesigned Xen sections in particular as providing more closure than the original game&#039;s ending ever did. &#039;&#039;Eurogamer&#039;&#039; described it as feeling more like an &#039;&#039;&#039;evolution&#039;&#039;&#039; of &#039;&#039;Half-Life&#039;&#039; than a straight remake noting that Crowbar Collective&#039;s decisions to trim tedious sections and expand others made the game feel like what the original might have been with a few more years of development. &#039;&#039;bit-tech&#039;&#039; said that the Xen section alone was &amp;quot;one of my favourite parts of any &#039;&#039;Half-Life&#039;&#039; game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen received especially strong praise. The original Xen was one of the most widely criticised parts of &#039;&#039;Half-Life&#039;&#039; clunky, abrupt, and underdeveloped. Reviewers who had expected the &#039;&#039;Black Mesa&#039;&#039; version to simply be a cleaned-up version of the same thing found instead a full alien world with its own visual identity, biomes, and structure. The Gonarch&#039;s Lair chapter in particular was praised for turning a brief boss encounter into a full chase sequence across multiple environments.&lt;br /&gt;
&lt;br /&gt;
Dario Casali, a level designer at Valve who worked on all the mainline &#039;&#039;Half-Life&#039;&#039; games, said publicly that while preparing for work on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; he attempted to replay the original &#039;&#039;Half-Life&#039;&#039; for research. After five hours he gave up and switched to &#039;&#039;Black Mesa&#039;&#039; instead, which he found far more enjoyable.&lt;br /&gt;
&lt;br /&gt;
=== Community Mods ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; ships with Steam Workshop support, and the community has produced a range of additional content for it. Notable community releases include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Uplink&#039;&#039;&#039; a remake of the original &#039;&#039;Half-Life: Uplink&#039;&#039; demo, built to match the style and quality of &#039;&#039;Black Mesa&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Hazard Course&#039;&#039;&#039; a full remake of &#039;&#039;Half-Life&#039;&#039;{{&#039;}}s tutorial chapter, which Crowbar Collective had omitted from the base game. Developed by PSR Digital and released in December 2015, it was eventually added to the Steam Workshop in 2020.&lt;br /&gt;
* &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; an expansion of the Surface Tension chapter restoring areas that were cut from the original mod release. Eventually officially integrated into the main game.&lt;br /&gt;
* &#039;&#039;&#039;Further Data&#039;&#039;&#039; an alternative remake of the &#039;&#039;Uplink&#039;&#039; demo released in December 2020.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=54</id>
		<title>Black Mesa</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=54"/>
		<updated>2026-05-03T21:49:34Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Black Mesa&#039;&#039;&#039;&#039;&#039; is a fan-made remake of &#039;&#039;[[Half-Life (video game)|Half-Life 1]]&#039;&#039; (1998), developed and published by [[Crowbar Collective]]. It rebuilds the original game from scratch in the [[Source (game engine)|Source]] engine replacing every texture, model, piece of voice acting, and sound while keeping the structure and story of the original largely intact. The biggest departure from the source material is its complete redesign of the game&#039;s final chapters, set in the alien dimension of &#039;&#039;&#039;Xen&#039;&#039;&#039;, which were widely considered the weakest part of the original &#039;&#039;Half-Life&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; began as a volunteer fan project in 2004, driven by disappointment with &#039;&#039;[[Half-Life: Source]]&#039;&#039; Valve&#039;s own port of &#039;&#039;Half-Life&#039;&#039; to the Source engine, which many players felt did little more than move the original game to a newer engine without meaningfully improving it. The project spent eight years in development before releasing as a free mod in 2012. It later moved to Steam, entered commercial early access in 2015, and fully released on March 6, 2020 fifteen years after development began. Valve approved the commercial release and the game was greenlit through the Steam community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received widespread critical acclaim upon its full release, with 100% of critics on [[OpenCritic]] recommending it. A Valve designer working on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; publicly remarked that he had given up replaying the original &#039;&#039;Half-Life&#039;&#039; for research and switched to &#039;&#039;Black Mesa&#039;&#039; instead, finding it a more enjoyable experience.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
When Valve released &#039;&#039;[[Half-Life: Source]]&#039;&#039; in 2004 a port of the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; to their then-new Source engine the response from the community was largely underwhelming. The port brought improved water effects, lighting, and ragdoll physics, but the levels, textures, models, and gameplay were essentially unchanged from the 1998 original. Players who had seen what Valve could do with Source in &#039;&#039;[[Half-Life 2]]&#039;&#039; felt the original game deserved a more thorough remake.&lt;br /&gt;
&lt;br /&gt;
Two separate community teams had the same idea and began working independently. Both announced their projects on modding forums in late 2004. They eventually found each other, recognised they were working toward the same goal, and merged into a single team. Around mid-2005, the combined project was given the name &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039;. As the project grew and gained attention, Valve privately contacted the team and asked them to remove &amp;quot;Source&amp;quot; from the name the project was being mistaken for an official Valve product. The name was shortened to simply &#039;&#039;&#039;Black Mesa&#039;&#039;&#039; around mid-2006.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; covers the same ground as the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; nineteen chapters following [[Gordon Freeman]] through the Black Mesa Research Facility and eventually into the alien borderworld of Xen. The player fights through underground labs, desert surface sections, military-occupied areas, rail tunnels, waste processing facilities, and finally across the alien dimension itself. The weapons, enemies, and general chapter order are all preserved from the original.&lt;br /&gt;
&lt;br /&gt;
However, Crowbar Collective made significant adjustments throughout. Levels were reworked to be less tedious, with areas that dragged in the original particularly the long &#039;&#039;On a Rail&#039;&#039; chapter shortened or restructured. The team applied what they saw as Valve&#039;s design philosophy from &#039;&#039;Half-Life 2&#039;&#039;: when a new mechanic is introduced, it is first presented in a low-stakes situation so the player can learn it safely before it is then used in a genuinely dangerous encounter.&lt;br /&gt;
&lt;br /&gt;
Enemy AI was improved across the board, making both human soldiers and alien creatures more responsive and harder to exploit. Combat spaces were redesigned to give the player more options cover, flanking routes, environmental hazards reflecting how level design had evolved in the decade since the original game.&lt;br /&gt;
&lt;br /&gt;
The game runs to approximately 15 hours with the Xen chapters included, significantly longer than the original.&lt;br /&gt;
&lt;br /&gt;
=== Changes from Half-Life ===&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;Black Mesa&#039;&#039; is faithful to the spirit and structure of the original, Crowbar Collective made a number of deliberate changes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levels&#039;&#039;&#039; were rebuilt entirely. No assets from the original game were carried over. Textures, models, and geometry were created from scratch. Environments that were sparse or boxy in the original were expanded with more environmental detail, more logical layout, and a stronger sense of physical place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice acting&#039;&#039;&#039; was completely replaced. The original &#039;&#039;Half-Life&#039;&#039; had minimal dialogue scientists and guards had a handful of repeated lines. &#039;&#039;Black Mesa&#039;&#039; introduced fuller, more varied performances with new dialogue that acknowledges characters and lore introduced in later &#039;&#039;Half-Life&#039;&#039; games. Scientists who appear early in the game are retconned to be [[Eli Vance]] and [[Isaac Kleiner]], as &#039;&#039;[[Half-Life 2]]&#039;&#039; later established that both were working at Black Mesa before the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The soundtrack&#039;&#039;&#039; was composed from scratch by Joel Nielsen. Rather than using or adapting Kelly Bailey&#039;s original score, Nielsen created an entirely original soundtrack that fits the aesthetic of the series while standing on its own. The soundtrack was released separately and is available to stream and purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xen&#039;&#039;&#039; was rebuilt completely see the section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small narrative additions&#039;&#039;&#039; were made throughout. A brief reference to the Aperture Science long-fall boots from the &#039;&#039;[[Portal (video game)|Portal]]&#039;&#039; series was added, acknowledging the shared universe that &#039;&#039;Half-Life 2&#039;&#039; and &#039;&#039;Portal&#039;&#039; established after the original game was released.&lt;br /&gt;
&lt;br /&gt;
=== Xen ===&lt;br /&gt;
&lt;br /&gt;
The most significant change in &#039;&#039;Black Mesa&#039;&#039; is the complete redesign of its final section, &#039;&#039;&#039;Xen&#039;&#039;&#039;. In the original &#039;&#039;Half-Life&#039;&#039;, the Xen chapters were considered the weakest part of the game a sudden switch from the facility-based first-person shooter gameplay to low-gravity platforming on floating alien islands, with poor jump controls and frustrating encounters. Most contemporary reviews docked points for Xen, and many players still consider it the one part of &#039;&#039;Half-Life&#039;&#039; that did not hold up.&lt;br /&gt;
&lt;br /&gt;
Crowbar Collective decided not to simply clean up the original Xen they rebuilt it almost entirely from the ground up as an original work, using only the broad strokes of the original as a starting point. The resulting Xen is one of the most ambitious parts of the game and took years longer than any other section to complete. It was the reason the Steam Early Access version, released in 2015, shipped without Xen at all the team felt it was nowhere near ready and would rather release the rest of the game than delay indefinitely.&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen transforms the alien dimension from a series of bleak brown floating rocks into a dense, vibrant alien world with lush vegetation, strange biomes, bioluminescent environments, and a strong sense of being somewhere genuinely foreign. Unique visual effects were built for it that hadn&#039;t been seen in the Source engine before, including god rays, large-scale alien flora, and complex dynamic lighting.&lt;br /&gt;
&lt;br /&gt;
The four Xen chapters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xen&#039;&#039;&#039; the opening section of the alien world, focused on traversal and environmental puzzles. The player crosses vast distances toward a distant objective while exploring alien biomes and encountering creatures from the dimension.&lt;br /&gt;
* &#039;&#039;&#039;Gonarch&#039;s Lair&#039;&#039;&#039; a chapter built around the &#039;&#039;&#039;Gonarch&#039;&#039;&#039;, a massive creature that serves as a boss. In the original, this was a brief encounter. In &#039;&#039;Black Mesa&#039;&#039;, it becomes a full chapter with multiple phases and a large arena. The Gonarch pursues the player across several connected environments rather than staying in one room.&lt;br /&gt;
* &#039;&#039;&#039;Interloper&#039;&#039;&#039; a Combine facility operating within Xen that manufactures alien soldiers. This chapter was the most extensively redesigned, with large, complex environments and multiple open areas to navigate.&lt;br /&gt;
* &#039;&#039;&#039;Nihilanth&#039;&#039;&#039; the final boss of the game, a powerful alien creature that has been controlling the Xen dimension and directing the alien invasion of Earth. The fight was largely preserved from the original but made more spectacular, with the Nihilanth hurling chunks of the Black Mesa facility at the player during the encounter.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins (20042009) ===&lt;br /&gt;
&lt;br /&gt;
Development began in 2004 when Carlos Montero, known in the modding community as &#039;&#039;&#039;cman2k&#039;&#039;&#039;, had the idea of completely rebuilding &#039;&#039;Half-Life&#039;&#039; with updated visuals, voice acting, and gameplay using Valve&#039;s Source engine. He posted about the project on the Leakfree modding forums in September 2004. Separately, another group announced a similar project called the &#039;&#039;Half-Life Source: Overhaul Project&#039;&#039; in October 2004. The two teams eventually became aware of each other, recognised that they shared the same goal, and merged.&lt;br /&gt;
&lt;br /&gt;
The merged project announced itself as &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039; in mid-2005. A popular teaser trailer followed, and the team continued to grow through volunteer contributions. The project attracted modellers, level designers, artists, voice actors, and composers who worked on it in their spare time without pay.&lt;br /&gt;
&lt;br /&gt;
A release date of &amp;quot;late 2009&amp;quot; was announced in early 2009. The team missed it. The date was changed to &#039;&#039;&#039;when it&#039;s done&#039;&#039;&#039; a phrase that became something of a running joke in the broader gaming community, as the project came to be associated with long delays and uncertain timelines. The team was genuinely trying to reach a quality bar they kept raising as they improved, and the scope of rebuilding an entire game to a professional standard without any budget or structure kept expanding.&lt;br /&gt;
&lt;br /&gt;
=== The Mod Release (2012) ===&lt;br /&gt;
&lt;br /&gt;
On September 1, 2012, project lead Carlos Montero announced that &#039;&#039;Black Mesa&#039;&#039; would release in twelve days and posted a countdown on the official website. On &#039;&#039;&#039;September 14, 2012&#039;&#039;&#039;, after eight years in development, &#039;&#039;Black Mesa&#039;&#039; was released as a free mod requiring Valve&#039;s Source SDK.&lt;br /&gt;
&lt;br /&gt;
The release did not include the Xen chapters. The team felt the Xen sections required a complete rethink rather than a straight port, and releasing without them was preferable to delaying further. The mod covered everything up to and including the Lambda Core chapter the full Earth-based portion of the game.&lt;br /&gt;
&lt;br /&gt;
The response was immediate and positive. &#039;&#039;Black Mesa&#039;&#039; was downloaded heavily and won &#039;&#039;&#039;Mod of the Year&#039;&#039;&#039; on ModDB. PC gaming publications covered it widely and praised it as a remarkable achievement for a volunteer team. It was submitted to Steam Greenlight Valve&#039;s then-active community voting system for deciding which games should be sold on Steam and was accepted.&lt;br /&gt;
&lt;br /&gt;
=== Steam Early Access and Commercial Release (20152020) ===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;May 5, 2015&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; launched on Steam Early Access as a paid product, priced at $19.99. This version ran on an updated version of the Source engine and included improved visuals, new voice acting, Steam Workshop support, Steam achievements, and deathmatch multiplayer maps. The Xen chapters were still listed as a work in progress with no release date.&lt;br /&gt;
&lt;br /&gt;
Xen proved to be the most difficult and time-consuming part of the entire project. The team publicly committed to a December 2017 release for Xen, which they missed. A public beta of some Xen chapters was released in June 2019 for stress-testing. The full Xen chapters were released on &#039;&#039;&#039;December 24, 2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 6, 2020&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; left Early Access and was declared version 1.0 fifteen years and six months after development first began. A further &#039;&#039;&#039;Definitive Edition&#039;&#039;&#039; update (version 1.5) released on November 25, 2020, consolidating all improvements to audio, visuals, and gameplay into a single version. An additional &#039;&#039;&#039;Necro Patch&#039;&#039;&#039; in April 2024 added Vulkan renderer support, improved controller compatibility, and various bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Working Method ===&lt;br /&gt;
&lt;br /&gt;
Because the team was volunteer-based for most of its history, the project had an unusual development structure. In the early years, each level designer was assigned one or more entire chapters and was responsible for taking them from blockout to finished art, creating assets specifically for their sections. This decentralised approach gave individual chapters a distinct character but made cohesion harder to maintain.&lt;br /&gt;
&lt;br /&gt;
As development continued and the team grew especially during the Xen period the process became more structured, with separate roles for level designers and environment artists. Early access revenue allowed Crowbar Collective to bring in paid contributors and outside help for the final push.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; update released in 2016 restored parts of the &#039;&#039;Surface Tension&#039;&#039; chapter that had been cut from the original mod release because the developer responsible had left before finishing his work. A community modder named Chon Kemp had already completed this content independently; Crowbar Collective hired him to bring it into the official release.&lt;br /&gt;
&lt;br /&gt;
In April 2021, Crowbar Collective released a free &#039;&#039;&#039;Xen Museum&#039;&#039;&#039; add-on a virtual museum within the game that documented five years of the Xen development process, showing art, models, and design decisions that didn&#039;t make it into the final game.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received very positive reviews across both its 2012 mod release and its 2020 full release.&lt;br /&gt;
&lt;br /&gt;
On [[OpenCritic]], the full 2020 release was recommended by &#039;&#039;&#039;100% of critics&#039;&#039;&#039;. &#039;&#039;PC Gamer&#039;&#039; called the project a professional-grade work, praising the redesigned Xen sections in particular as providing more closure than the original game&#039;s ending ever did. &#039;&#039;Eurogamer&#039;&#039; described it as feeling more like an &#039;&#039;&#039;evolution&#039;&#039;&#039; of &#039;&#039;Half-Life&#039;&#039; than a straight remake noting that Crowbar Collective&#039;s decisions to trim tedious sections and expand others made the game feel like what the original might have been with a few more years of development. &#039;&#039;bit-tech&#039;&#039; said that the Xen section alone was &amp;quot;one of my favourite parts of any &#039;&#039;Half-Life&#039;&#039; game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen received especially strong praise. The original Xen was one of the most widely criticised parts of &#039;&#039;Half-Life&#039;&#039; clunky, abrupt, and underdeveloped. Reviewers who had expected the &#039;&#039;Black Mesa&#039;&#039; version to simply be a cleaned-up version of the same thing found instead a full alien world with its own visual identity, biomes, and structure. The Gonarch&#039;s Lair chapter in particular was praised for turning a brief boss encounter into a full chase sequence across multiple environments.&lt;br /&gt;
&lt;br /&gt;
Dario Casali, a level designer at Valve who worked on all the mainline &#039;&#039;Half-Life&#039;&#039; games, said publicly that while preparing for work on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; he attempted to replay the original &#039;&#039;Half-Life&#039;&#039; for research. After five hours he gave up and switched to &#039;&#039;Black Mesa&#039;&#039; instead, which he found far more enjoyable.&lt;br /&gt;
&lt;br /&gt;
=== Community Mods ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; ships with Steam Workshop support, and the community has produced a range of additional content for it. Notable community releases include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Uplink&#039;&#039;&#039; a remake of the original &#039;&#039;Half-Life: Uplink&#039;&#039; demo, built to match the style and quality of &#039;&#039;Black Mesa&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Hazard Course&#039;&#039;&#039; a full remake of &#039;&#039;Half-Life&#039;&#039;{{&#039;}}s tutorial chapter, which Crowbar Collective had omitted from the base game. Developed by PSR Digital and released in December 2015, it was eventually added to the Steam Workshop in 2020.&lt;br /&gt;
* &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; an expansion of the Surface Tension chapter restoring areas that were cut from the original mod release. Eventually officially integrated into the main game.&lt;br /&gt;
* &#039;&#039;&#039;Further Data&#039;&#039;&#039; an alternative remake of the &#039;&#039;Uplink&#039;&#039; demo released in December 2020.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=53</id>
		<title>Black Mesa</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=53"/>
		<updated>2026-05-03T21:49:13Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Black Mesa&#039;&#039;&#039;&#039;&#039; is a fan-made remake of &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; (1998), developed and published by [[Crowbar Collective]]. It rebuilds the original game from scratch in the [[Source (game engine)|Source]] engine replacing every texture, model, piece of voice acting, and sound while keeping the structure and story of the original largely intact. The biggest departure from the source material is its complete redesign of the game&#039;s final chapters, set in the alien dimension of &#039;&#039;&#039;Xen&#039;&#039;&#039;, which were widely considered the weakest part of the original &#039;&#039;Half-Life&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; began as a volunteer fan project in 2004, driven by disappointment with &#039;&#039;[[Half-Life: Source]]&#039;&#039; Valve&#039;s own port of &#039;&#039;Half-Life&#039;&#039; to the Source engine, which many players felt did little more than move the original game to a newer engine without meaningfully improving it. The project spent eight years in development before releasing as a free mod in 2012. It later moved to Steam, entered commercial early access in 2015, and fully released on March 6, 2020 fifteen years after development began. Valve approved the commercial release and the game was greenlit through the Steam community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received widespread critical acclaim upon its full release, with 100% of critics on [[OpenCritic]] recommending it. A Valve designer working on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; publicly remarked that he had given up replaying the original &#039;&#039;Half-Life&#039;&#039; for research and switched to &#039;&#039;Black Mesa&#039;&#039; instead, finding it a more enjoyable experience.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
When Valve released &#039;&#039;[[Half-Life: Source]]&#039;&#039; in 2004 a port of the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; to their then-new Source engine the response from the community was largely underwhelming. The port brought improved water effects, lighting, and ragdoll physics, but the levels, textures, models, and gameplay were essentially unchanged from the 1998 original. Players who had seen what Valve could do with Source in &#039;&#039;[[Half-Life 2]]&#039;&#039; felt the original game deserved a more thorough remake.&lt;br /&gt;
&lt;br /&gt;
Two separate community teams had the same idea and began working independently. Both announced their projects on modding forums in late 2004. They eventually found each other, recognised they were working toward the same goal, and merged into a single team. Around mid-2005, the combined project was given the name &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039;. As the project grew and gained attention, Valve privately contacted the team and asked them to remove &amp;quot;Source&amp;quot; from the name the project was being mistaken for an official Valve product. The name was shortened to simply &#039;&#039;&#039;Black Mesa&#039;&#039;&#039; around mid-2006.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; covers the same ground as the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; nineteen chapters following [[Gordon Freeman]] through the Black Mesa Research Facility and eventually into the alien borderworld of Xen. The player fights through underground labs, desert surface sections, military-occupied areas, rail tunnels, waste processing facilities, and finally across the alien dimension itself. The weapons, enemies, and general chapter order are all preserved from the original.&lt;br /&gt;
&lt;br /&gt;
However, Crowbar Collective made significant adjustments throughout. Levels were reworked to be less tedious, with areas that dragged in the original particularly the long &#039;&#039;On a Rail&#039;&#039; chapter shortened or restructured. The team applied what they saw as Valve&#039;s design philosophy from &#039;&#039;Half-Life 2&#039;&#039;: when a new mechanic is introduced, it is first presented in a low-stakes situation so the player can learn it safely before it is then used in a genuinely dangerous encounter.&lt;br /&gt;
&lt;br /&gt;
Enemy AI was improved across the board, making both human soldiers and alien creatures more responsive and harder to exploit. Combat spaces were redesigned to give the player more options cover, flanking routes, environmental hazards reflecting how level design had evolved in the decade since the original game.&lt;br /&gt;
&lt;br /&gt;
The game runs to approximately 15 hours with the Xen chapters included, significantly longer than the original.&lt;br /&gt;
&lt;br /&gt;
=== Changes from Half-Life ===&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;Black Mesa&#039;&#039; is faithful to the spirit and structure of the original, Crowbar Collective made a number of deliberate changes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levels&#039;&#039;&#039; were rebuilt entirely. No assets from the original game were carried over. Textures, models, and geometry were created from scratch. Environments that were sparse or boxy in the original were expanded with more environmental detail, more logical layout, and a stronger sense of physical place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice acting&#039;&#039;&#039; was completely replaced. The original &#039;&#039;Half-Life&#039;&#039; had minimal dialogue scientists and guards had a handful of repeated lines. &#039;&#039;Black Mesa&#039;&#039; introduced fuller, more varied performances with new dialogue that acknowledges characters and lore introduced in later &#039;&#039;Half-Life&#039;&#039; games. Scientists who appear early in the game are retconned to be [[Eli Vance]] and [[Isaac Kleiner]], as &#039;&#039;[[Half-Life 2]]&#039;&#039; later established that both were working at Black Mesa before the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The soundtrack&#039;&#039;&#039; was composed from scratch by Joel Nielsen. Rather than using or adapting Kelly Bailey&#039;s original score, Nielsen created an entirely original soundtrack that fits the aesthetic of the series while standing on its own. The soundtrack was released separately and is available to stream and purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xen&#039;&#039;&#039; was rebuilt completely see the section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small narrative additions&#039;&#039;&#039; were made throughout. A brief reference to the Aperture Science long-fall boots from the &#039;&#039;[[Portal (video game)|Portal]]&#039;&#039; series was added, acknowledging the shared universe that &#039;&#039;Half-Life 2&#039;&#039; and &#039;&#039;Portal&#039;&#039; established after the original game was released.&lt;br /&gt;
&lt;br /&gt;
=== Xen ===&lt;br /&gt;
&lt;br /&gt;
The most significant change in &#039;&#039;Black Mesa&#039;&#039; is the complete redesign of its final section, &#039;&#039;&#039;Xen&#039;&#039;&#039;. In the original &#039;&#039;Half-Life&#039;&#039;, the Xen chapters were considered the weakest part of the game a sudden switch from the facility-based first-person shooter gameplay to low-gravity platforming on floating alien islands, with poor jump controls and frustrating encounters. Most contemporary reviews docked points for Xen, and many players still consider it the one part of &#039;&#039;Half-Life&#039;&#039; that did not hold up.&lt;br /&gt;
&lt;br /&gt;
Crowbar Collective decided not to simply clean up the original Xen they rebuilt it almost entirely from the ground up as an original work, using only the broad strokes of the original as a starting point. The resulting Xen is one of the most ambitious parts of the game and took years longer than any other section to complete. It was the reason the Steam Early Access version, released in 2015, shipped without Xen at all the team felt it was nowhere near ready and would rather release the rest of the game than delay indefinitely.&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen transforms the alien dimension from a series of bleak brown floating rocks into a dense, vibrant alien world with lush vegetation, strange biomes, bioluminescent environments, and a strong sense of being somewhere genuinely foreign. Unique visual effects were built for it that hadn&#039;t been seen in the Source engine before, including god rays, large-scale alien flora, and complex dynamic lighting.&lt;br /&gt;
&lt;br /&gt;
The four Xen chapters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xen&#039;&#039;&#039; the opening section of the alien world, focused on traversal and environmental puzzles. The player crosses vast distances toward a distant objective while exploring alien biomes and encountering creatures from the dimension.&lt;br /&gt;
* &#039;&#039;&#039;Gonarch&#039;s Lair&#039;&#039;&#039; a chapter built around the &#039;&#039;&#039;Gonarch&#039;&#039;&#039;, a massive creature that serves as a boss. In the original, this was a brief encounter. In &#039;&#039;Black Mesa&#039;&#039;, it becomes a full chapter with multiple phases and a large arena. The Gonarch pursues the player across several connected environments rather than staying in one room.&lt;br /&gt;
* &#039;&#039;&#039;Interloper&#039;&#039;&#039; a Combine facility operating within Xen that manufactures alien soldiers. This chapter was the most extensively redesigned, with large, complex environments and multiple open areas to navigate.&lt;br /&gt;
* &#039;&#039;&#039;Nihilanth&#039;&#039;&#039; the final boss of the game, a powerful alien creature that has been controlling the Xen dimension and directing the alien invasion of Earth. The fight was largely preserved from the original but made more spectacular, with the Nihilanth hurling chunks of the Black Mesa facility at the player during the encounter.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins (20042009) ===&lt;br /&gt;
&lt;br /&gt;
Development began in 2004 when Carlos Montero, known in the modding community as &#039;&#039;&#039;cman2k&#039;&#039;&#039;, had the idea of completely rebuilding &#039;&#039;Half-Life&#039;&#039; with updated visuals, voice acting, and gameplay using Valve&#039;s Source engine. He posted about the project on the Leakfree modding forums in September 2004. Separately, another group announced a similar project called the &#039;&#039;Half-Life Source: Overhaul Project&#039;&#039; in October 2004. The two teams eventually became aware of each other, recognised that they shared the same goal, and merged.&lt;br /&gt;
&lt;br /&gt;
The merged project announced itself as &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039; in mid-2005. A popular teaser trailer followed, and the team continued to grow through volunteer contributions. The project attracted modellers, level designers, artists, voice actors, and composers who worked on it in their spare time without pay.&lt;br /&gt;
&lt;br /&gt;
A release date of &amp;quot;late 2009&amp;quot; was announced in early 2009. The team missed it. The date was changed to &#039;&#039;&#039;when it&#039;s done&#039;&#039;&#039; a phrase that became something of a running joke in the broader gaming community, as the project came to be associated with long delays and uncertain timelines. The team was genuinely trying to reach a quality bar they kept raising as they improved, and the scope of rebuilding an entire game to a professional standard without any budget or structure kept expanding.&lt;br /&gt;
&lt;br /&gt;
=== The Mod Release (2012) ===&lt;br /&gt;
&lt;br /&gt;
On September 1, 2012, project lead Carlos Montero announced that &#039;&#039;Black Mesa&#039;&#039; would release in twelve days and posted a countdown on the official website. On &#039;&#039;&#039;September 14, 2012&#039;&#039;&#039;, after eight years in development, &#039;&#039;Black Mesa&#039;&#039; was released as a free mod requiring Valve&#039;s Source SDK.&lt;br /&gt;
&lt;br /&gt;
The release did not include the Xen chapters. The team felt the Xen sections required a complete rethink rather than a straight port, and releasing without them was preferable to delaying further. The mod covered everything up to and including the Lambda Core chapter the full Earth-based portion of the game.&lt;br /&gt;
&lt;br /&gt;
The response was immediate and positive. &#039;&#039;Black Mesa&#039;&#039; was downloaded heavily and won &#039;&#039;&#039;Mod of the Year&#039;&#039;&#039; on ModDB. PC gaming publications covered it widely and praised it as a remarkable achievement for a volunteer team. It was submitted to Steam Greenlight Valve&#039;s then-active community voting system for deciding which games should be sold on Steam and was accepted.&lt;br /&gt;
&lt;br /&gt;
=== Steam Early Access and Commercial Release (20152020) ===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;May 5, 2015&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; launched on Steam Early Access as a paid product, priced at $19.99. This version ran on an updated version of the Source engine and included improved visuals, new voice acting, Steam Workshop support, Steam achievements, and deathmatch multiplayer maps. The Xen chapters were still listed as a work in progress with no release date.&lt;br /&gt;
&lt;br /&gt;
Xen proved to be the most difficult and time-consuming part of the entire project. The team publicly committed to a December 2017 release for Xen, which they missed. A public beta of some Xen chapters was released in June 2019 for stress-testing. The full Xen chapters were released on &#039;&#039;&#039;December 24, 2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 6, 2020&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; left Early Access and was declared version 1.0 fifteen years and six months after development first began. A further &#039;&#039;&#039;Definitive Edition&#039;&#039;&#039; update (version 1.5) released on November 25, 2020, consolidating all improvements to audio, visuals, and gameplay into a single version. An additional &#039;&#039;&#039;Necro Patch&#039;&#039;&#039; in April 2024 added Vulkan renderer support, improved controller compatibility, and various bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Working Method ===&lt;br /&gt;
&lt;br /&gt;
Because the team was volunteer-based for most of its history, the project had an unusual development structure. In the early years, each level designer was assigned one or more entire chapters and was responsible for taking them from blockout to finished art, creating assets specifically for their sections. This decentralised approach gave individual chapters a distinct character but made cohesion harder to maintain.&lt;br /&gt;
&lt;br /&gt;
As development continued and the team grew especially during the Xen period the process became more structured, with separate roles for level designers and environment artists. Early access revenue allowed Crowbar Collective to bring in paid contributors and outside help for the final push.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; update released in 2016 restored parts of the &#039;&#039;Surface Tension&#039;&#039; chapter that had been cut from the original mod release because the developer responsible had left before finishing his work. A community modder named Chon Kemp had already completed this content independently; Crowbar Collective hired him to bring it into the official release.&lt;br /&gt;
&lt;br /&gt;
In April 2021, Crowbar Collective released a free &#039;&#039;&#039;Xen Museum&#039;&#039;&#039; add-on a virtual museum within the game that documented five years of the Xen development process, showing art, models, and design decisions that didn&#039;t make it into the final game.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received very positive reviews across both its 2012 mod release and its 2020 full release.&lt;br /&gt;
&lt;br /&gt;
On [[OpenCritic]], the full 2020 release was recommended by &#039;&#039;&#039;100% of critics&#039;&#039;&#039;. &#039;&#039;PC Gamer&#039;&#039; called the project a professional-grade work, praising the redesigned Xen sections in particular as providing more closure than the original game&#039;s ending ever did. &#039;&#039;Eurogamer&#039;&#039; described it as feeling more like an &#039;&#039;&#039;evolution&#039;&#039;&#039; of &#039;&#039;Half-Life&#039;&#039; than a straight remake noting that Crowbar Collective&#039;s decisions to trim tedious sections and expand others made the game feel like what the original might have been with a few more years of development. &#039;&#039;bit-tech&#039;&#039; said that the Xen section alone was &amp;quot;one of my favourite parts of any &#039;&#039;Half-Life&#039;&#039; game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen received especially strong praise. The original Xen was one of the most widely criticised parts of &#039;&#039;Half-Life&#039;&#039; clunky, abrupt, and underdeveloped. Reviewers who had expected the &#039;&#039;Black Mesa&#039;&#039; version to simply be a cleaned-up version of the same thing found instead a full alien world with its own visual identity, biomes, and structure. The Gonarch&#039;s Lair chapter in particular was praised for turning a brief boss encounter into a full chase sequence across multiple environments.&lt;br /&gt;
&lt;br /&gt;
Dario Casali, a level designer at Valve who worked on all the mainline &#039;&#039;Half-Life&#039;&#039; games, said publicly that while preparing for work on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; he attempted to replay the original &#039;&#039;Half-Life&#039;&#039; for research. After five hours he gave up and switched to &#039;&#039;Black Mesa&#039;&#039; instead, which he found far more enjoyable.&lt;br /&gt;
&lt;br /&gt;
=== Community Mods ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; ships with Steam Workshop support, and the community has produced a range of additional content for it. Notable community releases include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Uplink&#039;&#039;&#039; a remake of the original &#039;&#039;Half-Life: Uplink&#039;&#039; demo, built to match the style and quality of &#039;&#039;Black Mesa&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Hazard Course&#039;&#039;&#039; a full remake of &#039;&#039;Half-Life&#039;&#039;{{&#039;}}s tutorial chapter, which Crowbar Collective had omitted from the base game. Developed by PSR Digital and released in December 2015, it was eventually added to the Steam Workshop in 2020.&lt;br /&gt;
* &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; an expansion of the Surface Tension chapter restoring areas that were cut from the original mod release. Eventually officially integrated into the main game.&lt;br /&gt;
* &#039;&#039;&#039;Further Data&#039;&#039;&#039; an alternative remake of the &#039;&#039;Uplink&#039;&#039; demo released in December 2020.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=52</id>
		<title>Black Mesa</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Black_Mesa&amp;diff=52"/>
		<updated>2026-05-03T21:48:37Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Black Mesa&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is a fan-made remake of &amp;#039;&amp;#039;Half-Life&amp;#039;&amp;#039; (1998), developed and published by Crowbar Collective. It rebuilds the original game from scratch in the Source engine replacing every texture, model, piece of voice acting, and sound while keeping the structure and story of the original largely intact. The biggest departure from the source material is its complete redesign of the game&amp;#039;s final chapters, set...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Black Mesa&#039;&#039;&#039;&#039;&#039; is a fan-made remake of &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; (1998), developed and published by [[Crowbar Collective]]. It rebuilds the original game from scratch in the [[Source (game engine)|Source]] engine replacing every texture, model, piece of voice acting, and sound while keeping the structure and story of the original largely intact. The biggest departure from the source material is its complete redesign of the game&#039;s final chapters, set in the alien dimension of &#039;&#039;&#039;Xen&#039;&#039;&#039;, which were widely considered the weakest part of the original &#039;&#039;Half-Life&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; began as a volunteer fan project in 2004, driven by disappointment with &#039;&#039;[[Half-Life: Source]]&#039;&#039; Valve&#039;s own port of &#039;&#039;Half-Life&#039;&#039; to the Source engine, which many players felt did little more than move the original game to a newer engine without meaningfully improving it. The project spent eight years in development before releasing as a free mod in 2012. It later moved to Steam, entered commercial early access in 2015, and fully released on March 6, 2020 fifteen years after development began. Valve approved the commercial release and the game was greenlit through the Steam community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received widespread critical acclaim upon its full release, with 100% of critics on [[OpenCritic]] recommending it. A Valve designer working on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; publicly remarked that he had given up replaying the original &#039;&#039;Half-Life&#039;&#039; for research and switched to &#039;&#039;Black Mesa&#039;&#039; instead, finding it a more enjoyable experience.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
When Valve released &#039;&#039;[[Half-Life: Source]]&#039;&#039; in 2004 a port of the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; to their then-new Source engine the response from the community was largely underwhelming. The port brought improved water effects, lighting, and ragdoll physics, but the levels, textures, models, and gameplay were essentially unchanged from the 1998 original. Players who had seen what Valve could do with Source in &#039;&#039;[[Half-Life 2]]&#039;&#039; felt the original game deserved a more thorough remake.&lt;br /&gt;
&lt;br /&gt;
Two separate community teams had the same idea and began working independently. Both announced their projects on modding forums in late 2004. They eventually found each other, recognised they were working toward the same goal, and merged into a single team. Around mid-2005, the combined project was given the name &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039;. As the project grew and gained attention, Valve privately contacted the team and asked them to remove &amp;quot;Source&amp;quot; from the name the project was being mistaken for an official Valve product. The name was shortened to simply &#039;&#039;&#039;Black Mesa&#039;&#039;&#039; around mid-2006.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; covers the same ground as the original &#039;&#039;[[Half-Life (video game)|Half-Life]]&#039;&#039; nineteen chapters following [[Gordon Freeman]] through the Black Mesa Research Facility and eventually into the alien borderworld of Xen. The player fights through underground labs, desert surface sections, military-occupied areas, rail tunnels, waste processing facilities, and finally across the alien dimension itself. The weapons, enemies, and general chapter order are all preserved from the original.&lt;br /&gt;
&lt;br /&gt;
However, Crowbar Collective made significant adjustments throughout. Levels were reworked to be less tedious, with areas that dragged in the original particularly the long &#039;&#039;On a Rail&#039;&#039; chapter shortened or restructured. The team applied what they saw as Valve&#039;s design philosophy from &#039;&#039;Half-Life 2&#039;&#039;: when a new mechanic is introduced, it is first presented in a low-stakes situation so the player can learn it safely before it is then used in a genuinely dangerous encounter.&lt;br /&gt;
&lt;br /&gt;
Enemy AI was improved across the board, making both human soldiers and alien creatures more responsive and harder to exploit. Combat spaces were redesigned to give the player more options cover, flanking routes, environmental hazards reflecting how level design had evolved in the decade since the original game.&lt;br /&gt;
&lt;br /&gt;
The game runs to approximately 15 hours with the Xen chapters included, significantly longer than the original.&lt;br /&gt;
&lt;br /&gt;
=== Changes from Half-Life ===&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;Black Mesa&#039;&#039; is faithful to the spirit and structure of the original, Crowbar Collective made a number of deliberate changes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levels&#039;&#039;&#039; were rebuilt entirely. No assets from the original game were carried over. Textures, models, and geometry were created from scratch. Environments that were sparse or boxy in the original were expanded with more environmental detail, more logical layout, and a stronger sense of physical place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice acting&#039;&#039;&#039; was completely replaced. The original &#039;&#039;Half-Life&#039;&#039; had minimal dialogue scientists and guards had a handful of repeated lines. &#039;&#039;Black Mesa&#039;&#039; introduced fuller, more varied performances with new dialogue that acknowledges characters and lore introduced in later &#039;&#039;Half-Life&#039;&#039; games. Scientists who appear early in the game are retconned to be [[Eli Vance]] and [[Isaac Kleiner]], as &#039;&#039;[[Half-Life 2]]&#039;&#039; later established that both were working at Black Mesa before the incident.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The soundtrack&#039;&#039;&#039; was composed from scratch by Joel Nielsen. Rather than using or adapting Kelly Bailey&#039;s original score, Nielsen created an entirely original soundtrack that fits the aesthetic of the series while standing on its own. The soundtrack was released separately and is available to stream and purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xen&#039;&#039;&#039; was rebuilt completely see the section below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small narrative additions&#039;&#039;&#039; were made throughout. A brief reference to the Aperture Science long-fall boots from the &#039;&#039;[[Portal (video game)|Portal]]&#039;&#039; series was added, acknowledging the shared universe that &#039;&#039;Half-Life 2&#039;&#039; and &#039;&#039;Portal&#039;&#039; established after the original game was released.&lt;br /&gt;
&lt;br /&gt;
=== Xen ===&lt;br /&gt;
&lt;br /&gt;
The most significant change in &#039;&#039;Black Mesa&#039;&#039; is the complete redesign of its final section, &#039;&#039;&#039;Xen&#039;&#039;&#039;. In the original &#039;&#039;Half-Life&#039;&#039;, the Xen chapters were considered the weakest part of the game a sudden switch from the facility-based first-person shooter gameplay to low-gravity platforming on floating alien islands, with poor jump controls and frustrating encounters. Most contemporary reviews docked points for Xen, and many players still consider it the one part of &#039;&#039;Half-Life&#039;&#039; that did not hold up.&lt;br /&gt;
&lt;br /&gt;
Crowbar Collective decided not to simply clean up the original Xen they rebuilt it almost entirely from the ground up as an original work, using only the broad strokes of the original as a starting point. The resulting Xen is one of the most ambitious parts of the game and took years longer than any other section to complete. It was the reason the Steam Early Access version, released in 2015, shipped without Xen at all the team felt it was nowhere near ready and would rather release the rest of the game than delay indefinitely.&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen transforms the alien dimension from a series of bleak brown floating rocks into a dense, vibrant alien world with lush vegetation, strange biomes, bioluminescent environments, and a strong sense of being somewhere genuinely foreign. Unique visual effects were built for it that hadn&#039;t been seen in the Source engine before, including god rays, large-scale alien flora, and complex dynamic lighting.&lt;br /&gt;
&lt;br /&gt;
The four Xen chapters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xen&#039;&#039;&#039; the opening section of the alien world, focused on traversal and environmental puzzles. The player crosses vast distances toward a distant objective while exploring alien biomes and encountering creatures from the dimension.&lt;br /&gt;
* &#039;&#039;&#039;Gonarch&#039;s Lair&#039;&#039;&#039; a chapter built around the &#039;&#039;&#039;Gonarch&#039;&#039;&#039;, a massive creature that serves as a boss. In the original, this was a brief encounter. In &#039;&#039;Black Mesa&#039;&#039;, it becomes a full chapter with multiple phases and a large arena. The Gonarch pursues the player across several connected environments rather than staying in one room.&lt;br /&gt;
* &#039;&#039;&#039;Interloper&#039;&#039;&#039; a Combine facility operating within Xen that manufactures alien soldiers. This chapter was the most extensively redesigned, with large, complex environments and multiple open areas to navigate.&lt;br /&gt;
* &#039;&#039;&#039;Nihilanth&#039;&#039;&#039; the final boss of the game, a powerful alien creature that has been controlling the Xen dimension and directing the alien invasion of Earth. The fight was largely preserved from the original but made more spectacular, with the Nihilanth hurling chunks of the Black Mesa facility at the player during the encounter.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins (20042009) ===&lt;br /&gt;
&lt;br /&gt;
Development began in 2004 when Carlos Montero, known in the modding community as &#039;&#039;&#039;cman2k&#039;&#039;&#039;, had the idea of completely rebuilding &#039;&#039;Half-Life&#039;&#039; with updated visuals, voice acting, and gameplay using Valve&#039;s Source engine. He posted about the project on the Leakfree modding forums in September 2004. Separately, another group announced a similar project called the &#039;&#039;Half-Life Source: Overhaul Project&#039;&#039; in October 2004. The two teams eventually became aware of each other, recognised that they shared the same goal, and merged.&lt;br /&gt;
&lt;br /&gt;
The merged project announced itself as &#039;&#039;&#039;Black Mesa: Source&#039;&#039;&#039; in mid-2005. A popular teaser trailer followed, and the team continued to grow through volunteer contributions. The project attracted modellers, level designers, artists, voice actors, and composers who worked on it in their spare time without pay.&lt;br /&gt;
&lt;br /&gt;
A release date of &amp;quot;late 2009&amp;quot; was announced in early 2009. The team missed it. The date was changed to &#039;&#039;&#039;when it&#039;s done&#039;&#039;&#039; a phrase that became something of a running joke in the broader gaming community, as the project came to be associated with long delays and uncertain timelines. The team was genuinely trying to reach a quality bar they kept raising as they improved, and the scope of rebuilding an entire game to a professional standard without any budget or structure kept expanding.&lt;br /&gt;
&lt;br /&gt;
=== The Mod Release (2012) ===&lt;br /&gt;
&lt;br /&gt;
On September 1, 2012, project lead Carlos Montero announced that &#039;&#039;Black Mesa&#039;&#039; would release in twelve days and posted a countdown on the official website. On &#039;&#039;&#039;September 14, 2012&#039;&#039;&#039;, after eight years in development, &#039;&#039;Black Mesa&#039;&#039; was released as a free mod requiring Valve&#039;s Source SDK.&lt;br /&gt;
&lt;br /&gt;
The release did not include the Xen chapters. The team felt the Xen sections required a complete rethink rather than a straight port, and releasing without them was preferable to delaying further. The mod covered everything up to and including the Lambda Core chapter the full Earth-based portion of the game.&lt;br /&gt;
&lt;br /&gt;
The response was immediate and positive. &#039;&#039;Black Mesa&#039;&#039; was downloaded heavily and won &#039;&#039;&#039;Mod of the Year&#039;&#039;&#039; on ModDB. PC gaming publications covered it widely and praised it as a remarkable achievement for a volunteer team. It was submitted to Steam Greenlight Valve&#039;s then-active community voting system for deciding which games should be sold on Steam and was accepted.&lt;br /&gt;
&lt;br /&gt;
=== Steam Early Access and Commercial Release (20152020) ===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;May 5, 2015&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; launched on Steam Early Access as a paid product, priced at $19.99. This version ran on an updated version of the Source engine and included improved visuals, new voice acting, Steam Workshop support, Steam achievements, and deathmatch multiplayer maps. The Xen chapters were still listed as a work in progress with no release date.&lt;br /&gt;
&lt;br /&gt;
Xen proved to be the most difficult and time-consuming part of the entire project. The team publicly committed to a December 2017 release for Xen, which they missed. A public beta of some Xen chapters was released in June 2019 for stress-testing. The full Xen chapters were released on &#039;&#039;&#039;December 24, 2019&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;March 6, 2020&#039;&#039;&#039;, &#039;&#039;Black Mesa&#039;&#039; left Early Access and was declared version 1.0 fifteen years and six months after development first began. A further &#039;&#039;&#039;Definitive Edition&#039;&#039;&#039; update (version 1.5) released on November 25, 2020, consolidating all improvements to audio, visuals, and gameplay into a single version. An additional &#039;&#039;&#039;Necro Patch&#039;&#039;&#039; in April 2024 added Vulkan renderer support, improved controller compatibility, and various bug fixes.&lt;br /&gt;
&lt;br /&gt;
=== Working Method ===&lt;br /&gt;
&lt;br /&gt;
Because the team was volunteer-based for most of its history, the project had an unusual development structure. In the early years, each level designer was assigned one or more entire chapters and was responsible for taking them from blockout to finished art, creating assets specifically for their sections. This decentralised approach gave individual chapters a distinct character but made cohesion harder to maintain.&lt;br /&gt;
&lt;br /&gt;
As development continued and the team grew especially during the Xen period the process became more structured, with separate roles for level designers and environment artists. Early access revenue allowed Crowbar Collective to bring in paid contributors and outside help for the final push.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; update released in 2016 restored parts of the &#039;&#039;Surface Tension&#039;&#039; chapter that had been cut from the original mod release because the developer responsible had left before finishing his work. A community modder named Chon Kemp had already completed this content independently; Crowbar Collective hired him to bring it into the official release.&lt;br /&gt;
&lt;br /&gt;
In April 2021, Crowbar Collective released a free &#039;&#039;&#039;Xen Museum&#039;&#039;&#039; add-on a virtual museum within the game that documented five years of the Xen development process, showing art, models, and design decisions that didn&#039;t make it into the final game.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; received very positive reviews across both its 2012 mod release and its 2020 full release.&lt;br /&gt;
&lt;br /&gt;
On [[OpenCritic]], the full 2020 release was recommended by &#039;&#039;&#039;100% of critics&#039;&#039;&#039;. &#039;&#039;PC Gamer&#039;&#039; called the project a professional-grade work, praising the redesigned Xen sections in particular as providing more closure than the original game&#039;s ending ever did. &#039;&#039;Eurogamer&#039;&#039; described it as feeling more like an &#039;&#039;&#039;evolution&#039;&#039;&#039; of &#039;&#039;Half-Life&#039;&#039; than a straight remake noting that Crowbar Collective&#039;s decisions to trim tedious sections and expand others made the game feel like what the original might have been with a few more years of development. &#039;&#039;bit-tech&#039;&#039; said that the Xen section alone was &amp;quot;one of my favourite parts of any &#039;&#039;Half-Life&#039;&#039; game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The redesigned Xen received especially strong praise. The original Xen was one of the most widely criticised parts of &#039;&#039;Half-Life&#039;&#039; clunky, abrupt, and underdeveloped. Reviewers who had expected the &#039;&#039;Black Mesa&#039;&#039; version to simply be a cleaned-up version of the same thing found instead a full alien world with its own visual identity, biomes, and structure. The Gonarch&#039;s Lair chapter in particular was praised for turning a brief boss encounter into a full chase sequence across multiple environments.&lt;br /&gt;
&lt;br /&gt;
Dario Casali, a level designer at Valve who worked on all the mainline &#039;&#039;Half-Life&#039;&#039; games, said publicly that while preparing for work on &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; he attempted to replay the original &#039;&#039;Half-Life&#039;&#039; for research. After five hours he gave up and switched to &#039;&#039;Black Mesa&#039;&#039; instead, which he found far more enjoyable.&lt;br /&gt;
&lt;br /&gt;
=== Community Mods ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Mesa&#039;&#039; ships with Steam Workshop support, and the community has produced a range of additional content for it. Notable community releases include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Uplink&#039;&#039;&#039; a remake of the original &#039;&#039;Half-Life: Uplink&#039;&#039; demo, built to match the style and quality of &#039;&#039;Black Mesa&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Black Mesa: Hazard Course&#039;&#039;&#039; a full remake of &#039;&#039;Half-Life&#039;&#039;{{&#039;}}s tutorial chapter, which Crowbar Collective had omitted from the base game. Developed by PSR Digital and released in December 2015, it was eventually added to the Steam Workshop in 2020.&lt;br /&gt;
* &#039;&#039;&#039;Surface Tension Uncut&#039;&#039;&#039; an expansion of the Surface Tension chapter restoring areas that were cut from the original mod release. Eventually officially integrated into the main game.&lt;br /&gt;
* &#039;&#039;&#039;Further Data&#039;&#039;&#039; an alternative remake of the &#039;&#039;Uplink&#039;&#039; demo released in December 2020.&lt;br /&gt;
&lt;br /&gt;
[[Category:2012 video games]]&lt;br /&gt;
[[Category:2020 video games]]&lt;br /&gt;
[[Category:Half-Life (series) games]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:Linux games]]&lt;br /&gt;
[[Category:Source (game engine) games]]&lt;br /&gt;
[[Category:Fan-made video games]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Multiplayer video games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Steam Workshop games]]&lt;br /&gt;
[[Category:Video game remakes]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=51</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=51"/>
		<updated>2026-05-03T21:44:55Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://quantumleapstudios.org QuantumLeap Studios Official Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=First-person_shooter&amp;diff=50</id>
		<title>First-person shooter</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=First-person_shooter&amp;diff=50"/>
		<updated>2026-05-03T21:42:32Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;A video game genre centred on weapon-based combat from a first-person perspective, where you experience the action through the eyes of the protagonist. These games typically focus on fast-paced gunplay, quick reflexes, and spatial awareness within 3D environments&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A video game genre centred on weapon-based combat from a first-person perspective, where you experience the action through the eyes of the protagonist. These games typically focus on fast-paced gunplay, quick reflexes, and spatial awareness within 3D environments&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life:_Alyx&amp;diff=49</id>
		<title>Half-Life: Alyx</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life:_Alyx&amp;diff=49"/>
		<updated>2026-05-03T21:41:13Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Half-Life: Alyx&#039;&#039;&#039;&#039;&#039; is a 2020 [[virtual reality]] first-person shooter developed and published by [[VALVe]]. It is the first full-length entry in the [[Half-Life (series)|&#039;&#039;Half-Life&#039;&#039;]] series since &#039;&#039;[[Half-Life 2]]&#039;&#039; in 2004 and the first new &#039;&#039;Half-Life&#039;&#039; game of any kind since &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. The game is set five years before the events of &#039;&#039;Half-Life 2&#039;&#039; and follows &#039;&#039;&#039;Alyx Vance&#039;&#039;&#039; as she fights through the alien-occupied [[City 17]] to uncover a Combine superweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; requires a [[virtual reality]] headset to play and was built specifically around VR from the ground up not adapted from an existing flat-screen game. It runs on [[Source 2]], Valve&#039;s successor engine to the original [[Source engine|Source]], and supports most PC-compatible VR headsets including the [[Valve Index]], [[HTC Vive]], [[Oculus Rift]], and [[Windows Mixed Reality]] devices. It was given for free to all owners of the Valve Index or its controllers at launch.&lt;br /&gt;
&lt;br /&gt;
The game received widespread critical acclaim, holding a score of 93 on [[Metacritic]] and being recommended by 97% of critics on [[OpenCritic]]. It is widely considered the most complete and ambitious VR game released to date.&lt;br /&gt;
&lt;br /&gt;
== Setting and Characters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; takes place in &#039;&#039;&#039;[[City 17]]&#039;&#039;&#039;, a fictional Eastern European city under the control of the &#039;&#039;&#039;Combine&#039;&#039;&#039; an interdimensional empire that conquered Earth following the Black Mesa incident. The Combine rules through military force, surveillance, and suppression of the remaining human population. A fledgling underground resistance has begun to form.&lt;br /&gt;
&lt;br /&gt;
The main characters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alyx Vance&#039;&#039;&#039; (voiced by Ozioma Akagha) the player character. A 19-year-old who grew up in the shadow of the Combine occupation and has become one of the Resistance&#039;s most capable members alongside her father.&lt;br /&gt;
* &#039;&#039;&#039;Eli Vance&#039;&#039;&#039; (voiced by James Moses Black) Alyx&#039;s father and a founding figure of the Resistance. A brilliant scientist who has kept fighting since the Black Mesa incident.&lt;br /&gt;
* &#039;&#039;&#039;Russell&#039;&#039;&#039; (voiced by Rhys Darby) an inventor and Resistance member who guides Alyx remotely throughout the game via radio. He provides comic relief and builds many of the tools Alyx uses.&lt;br /&gt;
* &#039;&#039;&#039;Gary&#039;&#039;&#039; (voiced by Tony Todd) a vortigaunt living in the quarantine zone. Vortigaunts are alien beings who, though once enslaved by the Combine, broke free and aligned themselves with humanity. Gary is cryptic, perceptive, and plays a significant role in the story.&lt;br /&gt;
* &#039;&#039;&#039;The G-Man&#039;&#039;&#039; a mysterious suited figure who has appeared in every &#039;&#039;Half-Life&#039;&#039; game. His motives, employers, and true nature have never been fully explained. He acts as a recruiter and manipulator operating outside normal time.&lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
&lt;br /&gt;
The game opens with Alyx and Eli being arrested by Combine forces during a crackdown on Resistance activity. Russell breaks Alyx out remotely and warns her that the Combine are planning to move Eli to Nova Prospekt a brutal Combine prison for interrogation.&lt;br /&gt;
&lt;br /&gt;
Alyx sets out through the &#039;&#039;&#039;quarantine zone&#039;&#039;&#039;, a section of City 17 that has been overrun by alien creatures and sealed off. There she meets Gary, the vortigaunt, who asks her to free other vortigaunts being held captive by the Combine to power their facilities. In exchange, Gary shares a grim prophecy: Eli is going to die.&lt;br /&gt;
&lt;br /&gt;
Alyx manages to derail the Combine train carrying Eli before it reaches Nova Prospekt. He is rescued from the wreckage by Gary. While held captive, Eli overheard something important the Combine are not just occupying Earth. They have been building a &#039;&#039;&#039;vault&#039;&#039;&#039; suspended above the city, and whatever is inside it is being treated as something far more significant than a weapon.&lt;br /&gt;
&lt;br /&gt;
Russell and Alyx assume the vault must be holding [[Gordon Freeman]] the physicist who triggered the Black Mesa incident and later disappeared after fighting through the original &#039;&#039;Half-Life&#039;&#039;. Believing she can free him, Alyx fights her way through the city, disabling the power stations keeping the vault aloft. Each station is run by an enslaved vortigaunt. As she frees them, the vortigaunts agree to disable the rest, and the vault comes crashing to the ground.&lt;br /&gt;
&lt;br /&gt;
When Alyx enters the vault and reaches its core, she does not find Gordon Freeman. Instead, she finds &#039;&#039;&#039;the G-Man&#039;&#039;&#039;, who has apparently been imprisoned there by the Combine. In gratitude for being freed, he offers her a reward. Alyx asks him to remove the Combine from Earth entirely. He declines that would not serve his employers&#039; interests. Instead, he shows her a vision of the future: the final scene of &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039;, where Eli is killed by a Combine creature called an Advisor while Alyx watches.&lt;br /&gt;
&lt;br /&gt;
The G-Man offers to let her change it. Alyx agrees. He transports her forward in time to that moment. She kills the Advisor and saves Eli&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Then the G-Man takes her aside. He tells her that his employers have been watching her and that she has proven herself more capable and more useful than [[Gordon Freeman]], with whom the G-Man has grown dissatisfied. Despite Alyx&#039;s protests, he suspends her in stasis the same fate Gordon was subjected to between the first &#039;&#039;Half-Life&#039;&#039; and &#039;&#039;Half-Life 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a post-credits scene, the player briefly controls Gordon Freeman. Eli is alive, but Alyx is gone. Eli knows the G-Man is responsible. Dog a large robot Alyx built brings Gordon his crowbar. Eli hands it to him and says: &#039;&#039;&amp;quot;C&#039;mon, Gordon. We&#039;ve got work to do.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; offers three movement options to accommodate players with different levels of VR comfort:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continuous movement&#039;&#039;&#039; works similarly to a traditional first-person game you move using the thumbstick while your view follows your physical head movement. This gives the strongest sense of immersion but can cause discomfort in players sensitive to VR motion sickness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blink&#039;&#039;&#039; teleports you to a targeted location instantly with no visible transit, which almost entirely eliminates motion sickness at the cost of some immersion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shift&#039;&#039;&#039; is a middle ground it moves you quickly to a target location with a brief visual transition, giving some sense of movement without the full continuous-locomotion effect.&lt;br /&gt;
&lt;br /&gt;
Physical crouching and leaning are always active regardless of movement mode. Ducking behind cover, peeking around corners, and leaning under obstacles are all done with your real body.&lt;br /&gt;
&lt;br /&gt;
=== Gravity Gloves ===&lt;br /&gt;
&lt;br /&gt;
The signature tool of the game is the &#039;&#039;&#039;Gravity Gloves&#039;&#039;&#039; nicknamed &amp;quot;the Russells&amp;quot; after their inventor. They replace the [[Gravity Gun]] from &#039;&#039;[[Half-Life 2]]&#039;&#039; and are adapted specifically for VR. When you spot an object you want, you point at it and flick your wrist. The object flies toward you, and you catch it out of the air. The mechanic was introduced to solve a practical VR problem: bending over to pick things up off the floor breaks immersion and is physically awkward in a headset. The gloves make reaching for objects feel natural and satisfying.&lt;br /&gt;
&lt;br /&gt;
The gloves work on almost everything in the world ammunition, bottles, tools, syringes, batteries, explosive canisters. The act of flicking and catching items becomes a constant part of gameplay, and skilled players use it mid-combat to snatch health or reload items while under fire.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Half-Life: Alyx&#039;&#039; takes full advantage of VR&#039;s physicality. Every weapon must be reloaded manually you eject the magazine, pull a new one from your vest, slot it in, and rack the slide. Under pressure, this process becomes genuinely tense. You can hold a weapon in one hand and use your other hand to interact with the world at the same time.&lt;br /&gt;
&lt;br /&gt;
Enemies include Combine soldiers, who use cover intelligently and coordinate their approach, and a variety of alien creatures. The alien &#039;&#039;&#039;Headcrab&#039;&#039;&#039; a small creature that latches onto faces can be physically grabbed off a victim and thrown. &#039;&#039;&#039;Barnacles&#039;&#039;&#039; hang from ceilings on sticky tongues and pull up whatever they catch; skilled players can use this to their advantage by throwing explosive objects into barnacle tongues. The game&#039;s most famous enemy encounter is a chapter built around &#039;&#039;&#039;Jeff&#039;&#039;&#039;, a large blind creature who navigates entirely by sound. Making any noise dropping an object, bumping a shelf, stepping on glass causes Jeff to investigate. The entire chapter becomes an exercise in careful, deliberate physical movement.&lt;br /&gt;
&lt;br /&gt;
Weapons in the game include a pistol, a shotgun, a submachine gun, and the Gravity Gloves. Ammunition is limited throughout and must be scavenged carefully.&lt;br /&gt;
&lt;br /&gt;
=== Puzzles and Interaction ===&lt;br /&gt;
&lt;br /&gt;
The world of &#039;&#039;Half-Life: Alyx&#039;&#039; is built to be touched. Almost every object can be picked up, turned over, thrown, or interacted with. Drawers open. Bottles roll. Loose papers scatter. The environment responds to the player&#039;s hands in ways that no previous game has replicated at the same scale.&lt;br /&gt;
&lt;br /&gt;
Puzzles frequently involve hacking Combine technology through a tactile minigame where you physically manipulate wires, nodes, or floating objects to solve a circuit or alignment problem. Others require using the environment lobbing objects to distract enemies, stacking things to reach higher areas, or threading shots through narrow gaps. Because everything in the world is physically simulated, solutions that the developers never planned for often work anyway.&lt;br /&gt;
&lt;br /&gt;
Health is managed through syringes found throughout the environment. You physically pick one up and jab it into your wrist.&lt;br /&gt;
&lt;br /&gt;
=== Resin and Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Scattered throughout the game is a material called &#039;&#039;&#039;resin&#039;&#039;&#039;, which can be found hidden in drawers, on shelves, in crates, and in difficult-to-reach spots. Collecting enough resin and bringing it to an upgrade station allows you to permanently improve your weapons things like a laser sight, burst fire, a suppressor, or a grenade launcher attachment. You physically handle the upgrade tools, slotting parts in and tightening them down before the improvement takes effect.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;Half-Life 2: Episode Two&#039;&#039; shipped in 2007, Valve attempted multiple times to develop a continuation of the series. Episode Three was planned but was ultimately cancelled. Valve tried other directions for the franchise, but none of them came together in a way the team found compelling.&lt;br /&gt;
&lt;br /&gt;
In the mid-2010s, Valve began seriously experimenting with virtual reality. They identified a demand for a major, full-length VR game not a tech demo or a short experience, but something with the scope and ambition of a proper release. To figure out which of their franchises would fit best, they built prototypes using assets from different series.&lt;br /&gt;
&lt;br /&gt;
Two franchises made it to serious consideration: &#039;&#039;Half-Life&#039;&#039; and &#039;&#039;[[Portal]]&#039;&#039;. A multiplayer game was ruled out early because of the limited audience it would reach. A fully VR &#039;&#039;Portal&#039;&#039; game was rejected because the series&#039; core mechanic flinging yourself through space at speed was considered likely to cause widespread motion sickness. &#039;&#039;Half-Life&#039;&#039; was chosen because its combination of story, combat, puzzle-solving, and exploration mapped naturally onto what VR does well. The team built an early prototype using &#039;&#039;Half-Life 2&#039;&#039; assets that they expected would take a playtester about 15 minutes to finish. Playtesters were so absorbed in the environment, exploring every corner and interacting with everything they could find, that sessions were running three times longer than expected from the very first build.&lt;br /&gt;
&lt;br /&gt;
Full development began around February 2016 and entered full production later that year. The team working on &#039;&#039;Alyx&#039;&#039; was approximately 80 people the largest single team Valve had ever assembled with around a third of them having worked on earlier &#039;&#039;Half-Life&#039;&#039; games.&lt;br /&gt;
&lt;br /&gt;
=== The Story Rewrite ===&lt;br /&gt;
&lt;br /&gt;
Valve planned to launch &#039;&#039;Alyx&#039;&#039; alongside the [[Valve Index]] headset in summer 2019. Six months before that planned release, they held a company-wide internal playtest. Feedback on the gameplay, level design, and overall experience was overwhelmingly positive. The story, however, was not.&lt;br /&gt;
&lt;br /&gt;
The original narrative was written by Rob Yescombe and was darker and more serious in tone than anything in the previous &#039;&#039;Half-Life&#039;&#039; games described internally as feeling like a grim superhero film. Employees scored it the lowest of any Valve game in the studio&#039;s history. The planned release was pushed back, and Valve brought back two former writers: &#039;&#039;&#039;Erik Wolpaw&#039;&#039;&#039;, who had left Valve to work on &#039;&#039;[[Psychonauts 2]]&#039;&#039;, and &#039;&#039;&#039;Jay Pinkerton&#039;&#039;&#039;. They were joined by &#039;&#039;&#039;Sean Vanaman&#039;&#039;&#039; to rebuild the story from the ground up while keeping the gameplay structure intact.&lt;br /&gt;
&lt;br /&gt;
The new version shifted the tone significantly warmer, with more humor and stronger character relationships, particularly between Alyx and Russell. One of the most important late additions to the story was the twist that the vault doesn&#039;t contain Gordon Freeman but the G-Man an idea developed by writer Sean Vanaman near the end of production. The time-travel ending, where Alyx saves Eli in the future, was suggested by character artist Jim Murray. The team was initially reluctant because it undid the &#039;&#039;Episode Two&#039;&#039; cliffhanger that had been unresolved for over a decade, but they were drawn in by the narrative possibilities it opened.&lt;br /&gt;
&lt;br /&gt;
=== Engine and VR Design ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; is the first major game built on Valve&#039;s [[Source 2]] engine, which had previously only been used for &#039;&#039;Dota 2&#039;&#039; and some smaller tools. Source 2 was rebuilt from the ground up to support the physical simulation and rendering demands of a full VR game.&lt;br /&gt;
&lt;br /&gt;
VR influenced every layer of the design. Level layouts had to account for players crouching, leaning, and moving their arms in physical space. Enemies had to be designed around the fact that a VR player can dodge, duck, and lean in ways a flat-screen player cannot. Pacing had to accommodate the fact that players in VR move more slowly and take longer to do everything because doing things physically takes more time than pressing a button. Valve deliberately chose not to develop a non-VR version of the game, stating that the experience only worked in VR and that trying to adapt it would produce something fundamentally different. They anticipated that the modding community would make a flat-screen version anyway and they were right.&lt;br /&gt;
&lt;br /&gt;
=== Announcement and Release ===&lt;br /&gt;
&lt;br /&gt;
Valve kept development almost entirely secret until November 18, 2019, when they revealed the game&#039;s existence on social media. A full trailer followed on November 21. To build excitement ahead of the release, Valve made all previous &#039;&#039;Half-Life&#039;&#039; games free to download on Steam from January 2020 until &#039;&#039;Alyx&#039;&#039; shipped.&lt;br /&gt;
&lt;br /&gt;
The game was released on March 23, 2020. It was provided at no cost to all owners of the Valve Index or its controllers. A Linux version followed on May 15, 2020, alongside support for the [[Vulkan]] graphics API. On the same date, Valve released the &#039;&#039;&#039;Source 2 mod tools&#039;&#039;&#039; and [[Steam Workshop]] support, giving the community tools to build new levels and content.&lt;br /&gt;
&lt;br /&gt;
In March 2023, community modders released a &#039;&#039;&#039;NoVR&#039;&#039;&#039; mod, allowing players to experience the game without a VR headset using traditional keyboard and mouse controls. While the mod made the game accessible to more players and allowed it to run on devices like the [[Steam Deck]], reviewers who tried it noted that it removed the sense of immediacy and presence that makes the game work, and that mouse-and-keyboard controls could not replicate the physical dexterity of VR controllers.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; received near-universal acclaim. On [[Metacritic]], it holds a score of 93 out of 100. On [[OpenCritic]], 97% of critics recommended it.&lt;br /&gt;
&lt;br /&gt;
Reviewers praised the game for its physical interactivity, its environmental detail, and for demonstrating what a full-budget VR game could be. Many described it as a turning point for the medium proof that VR could support a complete, polished, story-driven game rather than just short experiences and tech demos. The tactile world, where almost every object responds to touch, was frequently singled out as something no other VR game had matched.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Jeff chapter&#039;&#039;&#039; received particular praise as one of the most inventive stealth encounters in recent memory a puzzle built entirely around sound and physical care, where making any noise brings disaster.&lt;br /&gt;
&lt;br /&gt;
The ending was seen as a bold and unexpected move. For players who had followed the series since the original &#039;&#039;Half-Life&#039;&#039;, the post-credits scene Eli handing Gordon Freeman his crowbar and saying &amp;quot;we&#039;ve got work to do&amp;quot; was an emotional moment felt most powerfully in VR, where picking up the crowbar is something you physically reach out and do.&lt;br /&gt;
&lt;br /&gt;
Some criticism was directed at the requirement for a VR headset, which limited the potential audience significantly, as well as the relatively high cost of PC VR hardware at the time of release. A small number of reviewers also noted that the game ends just as the story is really getting started, leaving the broader Half-Life narrative unresolved.&lt;br /&gt;
&lt;br /&gt;
=== Awards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; won numerous awards following its release, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game of the Year&#039;&#039;&#039; Golden Joystick Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Best VR/AR Game&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Best Score/Music&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Innovation in Accessibility&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;PC Game of the Year&#039;&#039;&#039; BAFTA Games Awards 2021&lt;br /&gt;
* &#039;&#039;&#039;Best VR Game&#039;&#039;&#039; BAFTA Games Awards 2021&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Valve shipped &#039;&#039;Half-Life: Alyx&#039;&#039; with a full set of Source 2 level-building tools and Steam Workshop support, actively encouraging community-made content. The updated &#039;&#039;&#039;[[Valve Hammer Editor|Hammer]]&#039;&#039;&#039; level editor included all of the game&#039;s VR gameplay components, allowing modders to create new environments with the same physical simulation and enemy AI as the base game.&lt;br /&gt;
&lt;br /&gt;
The modding community has produced a wide range of content new story campaigns, recreations of levels from earlier &#039;&#039;Half-Life&#039;&#039; games rebuilt for VR, custom challenge maps, and the NoVR mod that allows flat-screen play. Several fan-made campaigns have been praised as approaching the quality of the base game.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life:_Alyx&amp;diff=48</id>
		<title>Half-Life: Alyx</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life:_Alyx&amp;diff=48"/>
		<updated>2026-05-03T21:40:56Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Half-Life: Alyx&#039;&#039;&#039;&#039;&#039; is a 2020 [[virtual reality]] first-person shooter developed and published by [[VALVe]]. It is the first full-length entry in the [[Half-Life (series)|&#039;&#039;Half-Life&#039;&#039;]] series since &#039;&#039;[[Half-Life 2]]&#039;&#039; in 2004 and the first new &#039;&#039;Half-Life&#039;&#039; game of any kind since &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. The game is set five years before the events of &#039;&#039;Half-Life 2&#039;&#039; and follows &#039;&#039;&#039;Alyx Vance&#039;&#039;&#039; as she fights through the alien-occupied [[City 17]] to uncover a Combine superweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; requires a [[virtual reality]] headset to play and was built specifically around VR from the ground up not adapted from an existing flat-screen game. It runs on [[Source 2]], Valve&#039;s successor engine to the original [[Source engine|Source]], and supports most PC-compatible VR headsets including the [[Valve Index]], [[HTC Vive]], [[Oculus Rift]], and [[Windows Mixed Reality]] devices. It was given for free to all owners of the Valve Index or its controllers at launch.&lt;br /&gt;
&lt;br /&gt;
The game received widespread critical acclaim, holding a score of 93 on [[Metacritic]] and being recommended by 97% of critics on [[OpenCritic]]. It is widely considered the most complete and ambitious VR game released to date.&lt;br /&gt;
&lt;br /&gt;
== Setting and Characters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; takes place in &#039;&#039;&#039;[[City 17]]&#039;&#039;&#039;, a fictional Eastern European city under the control of the &#039;&#039;&#039;Combine&#039;&#039;&#039; an interdimensional empire that conquered Earth following the Black Mesa incident. The Combine rules through military force, surveillance, and suppression of the remaining human population. A fledgling underground resistance has begun to form.&lt;br /&gt;
&lt;br /&gt;
The main characters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alyx Vance&#039;&#039;&#039; (voiced by Ozioma Akagha) the player character. A 19-year-old who grew up in the shadow of the Combine occupation and has become one of the Resistance&#039;s most capable members alongside her father.&lt;br /&gt;
* &#039;&#039;&#039;Eli Vance&#039;&#039;&#039; (voiced by James Moses Black) Alyx&#039;s father and a founding figure of the Resistance. A brilliant scientist who has kept fighting since the Black Mesa incident.&lt;br /&gt;
* &#039;&#039;&#039;Russell&#039;&#039;&#039; (voiced by Rhys Darby) an inventor and Resistance member who guides Alyx remotely throughout the game via radio. He provides comic relief and builds many of the tools Alyx uses.&lt;br /&gt;
* &#039;&#039;&#039;Gary&#039;&#039;&#039; (voiced by Tony Todd) a vortigaunt living in the quarantine zone. Vortigaunts are alien beings who, though once enslaved by the Combine, broke free and aligned themselves with humanity. Gary is cryptic, perceptive, and plays a significant role in the story.&lt;br /&gt;
* &#039;&#039;&#039;The G-Man&#039;&#039;&#039; a mysterious suited figure who has appeared in every &#039;&#039;Half-Life&#039;&#039; game. His motives, employers, and true nature have never been fully explained. He acts as a recruiter and manipulator operating outside normal time.&lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
The game opens with Alyx and Eli being arrested by Combine forces during a crackdown on Resistance activity. Russell breaks Alyx out remotely and warns her that the Combine are planning to move Eli to Nova Prospekt a brutal Combine prison for interrogation.&lt;br /&gt;
&lt;br /&gt;
Alyx sets out through the &#039;&#039;&#039;quarantine zone&#039;&#039;&#039;, a section of City 17 that has been overrun by alien creatures and sealed off. There she meets Gary, the vortigaunt, who asks her to free other vortigaunts being held captive by the Combine to power their facilities. In exchange, Gary shares a grim prophecy: Eli is going to die.&lt;br /&gt;
&lt;br /&gt;
Alyx manages to derail the Combine train carrying Eli before it reaches Nova Prospekt. He is rescued from the wreckage by Gary. While held captive, Eli overheard something important the Combine are not just occupying Earth. They have been building a &#039;&#039;&#039;vault&#039;&#039;&#039; suspended above the city, and whatever is inside it is being treated as something far more significant than a weapon.&lt;br /&gt;
&lt;br /&gt;
Russell and Alyx assume the vault must be holding [[Gordon Freeman]] the physicist who triggered the Black Mesa incident and later disappeared after fighting through the original &#039;&#039;Half-Life&#039;&#039;. Believing she can free him, Alyx fights her way through the city, disabling the power stations keeping the vault aloft. Each station is run by an enslaved vortigaunt. As she frees them, the vortigaunts agree to disable the rest, and the vault comes crashing to the ground.&lt;br /&gt;
&lt;br /&gt;
When Alyx enters the vault and reaches its core, she does not find Gordon Freeman. Instead, she finds &#039;&#039;&#039;the G-Man&#039;&#039;&#039;, who has apparently been imprisoned there by the Combine. In gratitude for being freed, he offers her a reward. Alyx asks him to remove the Combine from Earth entirely. He declines that would not serve his employers&#039; interests. Instead, he shows her a vision of the future: the final scene of &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039;, where Eli is killed by a Combine creature called an Advisor while Alyx watches.&lt;br /&gt;
&lt;br /&gt;
The G-Man offers to let her change it. Alyx agrees. He transports her forward in time to that moment. She kills the Advisor and saves Eli&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Then the G-Man takes her aside. He tells her that his employers have been watching her and that she has proven herself more capable and more useful than [[Gordon Freeman]], with whom the G-Man has grown dissatisfied. Despite Alyx&#039;s protests, he suspends her in stasis the same fate Gordon was subjected to between the first &#039;&#039;Half-Life&#039;&#039; and &#039;&#039;Half-Life 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a post-credits scene, the player briefly controls Gordon Freeman. Eli is alive, but Alyx is gone. Eli knows the G-Man is responsible. Dog a large robot Alyx built brings Gordon his crowbar. Eli hands it to him and says: &#039;&#039;&amp;quot;C&#039;mon, Gordon. We&#039;ve got work to do.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Endspoiler}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; offers three movement options to accommodate players with different levels of VR comfort:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continuous movement&#039;&#039;&#039; works similarly to a traditional first-person game you move using the thumbstick while your view follows your physical head movement. This gives the strongest sense of immersion but can cause discomfort in players sensitive to VR motion sickness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blink&#039;&#039;&#039; teleports you to a targeted location instantly with no visible transit, which almost entirely eliminates motion sickness at the cost of some immersion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shift&#039;&#039;&#039; is a middle ground it moves you quickly to a target location with a brief visual transition, giving some sense of movement without the full continuous-locomotion effect.&lt;br /&gt;
&lt;br /&gt;
Physical crouching and leaning are always active regardless of movement mode. Ducking behind cover, peeking around corners, and leaning under obstacles are all done with your real body.&lt;br /&gt;
&lt;br /&gt;
=== Gravity Gloves ===&lt;br /&gt;
&lt;br /&gt;
The signature tool of the game is the &#039;&#039;&#039;Gravity Gloves&#039;&#039;&#039; nicknamed &amp;quot;the Russells&amp;quot; after their inventor. They replace the [[Gravity Gun]] from &#039;&#039;[[Half-Life 2]]&#039;&#039; and are adapted specifically for VR. When you spot an object you want, you point at it and flick your wrist. The object flies toward you, and you catch it out of the air. The mechanic was introduced to solve a practical VR problem: bending over to pick things up off the floor breaks immersion and is physically awkward in a headset. The gloves make reaching for objects feel natural and satisfying.&lt;br /&gt;
&lt;br /&gt;
The gloves work on almost everything in the world ammunition, bottles, tools, syringes, batteries, explosive canisters. The act of flicking and catching items becomes a constant part of gameplay, and skilled players use it mid-combat to snatch health or reload items while under fire.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Combat in &#039;&#039;Half-Life: Alyx&#039;&#039; takes full advantage of VR&#039;s physicality. Every weapon must be reloaded manually you eject the magazine, pull a new one from your vest, slot it in, and rack the slide. Under pressure, this process becomes genuinely tense. You can hold a weapon in one hand and use your other hand to interact with the world at the same time.&lt;br /&gt;
&lt;br /&gt;
Enemies include Combine soldiers, who use cover intelligently and coordinate their approach, and a variety of alien creatures. The alien &#039;&#039;&#039;Headcrab&#039;&#039;&#039; a small creature that latches onto faces can be physically grabbed off a victim and thrown. &#039;&#039;&#039;Barnacles&#039;&#039;&#039; hang from ceilings on sticky tongues and pull up whatever they catch; skilled players can use this to their advantage by throwing explosive objects into barnacle tongues. The game&#039;s most famous enemy encounter is a chapter built around &#039;&#039;&#039;Jeff&#039;&#039;&#039;, a large blind creature who navigates entirely by sound. Making any noise dropping an object, bumping a shelf, stepping on glass causes Jeff to investigate. The entire chapter becomes an exercise in careful, deliberate physical movement.&lt;br /&gt;
&lt;br /&gt;
Weapons in the game include a pistol, a shotgun, a submachine gun, and the Gravity Gloves. Ammunition is limited throughout and must be scavenged carefully.&lt;br /&gt;
&lt;br /&gt;
=== Puzzles and Interaction ===&lt;br /&gt;
&lt;br /&gt;
The world of &#039;&#039;Half-Life: Alyx&#039;&#039; is built to be touched. Almost every object can be picked up, turned over, thrown, or interacted with. Drawers open. Bottles roll. Loose papers scatter. The environment responds to the player&#039;s hands in ways that no previous game has replicated at the same scale.&lt;br /&gt;
&lt;br /&gt;
Puzzles frequently involve hacking Combine technology through a tactile minigame where you physically manipulate wires, nodes, or floating objects to solve a circuit or alignment problem. Others require using the environment lobbing objects to distract enemies, stacking things to reach higher areas, or threading shots through narrow gaps. Because everything in the world is physically simulated, solutions that the developers never planned for often work anyway.&lt;br /&gt;
&lt;br /&gt;
Health is managed through syringes found throughout the environment. You physically pick one up and jab it into your wrist.&lt;br /&gt;
&lt;br /&gt;
=== Resin and Upgrades ===&lt;br /&gt;
&lt;br /&gt;
Scattered throughout the game is a material called &#039;&#039;&#039;resin&#039;&#039;&#039;, which can be found hidden in drawers, on shelves, in crates, and in difficult-to-reach spots. Collecting enough resin and bringing it to an upgrade station allows you to permanently improve your weapons things like a laser sight, burst fire, a suppressor, or a grenade launcher attachment. You physically handle the upgrade tools, slotting parts in and tightening them down before the improvement takes effect.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
After &#039;&#039;Half-Life 2: Episode Two&#039;&#039; shipped in 2007, Valve attempted multiple times to develop a continuation of the series. Episode Three was planned but was ultimately cancelled. Valve tried other directions for the franchise, but none of them came together in a way the team found compelling.&lt;br /&gt;
&lt;br /&gt;
In the mid-2010s, Valve began seriously experimenting with virtual reality. They identified a demand for a major, full-length VR game not a tech demo or a short experience, but something with the scope and ambition of a proper release. To figure out which of their franchises would fit best, they built prototypes using assets from different series.&lt;br /&gt;
&lt;br /&gt;
Two franchises made it to serious consideration: &#039;&#039;Half-Life&#039;&#039; and &#039;&#039;[[Portal]]&#039;&#039;. A multiplayer game was ruled out early because of the limited audience it would reach. A fully VR &#039;&#039;Portal&#039;&#039; game was rejected because the series&#039; core mechanic flinging yourself through space at speed was considered likely to cause widespread motion sickness. &#039;&#039;Half-Life&#039;&#039; was chosen because its combination of story, combat, puzzle-solving, and exploration mapped naturally onto what VR does well. The team built an early prototype using &#039;&#039;Half-Life 2&#039;&#039; assets that they expected would take a playtester about 15 minutes to finish. Playtesters were so absorbed in the environment, exploring every corner and interacting with everything they could find, that sessions were running three times longer than expected from the very first build.&lt;br /&gt;
&lt;br /&gt;
Full development began around February 2016 and entered full production later that year. The team working on &#039;&#039;Alyx&#039;&#039; was approximately 80 people the largest single team Valve had ever assembled with around a third of them having worked on earlier &#039;&#039;Half-Life&#039;&#039; games.&lt;br /&gt;
&lt;br /&gt;
=== The Story Rewrite ===&lt;br /&gt;
&lt;br /&gt;
Valve planned to launch &#039;&#039;Alyx&#039;&#039; alongside the [[Valve Index]] headset in summer 2019. Six months before that planned release, they held a company-wide internal playtest. Feedback on the gameplay, level design, and overall experience was overwhelmingly positive. The story, however, was not.&lt;br /&gt;
&lt;br /&gt;
The original narrative was written by Rob Yescombe and was darker and more serious in tone than anything in the previous &#039;&#039;Half-Life&#039;&#039; games described internally as feeling like a grim superhero film. Employees scored it the lowest of any Valve game in the studio&#039;s history. The planned release was pushed back, and Valve brought back two former writers: &#039;&#039;&#039;Erik Wolpaw&#039;&#039;&#039;, who had left Valve to work on &#039;&#039;[[Psychonauts 2]]&#039;&#039;, and &#039;&#039;&#039;Jay Pinkerton&#039;&#039;&#039;. They were joined by &#039;&#039;&#039;Sean Vanaman&#039;&#039;&#039; to rebuild the story from the ground up while keeping the gameplay structure intact.&lt;br /&gt;
&lt;br /&gt;
The new version shifted the tone significantly warmer, with more humor and stronger character relationships, particularly between Alyx and Russell. One of the most important late additions to the story was the twist that the vault doesn&#039;t contain Gordon Freeman but the G-Man an idea developed by writer Sean Vanaman near the end of production. The time-travel ending, where Alyx saves Eli in the future, was suggested by character artist Jim Murray. The team was initially reluctant because it undid the &#039;&#039;Episode Two&#039;&#039; cliffhanger that had been unresolved for over a decade, but they were drawn in by the narrative possibilities it opened.&lt;br /&gt;
&lt;br /&gt;
=== Engine and VR Design ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; is the first major game built on Valve&#039;s [[Source 2]] engine, which had previously only been used for &#039;&#039;Dota 2&#039;&#039; and some smaller tools. Source 2 was rebuilt from the ground up to support the physical simulation and rendering demands of a full VR game.&lt;br /&gt;
&lt;br /&gt;
VR influenced every layer of the design. Level layouts had to account for players crouching, leaning, and moving their arms in physical space. Enemies had to be designed around the fact that a VR player can dodge, duck, and lean in ways a flat-screen player cannot. Pacing had to accommodate the fact that players in VR move more slowly and take longer to do everything because doing things physically takes more time than pressing a button. Valve deliberately chose not to develop a non-VR version of the game, stating that the experience only worked in VR and that trying to adapt it would produce something fundamentally different. They anticipated that the modding community would make a flat-screen version anyway and they were right.&lt;br /&gt;
&lt;br /&gt;
=== Announcement and Release ===&lt;br /&gt;
&lt;br /&gt;
Valve kept development almost entirely secret until November 18, 2019, when they revealed the game&#039;s existence on social media. A full trailer followed on November 21. To build excitement ahead of the release, Valve made all previous &#039;&#039;Half-Life&#039;&#039; games free to download on Steam from January 2020 until &#039;&#039;Alyx&#039;&#039; shipped.&lt;br /&gt;
&lt;br /&gt;
The game was released on March 23, 2020. It was provided at no cost to all owners of the Valve Index or its controllers. A Linux version followed on May 15, 2020, alongside support for the [[Vulkan]] graphics API. On the same date, Valve released the &#039;&#039;&#039;Source 2 mod tools&#039;&#039;&#039; and [[Steam Workshop]] support, giving the community tools to build new levels and content.&lt;br /&gt;
&lt;br /&gt;
In March 2023, community modders released a &#039;&#039;&#039;NoVR&#039;&#039;&#039; mod, allowing players to experience the game without a VR headset using traditional keyboard and mouse controls. While the mod made the game accessible to more players and allowed it to run on devices like the [[Steam Deck]], reviewers who tried it noted that it removed the sense of immediacy and presence that makes the game work, and that mouse-and-keyboard controls could not replicate the physical dexterity of VR controllers.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; received near-universal acclaim. On [[Metacritic]], it holds a score of 93 out of 100. On [[OpenCritic]], 97% of critics recommended it.&lt;br /&gt;
&lt;br /&gt;
Reviewers praised the game for its physical interactivity, its environmental detail, and for demonstrating what a full-budget VR game could be. Many described it as a turning point for the medium proof that VR could support a complete, polished, story-driven game rather than just short experiences and tech demos. The tactile world, where almost every object responds to touch, was frequently singled out as something no other VR game had matched.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Jeff chapter&#039;&#039;&#039; received particular praise as one of the most inventive stealth encounters in recent memory a puzzle built entirely around sound and physical care, where making any noise brings disaster.&lt;br /&gt;
&lt;br /&gt;
The ending was seen as a bold and unexpected move. For players who had followed the series since the original &#039;&#039;Half-Life&#039;&#039;, the post-credits scene Eli handing Gordon Freeman his crowbar and saying &amp;quot;we&#039;ve got work to do&amp;quot; was an emotional moment felt most powerfully in VR, where picking up the crowbar is something you physically reach out and do.&lt;br /&gt;
&lt;br /&gt;
Some criticism was directed at the requirement for a VR headset, which limited the potential audience significantly, as well as the relatively high cost of PC VR hardware at the time of release. A small number of reviewers also noted that the game ends just as the story is really getting started, leaving the broader Half-Life narrative unresolved.&lt;br /&gt;
&lt;br /&gt;
=== Awards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; won numerous awards following its release, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Game of the Year&#039;&#039;&#039; Golden Joystick Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Best VR/AR Game&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Best Score/Music&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Innovation in Accessibility&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;PC Game of the Year&#039;&#039;&#039; BAFTA Games Awards 2021&lt;br /&gt;
* &#039;&#039;&#039;Best VR Game&#039;&#039;&#039; BAFTA Games Awards 2021&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Valve shipped &#039;&#039;Half-Life: Alyx&#039;&#039; with a full set of Source 2 level-building tools and Steam Workshop support, actively encouraging community-made content. The updated &#039;&#039;&#039;[[Valve Hammer Editor|Hammer]]&#039;&#039;&#039; level editor included all of the game&#039;s VR gameplay components, allowing modders to create new environments with the same physical simulation and enemy AI as the base game.&lt;br /&gt;
&lt;br /&gt;
The modding community has produced a wide range of content new story campaigns, recreations of levels from earlier &#039;&#039;Half-Life&#039;&#039; games rebuilt for VR, custom challenge maps, and the NoVR mod that allows flat-screen play. Several fan-made campaigns have been praised as approaching the quality of the base game.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life:_Alyx&amp;diff=47</id>
		<title>Half-Life: Alyx</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life:_Alyx&amp;diff=47"/>
		<updated>2026-05-03T21:40:38Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;{{Infobox video game | title = Half-Life: Alyx | image = | developer = Valve | publisher = Valve | series = &amp;#039;&amp;#039;Half-Life&amp;#039;&amp;#039; | engine = Source 2 | platforms = Windows, Linux | released = March 23, 2020 (Windows)&amp;lt;br&amp;gt;May 15, 2020 (Linux) | genre = First-person shooter, Virtual reality | modes = Single-player | writer = Erik Wolpaw, Jay Pinkerton, Sean Vanaman }}  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Half-Life: Alyx&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox video game&lt;br /&gt;
| title = Half-Life: Alyx&lt;br /&gt;
| image =&lt;br /&gt;
| developer = [[Valve Corporation|Valve]]&lt;br /&gt;
| publisher = [[Valve Corporation|Valve]]&lt;br /&gt;
| series = &#039;&#039;[[Half-Life (series)|Half-Life]]&#039;&#039;&lt;br /&gt;
| engine = [[Source 2]]&lt;br /&gt;
| platforms = [[Windows]], [[Linux]]&lt;br /&gt;
| released = March 23, 2020 (Windows)&amp;lt;br&amp;gt;May 15, 2020 (Linux)&lt;br /&gt;
| genre = [[First-person shooter]], [[Virtual reality]]&lt;br /&gt;
| modes = [[Single-player]]&lt;br /&gt;
| writer = Erik Wolpaw, Jay Pinkerton, Sean Vanaman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Half-Life: Alyx&#039;&#039;&#039;&#039;&#039; is a 2020 [[virtual reality]] first-person shooter developed and published by [[Valve Corporation|Valve]]. It is the first full-length entry in the [[Half-Life (series)|&#039;&#039;Half-Life&#039;&#039;]] series since &#039;&#039;[[Half-Life 2]]&#039;&#039; in 2004 and the first new &#039;&#039;Half-Life&#039;&#039; game of any kind since &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. The game is set five years before the events of &#039;&#039;Half-Life 2&#039;&#039; and follows &#039;&#039;&#039;Alyx Vance&#039;&#039;&#039; as she fights through the alien-occupied [[City 17]] to uncover a Combine superweapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life: Alyx&#039;&#039; requires a [[virtual reality]] headset to play and was built specifically around VR from the ground up not adapted from an existing flat-screen game. It runs on [[Source 2]], Valve&#039;s successor engine to the original [[Source engine|Source]], and supports most PC-compatible VR headsets including the [[Valve Index]], [[HTC Vive]], [[Oculus Rift]], and [[Windows Mixed Reality]] devices. It was given for free to all owners of the Valve Index or its controllers at launch.&lt;br /&gt;
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The game received widespread critical acclaim, holding a score of 93 on [[Metacritic]] and being recommended by 97% of critics on [[OpenCritic]]. It is widely considered the most complete and ambitious VR game released to date.&lt;br /&gt;
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== Setting and Characters ==&lt;br /&gt;
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&#039;&#039;Half-Life: Alyx&#039;&#039; takes place in &#039;&#039;&#039;[[City 17]]&#039;&#039;&#039;, a fictional Eastern European city under the control of the &#039;&#039;&#039;Combine&#039;&#039;&#039; an interdimensional empire that conquered Earth following the Black Mesa incident. The Combine rules through military force, surveillance, and suppression of the remaining human population. A fledgling underground resistance has begun to form.&lt;br /&gt;
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The main characters are:&lt;br /&gt;
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* &#039;&#039;&#039;Alyx Vance&#039;&#039;&#039; (voiced by Ozioma Akagha) the player character. A 19-year-old who grew up in the shadow of the Combine occupation and has become one of the Resistance&#039;s most capable members alongside her father.&lt;br /&gt;
* &#039;&#039;&#039;Eli Vance&#039;&#039;&#039; (voiced by James Moses Black) Alyx&#039;s father and a founding figure of the Resistance. A brilliant scientist who has kept fighting since the Black Mesa incident.&lt;br /&gt;
* &#039;&#039;&#039;Russell&#039;&#039;&#039; (voiced by Rhys Darby) an inventor and Resistance member who guides Alyx remotely throughout the game via radio. He provides comic relief and builds many of the tools Alyx uses.&lt;br /&gt;
* &#039;&#039;&#039;Gary&#039;&#039;&#039; (voiced by Tony Todd) a vortigaunt living in the quarantine zone. Vortigaunts are alien beings who, though once enslaved by the Combine, broke free and aligned themselves with humanity. Gary is cryptic, perceptive, and plays a significant role in the story.&lt;br /&gt;
* &#039;&#039;&#039;The G-Man&#039;&#039;&#039; a mysterious suited figure who has appeared in every &#039;&#039;Half-Life&#039;&#039; game. His motives, employers, and true nature have never been fully explained. He acts as a recruiter and manipulator operating outside normal time.&lt;br /&gt;
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== Plot ==&lt;br /&gt;
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{{Spoiler}}&lt;br /&gt;
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The game opens with Alyx and Eli being arrested by Combine forces during a crackdown on Resistance activity. Russell breaks Alyx out remotely and warns her that the Combine are planning to move Eli to Nova Prospekt a brutal Combine prison for interrogation.&lt;br /&gt;
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Alyx sets out through the &#039;&#039;&#039;quarantine zone&#039;&#039;&#039;, a section of City 17 that has been overrun by alien creatures and sealed off. There she meets Gary, the vortigaunt, who asks her to free other vortigaunts being held captive by the Combine to power their facilities. In exchange, Gary shares a grim prophecy: Eli is going to die.&lt;br /&gt;
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Alyx manages to derail the Combine train carrying Eli before it reaches Nova Prospekt. He is rescued from the wreckage by Gary. While held captive, Eli overheard something important the Combine are not just occupying Earth. They have been building a &#039;&#039;&#039;vault&#039;&#039;&#039; suspended above the city, and whatever is inside it is being treated as something far more significant than a weapon.&lt;br /&gt;
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Russell and Alyx assume the vault must be holding [[Gordon Freeman]] the physicist who triggered the Black Mesa incident and later disappeared after fighting through the original &#039;&#039;Half-Life&#039;&#039;. Believing she can free him, Alyx fights her way through the city, disabling the power stations keeping the vault aloft. Each station is run by an enslaved vortigaunt. As she frees them, the vortigaunts agree to disable the rest, and the vault comes crashing to the ground.&lt;br /&gt;
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When Alyx enters the vault and reaches its core, she does not find Gordon Freeman. Instead, she finds &#039;&#039;&#039;the G-Man&#039;&#039;&#039;, who has apparently been imprisoned there by the Combine. In gratitude for being freed, he offers her a reward. Alyx asks him to remove the Combine from Earth entirely. He declines that would not serve his employers&#039; interests. Instead, he shows her a vision of the future: the final scene of &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039;, where Eli is killed by a Combine creature called an Advisor while Alyx watches.&lt;br /&gt;
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The G-Man offers to let her change it. Alyx agrees. He transports her forward in time to that moment. She kills the Advisor and saves Eli&#039;s life.&lt;br /&gt;
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Then the G-Man takes her aside. He tells her that his employers have been watching her and that she has proven herself more capable and more useful than [[Gordon Freeman]], with whom the G-Man has grown dissatisfied. Despite Alyx&#039;s protests, he suspends her in stasis the same fate Gordon was subjected to between the first &#039;&#039;Half-Life&#039;&#039; and &#039;&#039;Half-Life 2&#039;&#039;.&lt;br /&gt;
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In a post-credits scene, the player briefly controls Gordon Freeman. Eli is alive, but Alyx is gone. Eli knows the G-Man is responsible. Dog a large robot Alyx built brings Gordon his crowbar. Eli hands it to him and says: &#039;&#039;&amp;quot;C&#039;mon, Gordon. We&#039;ve got work to do.&amp;quot;&#039;&#039;&lt;br /&gt;
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{{Endspoiler}}&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
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=== Movement ===&lt;br /&gt;
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&#039;&#039;Half-Life: Alyx&#039;&#039; offers three movement options to accommodate players with different levels of VR comfort:&lt;br /&gt;
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&#039;&#039;&#039;Continuous movement&#039;&#039;&#039; works similarly to a traditional first-person game you move using the thumbstick while your view follows your physical head movement. This gives the strongest sense of immersion but can cause discomfort in players sensitive to VR motion sickness.&lt;br /&gt;
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&#039;&#039;&#039;Blink&#039;&#039;&#039; teleports you to a targeted location instantly with no visible transit, which almost entirely eliminates motion sickness at the cost of some immersion.&lt;br /&gt;
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&#039;&#039;&#039;Shift&#039;&#039;&#039; is a middle ground it moves you quickly to a target location with a brief visual transition, giving some sense of movement without the full continuous-locomotion effect.&lt;br /&gt;
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Physical crouching and leaning are always active regardless of movement mode. Ducking behind cover, peeking around corners, and leaning under obstacles are all done with your real body.&lt;br /&gt;
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=== Gravity Gloves ===&lt;br /&gt;
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The signature tool of the game is the &#039;&#039;&#039;Gravity Gloves&#039;&#039;&#039; nicknamed &amp;quot;the Russells&amp;quot; after their inventor. They replace the [[Gravity Gun]] from &#039;&#039;[[Half-Life 2]]&#039;&#039; and are adapted specifically for VR. When you spot an object you want, you point at it and flick your wrist. The object flies toward you, and you catch it out of the air. The mechanic was introduced to solve a practical VR problem: bending over to pick things up off the floor breaks immersion and is physically awkward in a headset. The gloves make reaching for objects feel natural and satisfying.&lt;br /&gt;
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The gloves work on almost everything in the world ammunition, bottles, tools, syringes, batteries, explosive canisters. The act of flicking and catching items becomes a constant part of gameplay, and skilled players use it mid-combat to snatch health or reload items while under fire.&lt;br /&gt;
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=== Combat ===&lt;br /&gt;
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Combat in &#039;&#039;Half-Life: Alyx&#039;&#039; takes full advantage of VR&#039;s physicality. Every weapon must be reloaded manually you eject the magazine, pull a new one from your vest, slot it in, and rack the slide. Under pressure, this process becomes genuinely tense. You can hold a weapon in one hand and use your other hand to interact with the world at the same time.&lt;br /&gt;
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Enemies include Combine soldiers, who use cover intelligently and coordinate their approach, and a variety of alien creatures. The alien &#039;&#039;&#039;Headcrab&#039;&#039;&#039; a small creature that latches onto faces can be physically grabbed off a victim and thrown. &#039;&#039;&#039;Barnacles&#039;&#039;&#039; hang from ceilings on sticky tongues and pull up whatever they catch; skilled players can use this to their advantage by throwing explosive objects into barnacle tongues. The game&#039;s most famous enemy encounter is a chapter built around &#039;&#039;&#039;Jeff&#039;&#039;&#039;, a large blind creature who navigates entirely by sound. Making any noise dropping an object, bumping a shelf, stepping on glass causes Jeff to investigate. The entire chapter becomes an exercise in careful, deliberate physical movement.&lt;br /&gt;
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Weapons in the game include a pistol, a shotgun, a submachine gun, and the Gravity Gloves. Ammunition is limited throughout and must be scavenged carefully.&lt;br /&gt;
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=== Puzzles and Interaction ===&lt;br /&gt;
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The world of &#039;&#039;Half-Life: Alyx&#039;&#039; is built to be touched. Almost every object can be picked up, turned over, thrown, or interacted with. Drawers open. Bottles roll. Loose papers scatter. The environment responds to the player&#039;s hands in ways that no previous game has replicated at the same scale.&lt;br /&gt;
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Puzzles frequently involve hacking Combine technology through a tactile minigame where you physically manipulate wires, nodes, or floating objects to solve a circuit or alignment problem. Others require using the environment lobbing objects to distract enemies, stacking things to reach higher areas, or threading shots through narrow gaps. Because everything in the world is physically simulated, solutions that the developers never planned for often work anyway.&lt;br /&gt;
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Health is managed through syringes found throughout the environment. You physically pick one up and jab it into your wrist.&lt;br /&gt;
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=== Resin and Upgrades ===&lt;br /&gt;
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Scattered throughout the game is a material called &#039;&#039;&#039;resin&#039;&#039;&#039;, which can be found hidden in drawers, on shelves, in crates, and in difficult-to-reach spots. Collecting enough resin and bringing it to an upgrade station allows you to permanently improve your weapons things like a laser sight, burst fire, a suppressor, or a grenade launcher attachment. You physically handle the upgrade tools, slotting parts in and tightening them down before the improvement takes effect.&lt;br /&gt;
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== Development ==&lt;br /&gt;
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=== Origins ===&lt;br /&gt;
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After &#039;&#039;Half-Life 2: Episode Two&#039;&#039; shipped in 2007, Valve attempted multiple times to develop a continuation of the series. Episode Three was planned but was ultimately cancelled. Valve tried other directions for the franchise, but none of them came together in a way the team found compelling.&lt;br /&gt;
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In the mid-2010s, Valve began seriously experimenting with virtual reality. They identified a demand for a major, full-length VR game not a tech demo or a short experience, but something with the scope and ambition of a proper release. To figure out which of their franchises would fit best, they built prototypes using assets from different series.&lt;br /&gt;
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Two franchises made it to serious consideration: &#039;&#039;Half-Life&#039;&#039; and &#039;&#039;[[Portal]]&#039;&#039;. A multiplayer game was ruled out early because of the limited audience it would reach. A fully VR &#039;&#039;Portal&#039;&#039; game was rejected because the series&#039; core mechanic flinging yourself through space at speed was considered likely to cause widespread motion sickness. &#039;&#039;Half-Life&#039;&#039; was chosen because its combination of story, combat, puzzle-solving, and exploration mapped naturally onto what VR does well. The team built an early prototype using &#039;&#039;Half-Life 2&#039;&#039; assets that they expected would take a playtester about 15 minutes to finish. Playtesters were so absorbed in the environment, exploring every corner and interacting with everything they could find, that sessions were running three times longer than expected from the very first build.&lt;br /&gt;
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Full development began around February 2016 and entered full production later that year. The team working on &#039;&#039;Alyx&#039;&#039; was approximately 80 people the largest single team Valve had ever assembled with around a third of them having worked on earlier &#039;&#039;Half-Life&#039;&#039; games.&lt;br /&gt;
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=== The Story Rewrite ===&lt;br /&gt;
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Valve planned to launch &#039;&#039;Alyx&#039;&#039; alongside the [[Valve Index]] headset in summer 2019. Six months before that planned release, they held a company-wide internal playtest. Feedback on the gameplay, level design, and overall experience was overwhelmingly positive. The story, however, was not.&lt;br /&gt;
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The original narrative was written by Rob Yescombe and was darker and more serious in tone than anything in the previous &#039;&#039;Half-Life&#039;&#039; games described internally as feeling like a grim superhero film. Employees scored it the lowest of any Valve game in the studio&#039;s history. The planned release was pushed back, and Valve brought back two former writers: &#039;&#039;&#039;Erik Wolpaw&#039;&#039;&#039;, who had left Valve to work on &#039;&#039;[[Psychonauts 2]]&#039;&#039;, and &#039;&#039;&#039;Jay Pinkerton&#039;&#039;&#039;. They were joined by &#039;&#039;&#039;Sean Vanaman&#039;&#039;&#039; to rebuild the story from the ground up while keeping the gameplay structure intact.&lt;br /&gt;
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The new version shifted the tone significantly warmer, with more humor and stronger character relationships, particularly between Alyx and Russell. One of the most important late additions to the story was the twist that the vault doesn&#039;t contain Gordon Freeman but the G-Man an idea developed by writer Sean Vanaman near the end of production. The time-travel ending, where Alyx saves Eli in the future, was suggested by character artist Jim Murray. The team was initially reluctant because it undid the &#039;&#039;Episode Two&#039;&#039; cliffhanger that had been unresolved for over a decade, but they were drawn in by the narrative possibilities it opened.&lt;br /&gt;
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=== Engine and VR Design ===&lt;br /&gt;
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&#039;&#039;Half-Life: Alyx&#039;&#039; is the first major game built on Valve&#039;s [[Source 2]] engine, which had previously only been used for &#039;&#039;Dota 2&#039;&#039; and some smaller tools. Source 2 was rebuilt from the ground up to support the physical simulation and rendering demands of a full VR game.&lt;br /&gt;
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VR influenced every layer of the design. Level layouts had to account for players crouching, leaning, and moving their arms in physical space. Enemies had to be designed around the fact that a VR player can dodge, duck, and lean in ways a flat-screen player cannot. Pacing had to accommodate the fact that players in VR move more slowly and take longer to do everything because doing things physically takes more time than pressing a button. Valve deliberately chose not to develop a non-VR version of the game, stating that the experience only worked in VR and that trying to adapt it would produce something fundamentally different. They anticipated that the modding community would make a flat-screen version anyway and they were right.&lt;br /&gt;
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=== Announcement and Release ===&lt;br /&gt;
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Valve kept development almost entirely secret until November 18, 2019, when they revealed the game&#039;s existence on social media. A full trailer followed on November 21. To build excitement ahead of the release, Valve made all previous &#039;&#039;Half-Life&#039;&#039; games free to download on Steam from January 2020 until &#039;&#039;Alyx&#039;&#039; shipped.&lt;br /&gt;
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The game was released on March 23, 2020. It was provided at no cost to all owners of the Valve Index or its controllers. A Linux version followed on May 15, 2020, alongside support for the [[Vulkan]] graphics API. On the same date, Valve released the &#039;&#039;&#039;Source 2 mod tools&#039;&#039;&#039; and [[Steam Workshop]] support, giving the community tools to build new levels and content.&lt;br /&gt;
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In March 2023, community modders released a &#039;&#039;&#039;NoVR&#039;&#039;&#039; mod, allowing players to experience the game without a VR headset using traditional keyboard and mouse controls. While the mod made the game accessible to more players and allowed it to run on devices like the [[Steam Deck]], reviewers who tried it noted that it removed the sense of immediacy and presence that makes the game work, and that mouse-and-keyboard controls could not replicate the physical dexterity of VR controllers.&lt;br /&gt;
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== Reception ==&lt;br /&gt;
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=== Critical Reception ===&lt;br /&gt;
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&#039;&#039;Half-Life: Alyx&#039;&#039; received near-universal acclaim. On [[Metacritic]], it holds a score of 93 out of 100. On [[OpenCritic]], 97% of critics recommended it.&lt;br /&gt;
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Reviewers praised the game for its physical interactivity, its environmental detail, and for demonstrating what a full-budget VR game could be. Many described it as a turning point for the medium proof that VR could support a complete, polished, story-driven game rather than just short experiences and tech demos. The tactile world, where almost every object responds to touch, was frequently singled out as something no other VR game had matched.&lt;br /&gt;
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The &#039;&#039;&#039;Jeff chapter&#039;&#039;&#039; received particular praise as one of the most inventive stealth encounters in recent memory a puzzle built entirely around sound and physical care, where making any noise brings disaster.&lt;br /&gt;
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The ending was seen as a bold and unexpected move. For players who had followed the series since the original &#039;&#039;Half-Life&#039;&#039;, the post-credits scene Eli handing Gordon Freeman his crowbar and saying &amp;quot;we&#039;ve got work to do&amp;quot; was an emotional moment felt most powerfully in VR, where picking up the crowbar is something you physically reach out and do.&lt;br /&gt;
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Some criticism was directed at the requirement for a VR headset, which limited the potential audience significantly, as well as the relatively high cost of PC VR hardware at the time of release. A small number of reviewers also noted that the game ends just as the story is really getting started, leaving the broader Half-Life narrative unresolved.&lt;br /&gt;
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=== Awards ===&lt;br /&gt;
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&#039;&#039;Half-Life: Alyx&#039;&#039; won numerous awards following its release, including:&lt;br /&gt;
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* &#039;&#039;&#039;Game of the Year&#039;&#039;&#039; Golden Joystick Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Best VR/AR Game&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Best Score/Music&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;Innovation in Accessibility&#039;&#039;&#039; The Game Awards 2020&lt;br /&gt;
* &#039;&#039;&#039;PC Game of the Year&#039;&#039;&#039; BAFTA Games Awards 2021&lt;br /&gt;
* &#039;&#039;&#039;Best VR Game&#039;&#039;&#039; BAFTA Games Awards 2021&lt;br /&gt;
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== Modding ==&lt;br /&gt;
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Valve shipped &#039;&#039;Half-Life: Alyx&#039;&#039; with a full set of Source 2 level-building tools and Steam Workshop support, actively encouraging community-made content. The updated &#039;&#039;&#039;[[Valve Hammer Editor|Hammer]]&#039;&#039;&#039; level editor included all of the game&#039;s VR gameplay components, allowing modders to create new environments with the same physical simulation and enemy AI as the base game.&lt;br /&gt;
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The modding community has produced a wide range of content new story campaigns, recreations of levels from earlier &#039;&#039;Half-Life&#039;&#039; games rebuilt for VR, custom challenge maps, and the NoVR mod that allows flat-screen play. Several fan-made campaigns have been praised as approaching the quality of the base game.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Virtual_reality&amp;diff=46</id>
		<title>Virtual reality</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Virtual_reality&amp;diff=46"/>
		<updated>2026-05-03T21:36:50Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Virtual reality&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;VR&amp;#039;&amp;#039;&amp;#039;) is a technology that puts you inside a computer-generated environment that you can look around and interact with. Instead of watching something on a flat screen, you wear a headset that covers your eyes and fills your vision with a three-dimensional world that responds to your movements. When you turn your head, the view turns with you. When you reach out your hand, a virtual hand reaches out in front of you. The goal is to make you feel...&amp;quot;&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Virtual reality&#039;&#039;&#039; (&#039;&#039;&#039;VR&#039;&#039;&#039;) is a technology that puts you inside a computer-generated environment that you can look around and interact with. Instead of watching something on a flat screen, you wear a headset that covers your eyes and fills your vision with a three-dimensional world that responds to your movements. When you turn your head, the view turns with you. When you reach out your hand, a virtual hand reaches out in front of you. The goal is to make you feel like you&#039;re actually somewhere else.&lt;br /&gt;
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VR is used in gaming, medicine, education, military training, architecture, therapy, and many other fields. The hardware most commonly used is a &#039;&#039;&#039;head-mounted display&#039;&#039;&#039; (HMD), often paired with hand controllers or gloves that let you interact with the virtual space.&lt;br /&gt;
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The term &amp;quot;virtual reality&amp;quot; was coined by technologist [[Jaron Lanier]] in 1987, though the ideas behind it go back decades earlier.&lt;br /&gt;
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== How It Works ==&lt;br /&gt;
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=== Display and Optics ===&lt;br /&gt;
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A VR headset works by placing two small screens one in front of each eye as close as a few centimetres from your face. Each screen shows a slightly different image, one offset from the other in the same way your two eyes see slightly different angles of real objects. Your brain combines these two images into a single picture that appears three-dimensional, the same way it does in the real world.&lt;br /&gt;
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Because the screens sit so close to your eyes, raw flat lenses would make the image blurry. VR headsets use specially shaped lenses either &#039;&#039;&#039;Fresnel&#039;&#039;&#039; lenses, which are thin and lightweight with etched concentric rings, or &#039;&#039;&#039;pancake&#039;&#039;&#039; lenses, which fold light back on itself to produce a sharper image in a shorter distance to bend the light so your eyes can focus naturally. The tradeoff is that Fresnel lenses are cheaper and lighter but can introduce visual distortion at the edges of the view, while pancake lenses produce better image quality but cost more to make.&lt;br /&gt;
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Modern headsets run their displays at 90Hz or higher meaning the image refreshes 90 or more times per second. Refresh rates below this can cause discomfort and motion sickness. Higher refresh rates, such as 120Hz or 144Hz, produce smoother motion and are more comfortable during fast movement.&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
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Tracking is what makes VR feel interactive rather than just like watching a very wide video. The headset constantly monitors where your head is in space and updates the image to match. There are two main tracking systems in use:&lt;br /&gt;
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&#039;&#039;&#039;3 Degrees of Freedom (3DoF)&#039;&#039;&#039; tracks only rotation it knows which direction you&#039;re facing (left/right, up/down, tilting) but does not track your physical position. If you lean forward, the virtual world does not respond. This system is used in cheaper or older headsets and works well for watching 360-degree videos or stationary experiences, but feels disconnected in anything that involves movement.&lt;br /&gt;
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&#039;&#039;&#039;6 Degrees of Freedom (6DoF)&#039;&#039;&#039; tracks both rotation &#039;&#039;and&#039;&#039; position. It knows not just which way you&#039;re facing but also where you physically are in a room. When you step to the side, crouch, or lean in to look at something, the virtual world responds accordingly. This is the standard for modern VR headsets and is what makes room-scale VR possible.&lt;br /&gt;
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Most current 6DoF headsets use &#039;&#039;&#039;inside-out tracking&#039;&#039;&#039;, where cameras built into the headset itself scan the surrounding room and calculate position based on what they see. This requires no external sensors and is easy to set up. Earlier systems used &#039;&#039;&#039;outside-in tracking&#039;&#039;&#039;, where fixed sensor towers or base stations were placed around the room to track the headset. Outside-in tracking can be slightly more precise in controlled conditions but requires more setup.&lt;br /&gt;
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=== Controllers and Input ===&lt;br /&gt;
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Hand controllers are the most common way to interact in VR. They track your hands&#039; positions in 3D space and include buttons, triggers, and thumbsticks for pressing and grabbing. Many also include &#039;&#039;&#039;haptic feedback&#039;&#039;&#039; small vibration motors that buzz or pulse when you make contact with virtual objects, adding a physical sense of touch to the experience.&lt;br /&gt;
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Some headsets support &#039;&#039;&#039;hand tracking&#039;&#039;&#039; without controllers, using the outward-facing cameras to recognise the position of your actual fingers. This removes the need for held devices entirely, though precision is generally lower than with dedicated controllers.&lt;br /&gt;
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Other input methods include eye tracking (used in headsets like the PlayStation VR2 and Apple Vision Pro), voice commands, and full-body tracking systems that add sensors to the feet, legs, and torso.&lt;br /&gt;
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=== Audio ===&lt;br /&gt;
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Sound plays a big part in making VR feel real. Most VR headsets use &#039;&#039;&#039;spatial audio&#039;&#039;&#039;, which makes sounds appear to come from specific directions and distances in the virtual world. If something is to your left and slightly behind you, the sound comes from that direction. When you turn your head, the audio adjusts to match. This is processed in real time and helps reinforce the sense of being physically present somewhere.&lt;br /&gt;
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== Types of VR Headsets ==&lt;br /&gt;
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=== PC VR ===&lt;br /&gt;
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PC VR headsets are connected to a gaming computer that does the heavy processing. Because they can draw on the full power of a desktop or laptop GPU, they can display more detailed graphics and run more demanding experiences than standalone devices. Examples include the [[Valve Index]], [[HTC Vive]] series, and the PC-tethered mode of [[Meta Quest]] headsets. The drawback is that you need a capable computer to run them, and you are connected to it by a cable unless using wireless streaming.&lt;br /&gt;
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=== Standalone ===&lt;br /&gt;
&lt;br /&gt;
Standalone headsets run entirely on their own internal hardware, with no PC or phone required. They are self-contained devices with processors, batteries, and storage built in. The [[Meta Quest]] line is the most widely used example of this type. Standalone headsets are simpler to set up and more portable, but their graphics are less powerful than PC VR because they are limited to mobile-class processors. Many standalone headsets can also be connected to a PC for higher-quality experiences through wired or wireless streaming.&lt;br /&gt;
&lt;br /&gt;
=== Console VR ===&lt;br /&gt;
&lt;br /&gt;
Console VR headsets are designed to work with gaming consoles rather than PCs. The [[PlayStation VR2]], released in 2023, connects to the [[PlayStation 5]] and offers eye tracking, adaptive triggers, and inside-out tracking. Console VR gives players an accessible entry point into higher-quality VR without needing to build or buy a gaming PC.&lt;br /&gt;
&lt;br /&gt;
=== Mixed Reality ===&lt;br /&gt;
&lt;br /&gt;
Several modern headsets blur the line between VR and the real world. &#039;&#039;&#039;Mixed reality&#039;&#039;&#039; (MR) headsets sometimes called &#039;&#039;&#039;spatial computing&#039;&#039;&#039; devices use passthrough cameras to let you see the room around you and place virtual objects within it. The [[Meta Quest 3]], the [[Apple Vision Pro]], and similar devices can switch between a fully virtual environment and one that layers digital content on top of the real world. This crosses over with &#039;&#039;&#039;augmented reality&#039;&#039;&#039; (AR), though MR typically allows for more immersive and interactive overlays.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Concepts (1800s1950s) ===&lt;br /&gt;
&lt;br /&gt;
The idea of surrounding a viewer with an image stretches back to the 1800s, when panoramic paintings wrapped entirely around a viewing platform to give visitors the feeling of standing inside a historical scene. Stereoscopes, popular in the Victorian era, showed two slightly offset photographs through separate eyepieces to produce the illusion of depth the same basic principle behind VR displays today.&lt;br /&gt;
&lt;br /&gt;
In 1929, the &#039;&#039;&#039;Link Trainer&#039;&#039;&#039; a mechanical flight simulator was built to let pilots practice flying in a controlled environment without leaving the ground. It is one of the earliest examples of using a simulated environment for training.&lt;br /&gt;
&lt;br /&gt;
=== The Sensorama and the Sword of Damocles (1960s) ===&lt;br /&gt;
&lt;br /&gt;
In 1962, inventor Morton Heilig built the &#039;&#039;&#039;Sensorama&#039;&#039;&#039;, a large arcade-like cabinet that combined a 3D film with vibrating seat, stereo sound, wind fans, and scent generators to create a multi-sensory experience. It wasn&#039;t interactive, but it was an early attempt at full immersion.&lt;br /&gt;
&lt;br /&gt;
In 1968, computer scientist [[Ivan Sutherland]] built what is widely considered the first true VR head-mounted display, nicknamed the &#039;&#039;&#039;Sword of Damocles&#039;&#039;&#039; due to its intimidating size it was so heavy it had to be suspended from the ceiling on a mechanical arm. It showed simple wire-frame graphics generated by a computer and tracked head movement to update the view. It was primitive but it established the foundational concept that would define VR for decades.&lt;br /&gt;
&lt;br /&gt;
=== Research and Early Development (1970s1980s) ===&lt;br /&gt;
&lt;br /&gt;
Through the 1970s and 1980s, VR research continued in universities, research labs, and the military. NASA developed the &#039;&#039;&#039;Virtual Interface Environment Workstation (VIEW)&#039;&#039;&#039; in the 1980s to let astronauts and engineers simulate working in space. The US military began using VR-based simulations for pilot and soldier training, where the ability to practice dangerous scenarios safely had obvious value.&lt;br /&gt;
&lt;br /&gt;
Myron Krueger developed a system called &#039;&#039;&#039;Videoplace&#039;&#039;&#039; in the 1970s that created interactive virtual environments without requiring any equipment to be worn. It used projectors, cameras, and computers to let people interact with digital objects using only their body, laying early groundwork for what would later become gesture-based interfaces.&lt;br /&gt;
&lt;br /&gt;
In 1987, Jaron Lanier, founder of VPL Research, formally introduced the term &amp;quot;virtual reality&amp;quot; to describe the immersive 3D experiences his company was working on. VPL Research produced some of the first commercially available VR equipment, including data gloves and early HMDs, though they were extremely expensive and limited to research and industrial use.&lt;br /&gt;
&lt;br /&gt;
=== The 1990s Boom and Bust ===&lt;br /&gt;
&lt;br /&gt;
The 1990s saw VR enter the public consciousness for the first time. Arcade machines with VR headsets appeared in entertainment venues. Sega announced a VR headset for the Sega Mega Drive in 1993, though it never reached consumers. Nintendo released the [[Virtual Boy]] in 1995 a red monochrome stereoscopic display on a stand which was a commercial failure and was discontinued within a year due to poor image quality and discomfort.&lt;br /&gt;
&lt;br /&gt;
The technology simply wasn&#039;t good enough yet. Displays were low-resolution, tracking was poor, and the headsets were heavy and expensive. The hype faded through the late 1990s and VR largely retreated into industrial and military applications.&lt;br /&gt;
&lt;br /&gt;
=== The Modern Era (2012Present) ===&lt;br /&gt;
&lt;br /&gt;
The modern consumer VR era began in 2012 when a young developer named [[Palmer Luckey]] launched a Kickstarter for the &#039;&#039;&#039;[[Oculus Rift]]&#039;&#039;&#039;, a lightweight PC headset with much better display quality and head tracking than anything previously available to consumers. The campaign was a major success and attracted widespread attention. [[Meta|Facebook]] acquired Oculus in 2014 for $2 billion, signalling serious investment from a major tech company.&lt;br /&gt;
&lt;br /&gt;
The Oculus Rift shipped to consumers in 2016, alongside the [[HTC Vive]] developed by HTC and Valve which added room-scale tracking and hand controllers. [[Sony]] released the first &#039;&#039;&#039;[[PlayStation VR]]&#039;&#039;&#039; the same year, making VR accessible to the large PlayStation 4 player base.&lt;br /&gt;
&lt;br /&gt;
The release of the &#039;&#039;&#039;Oculus Quest&#039;&#039;&#039; in 2019 marked a turning point. As the first standalone 6DoF headset with motion controllers at a reasonable price, it removed the requirement for a PC entirely and opened VR to a much larger audience. Its successor, the &#039;&#039;&#039;Meta Quest 2&#039;&#039;&#039; (2020), sold tens of millions of units and became the dominant consumer VR headset on the market.&lt;br /&gt;
&lt;br /&gt;
In 2023, the &#039;&#039;&#039;Meta Quest 3&#039;&#039;&#039; added mixed reality passthrough in full colour. That same year, &#039;&#039;&#039;[[Apple]]&#039;&#039;&#039; announced the &#039;&#039;&#039;[[Apple Vision Pro]]&#039;&#039;&#039;, a high-end spatial computing headset that launched in early 2024 at a starting price of $3,499. While too expensive for most consumers, it represented a significant step in the maturity of the hardware and brought mainstream attention back to the category.&lt;br /&gt;
&lt;br /&gt;
Also in 2024, global VR headset shipments grew by around 10%, reaching 7.5 million units worldwide.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Gaming and Entertainment ===&lt;br /&gt;
&lt;br /&gt;
Gaming is the largest consumer market for VR. VR games let players physically move through virtual spaces, swing weapons, aim guns, or explore environments using their entire body rather than just a controller. Popular VR titles span a wide range of genres action, horror, sports, puzzle, social, and rhythm games among them. The low-cost, high-engagement nature of some VR games has helped build dedicated communities around titles like &#039;&#039;[[Beat Saber]]&#039;&#039;, &#039;&#039;[[Half-Life: Alyx]]&#039;&#039;, &#039;&#039;[[Gorilla Tag]]&#039;&#039;, and &#039;&#039;[[VRChat]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Beyond games, VR is used to watch 360-degree films, attend virtual concerts, visit virtual museums, and socialize in shared online spaces. Several developers have created standalone VR experiences designed more like interactive films or artworks than traditional games.&lt;br /&gt;
&lt;br /&gt;
=== Healthcare and Medicine ===&lt;br /&gt;
&lt;br /&gt;
VR has found significant uses across healthcare. Medical students use VR simulations to practice surgical procedures, physical examinations, and clinical decision-making in environments where mistakes carry no real-world consequences. This allows for more repetitions at lower cost than traditional practice on mannequins or in supervised clinical settings.&lt;br /&gt;
&lt;br /&gt;
In therapy, VR is used to treat phobias through gradual exposure a patient afraid of heights can be placed in increasingly challenging virtual height scenarios in a controlled, safe environment. It is also used as a tool for treating post-traumatic stress disorder (PTSD), helping patients revisit and process traumatic memories with a therapist present.&lt;br /&gt;
&lt;br /&gt;
Hospitals use VR for pain management. Putting patients in immersive environments during procedures or recovery has been shown to reduce perceived pain by distracting the brain and reducing anxiety. It has been used successfully with burn patients during wound care and dressing changes.&lt;br /&gt;
&lt;br /&gt;
In 2024, the US Federal Aviation Administration approved its first VR-based flight simulation training device for official pilot certification use, demonstrating that VR training has reached a level of fidelity recognized by regulatory authorities.&lt;br /&gt;
&lt;br /&gt;
=== Military and Defence ===&lt;br /&gt;
&lt;br /&gt;
The military has used VR for training longer than most industries, dating back to flight simulators used by the US Air Force in the 1980s. Modern military VR training allows soldiers to practice combat scenarios, tactical decision-making, and navigation in realistic recreations of environments without the cost, logistics, or danger of live exercises.&lt;br /&gt;
&lt;br /&gt;
Medical training is also a major military VR application. Combat medics can practice treating battlefield injuries including high-stress decisions made under simulated pressure in conditions they cannot safely replicate in conventional training. VR allows for scenarios like treating a patient with severe trauma during a firefight to be run repeatedly and evaluated precisely.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
&lt;br /&gt;
Schools and universities use VR to take students places they otherwise couldn&#039;t go. A history class can visit ancient Rome. A biology class can walk through the human body. An engineering class can disassemble a jet engine in 3D. VR removes the limits of physical location and makes abstract or complex subjects easier to understand through direct experience.&lt;br /&gt;
&lt;br /&gt;
Research shows that hands-on learning in VR improves information retention compared to reading or watching video, particularly for subjects that involve spatial understanding or physical processes.&lt;br /&gt;
&lt;br /&gt;
=== Architecture and Design ===&lt;br /&gt;
&lt;br /&gt;
Architects and product designers use VR to walk through buildings and objects before anything is built. A client can be put inside a virtual version of a planned building, walk through the rooms, check sight lines, and get a real sense of scale in a way that flat blueprints or even 3D renderings on a screen cannot provide. Changes can be made in real time and reviewed immediately.&lt;br /&gt;
&lt;br /&gt;
This also applies to automotive and industrial design, where VR lets engineers evaluate ergonomics, safety, and usability of a design before committing to expensive physical prototypes.&lt;br /&gt;
&lt;br /&gt;
== Comfort and Motion Sickness ==&lt;br /&gt;
&lt;br /&gt;
A known challenge with VR is &#039;&#039;&#039;cybersickness&#039;&#039;&#039; (sometimes called VR motion sickness), a form of nausea and disorientation caused when what your eyes see conflicts with what your body feels. The most common trigger is artificial locomotion when your virtual self moves through space but your real body stays still. Your eyes tell your brain you&#039;re moving, but your inner ear and body sense no movement, and this conflict can cause discomfort.&lt;br /&gt;
&lt;br /&gt;
Factors that reduce cybersickness include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High refresh rates&#039;&#039;&#039; displays running at 90Hz or higher give the brain less time to notice discrepancies between frames&lt;br /&gt;
* &#039;&#039;&#039;Low latency&#039;&#039;&#039; the delay between moving your head and the image updating should be below roughly 20 milliseconds; Valve engineers identified 715 milliseconds as ideal&lt;br /&gt;
* &#039;&#039;&#039;6DoF tracking&#039;&#039;&#039; when your physical movements are accurately reflected in the virtual world, the sense of conflict is reduced&lt;br /&gt;
* &#039;&#039;&#039;Comfort locomotion options&#039;&#039;&#039; many VR games offer teleportation movement, snap turning, and tunnel-vision vignettes during motion to reduce sickness for sensitive users&lt;br /&gt;
* &#039;&#039;&#039;Correct IPD adjustment&#039;&#039;&#039; the distance between the lenses must match the distance between your eyes (interpupillary distance); a mismatch causes eye strain and blurry edges&lt;br /&gt;
&lt;br /&gt;
Most people find their tolerance for VR increases with short, regular sessions over time. Room-scale experiences, where you physically walk around a play space and your real motion matches the virtual motion, rarely cause discomfort.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Gorilla_Tag&amp;diff=45</id>
		<title>Gorilla Tag</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Gorilla_Tag&amp;diff=45"/>
		<updated>2026-05-03T21:32:45Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Gorilla Tag&#039;&#039;&#039;&#039;&#039; is a [[virtual reality]] multiplayer game developed and published by Another Axiom. Players control legless gorillas nicknamed &amp;quot;monkes&amp;quot; using a movement system that works entirely through physical hand and arm motion. There are no buttons, no thumbsticks, and no teleportation. You move by pushing off surfaces, climb by grabbing with both hands, and jump by shoving yourself away from whatever you&#039;re touching. The game is free-to-play on [[Meta Quest]] and paid on Steam.&lt;br /&gt;
&lt;br /&gt;
Originally a solo project started by Kerestell &amp;quot;Lemming&amp;quot; Smith in late 2019, &#039;&#039;Gorilla Tag&#039;&#039; launched in early access in February 2021 and grew into one of the most successful VR games ever made. By June 2024, the game had crossed 10 million lifetime players and earned over $100 million in revenue almost entirely through cosmetics and word of mouth with no traditional marketing.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; uses a movement system that isn&#039;t found in other games. Instead of pressing a thumbstick to walk, you physically swing your arms and push off the ground and walls to move. Pushing both hands flat against a surface and shoving away launches you forward. Grabbing a wall with both hands lets you pull yourself up and climb. Crouching and thrusting your arms down gives you big jumps. The harder you push, the faster you go.&lt;br /&gt;
&lt;br /&gt;
This system means that playing &#039;&#039;Gorilla Tag&#039;&#039; is a real physical workout. Your actual arm speed and strength directly affect how fast your gorilla moves. Skilled players can reach high speeds, perform wall-runs, and navigate maps in ways that new players can&#039;t easily follow. The movement is described as easy to pick up but hard to truly master.&lt;br /&gt;
&lt;br /&gt;
Because the game has no legs, your gorilla character propels itself entirely on its arms which also means the avatar actually looks like a gorilla moving around, rather than a person walking. This came about partly as a happy accident when the developer noticed the style of movement matched how real gorillas move.&lt;br /&gt;
&lt;br /&gt;
=== Game Modes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; has four main game modes, plus a rotating set of limited-time modes that appear with updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casual&#039;&#039;&#039; is the default free-roam mode where no game is being played. Players hang out, chat, and explore. Many players spend most of their time just socializing here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infection&#039;&#039;&#039; is the core competitive mode and the one most people think of. One player starts as an infected &amp;quot;Lava Monke&amp;quot; marked by glowing orange coloring and has to tag the others. Anyone who gets tagged becomes infected and joins the hunting team. The round ends when everyone has been caught. With four or more players, this mode becomes a chaotic chase across the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039; gives each player a personal target to chase, shown on an in-game watch. Tagged players temporarily turn into a fast &amp;quot;Ice Monke&amp;quot; that can slow down hunters by touching them. The round ends when only two hunters remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paintbrawl&#039;&#039;&#039; is a team-based mode where two teams orange and blue fire paint at each other using slingshots. Each player has three balloons on their back. Pop all three and they&#039;re eliminated, though they can still shoot to slow down opponents. The round ends when one team is fully eliminated.&lt;br /&gt;
&lt;br /&gt;
Additional limited-time modes have included Super Infection, Freeze Tag, Ghost Tag, Ambush, Monke Blocks, and Ghost Reactor.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Environments ===&lt;br /&gt;
&lt;br /&gt;
Players can choose from several different maps to play in, each with its own layout of trees, cliffs, tunnels, and obstacles. The maps available include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest&#039;&#039;&#039; The original map, featuring trees to climb, stumps to jump between, and open ground. It has been in the game since early development.&lt;br /&gt;
* &#039;&#039;&#039;Canyon&#039;&#039;&#039; A rocky outdoor area with cliffs and ledges.&lt;br /&gt;
* &#039;&#039;&#039;Mountain&#039;&#039;&#039; A snowy environment featuring the Igloo (used for changing cosmetics and entering codes) and the Tower, which has slides and ramps.&lt;br /&gt;
* &#039;&#039;&#039;Cave&#039;&#039;&#039; An underground map with tunnels and a sub-area called the Mines.&lt;br /&gt;
* &#039;&#039;&#039;Beach&#039;&#039;&#039; A coastal open area.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039; A larger map featuring the Nice Gorilla Shop (where players buy cosmetics), the Parkour Place (a competitive obstacle course), and the Basement, which contains an AI character called Monkeye.&lt;br /&gt;
* &#039;&#039;&#039;Clouds&#039;&#039;&#039; A map set high in the sky, notable for being the first map to feature moving elements like wind.&lt;br /&gt;
&lt;br /&gt;
Players can join public lobbies or set up private rooms for friends. A voice chat system is on by default, allowing players to talk to whoever is nearby in a room.&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Progression ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; uses an in-game currency called &#039;&#039;&#039;Shiny Rocks&#039;&#039;&#039;. These can be earned slowly through daily logins or purchased directly with real money. Shiny Rocks are spent at the Nice Gorilla Shop in the City map on cosmetic items hats, accessories, and other items to customize your gorilla&#039;s appearance. None of the cosmetics affect gameplay.&lt;br /&gt;
&lt;br /&gt;
The game also features anniversary badges released every year on the game&#039;s launch date, which are limited-time and only available for a short window.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; was started as a personal project by Kerestell Smith, who goes by the username &amp;quot;Lemming&amp;quot; or &amp;quot;LemmingVR&amp;quot; online. Smith had become heavily interested in VR after spending a lot of time playing &#039;&#039;Echo Arena&#039;&#039; by Ready at Dawn a zero-gravity sports game where you push and pull yourself through the air using your arms. He was drawn to its sense of physical presence and immersion, and wanted to build something with that same feeling but grounded in more natural movement.&lt;br /&gt;
&lt;br /&gt;
The arm-based locomotion idea came partly from another VR game called &#039;&#039;Raccoon Lagoon&#039;&#039; by Hidden Path, in which short avatars would physically reach down to pick up items. Smith noticed that the physicality of it felt intuitive and interesting. He also noted that VR headsets track hands and head but not legs, which made leg-based movement feel disconnected and artificial. Removing legs entirely and making everything arm-powered seemed like a more honest fit for how VR actually works.&lt;br /&gt;
&lt;br /&gt;
Smith began building a prototype in December 2019. He had a working movement system by around January 2020. The tag concept came a few months later. When he showed the movement demo to a friend, they pointed out it looked exactly like how a gorilla moves and the gorilla avatar concept was born.&lt;br /&gt;
&lt;br /&gt;
=== Formation of Another Axiom ===&lt;br /&gt;
&lt;br /&gt;
For most of its early life, &#039;&#039;Gorilla Tag&#039;&#039; was built and maintained by Smith alone. In August 2022, he formally founded the studio Another Axiom with David Yee and David Neubelt, both of whom had been helping with development. As the game&#039;s popularity kept growing, the team expanded to over 100 people by mid-2024, with updates being pushed to the game every few weeks.&lt;br /&gt;
&lt;br /&gt;
=== Release History ===&lt;br /&gt;
&lt;br /&gt;
Smith made &#039;&#039;Gorilla Tag&#039;&#039; available for free on SideQuest a third-party launcher for Meta Quest headsets and on SteamVR in February 2021. The following month, it appeared on App Lab, an unofficial section of the Oculus Store that allowed developers to distribute games without going through the full approval process.&lt;br /&gt;
&lt;br /&gt;
The game was a hit from early on and built a strong community before it ever reached a major storefront. In December 2022, it officially launched on the Meta Quest Store. On January 1, 2023, it left Steam Early Access. It later launched on [[PlayStation VR2]] on November 8, 2024.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; was praised for the originality and physical engagement of its movement system. &#039;&#039;PC Gamer&#039;&#039; described the gameplay as &amp;quot;deceptively simple,&amp;quot; with controls that are &amp;quot;easy to toy with but tricky to master.&amp;quot; &#039;&#039;Android Central&#039;&#039; noted how the physics-based simplicity kept the game enjoyable even given its basic visuals. &#039;&#039;TechRadar&#039;&#039; highlighted the game&#039;s focus on fun and social interaction over competition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;GameSpot&#039;&#039; writer Mark Delaney called &#039;&#039;Gorilla Tag&#039;&#039; the &amp;quot;preferred virtual hangout&amp;quot; of [[Generation Alpha]], noting that the game had built an unusually large and loyal audience among players roughly between 7 and 14 years old. &#039;&#039;VR Fitness Insider&#039;&#039; gave it an overall score of 8.4 out of 10 as a fitness experience, awarding a perfect 10 specifically for arm workout intensity.&lt;br /&gt;
&lt;br /&gt;
In 2021, UploadVR awarded &#039;&#039;Gorilla Tag&#039;&#039; &amp;quot;Best Competitive Multiplayer,&amp;quot; praising the way it innovated on the tag concept and delivered physical immersion that flat-screen games simply couldn&#039;t replicate.&lt;br /&gt;
&lt;br /&gt;
=== Commercial Success ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; grew almost entirely through word of mouth and social media, with no traditional marketing campaigns. On TikTok, the hashtag #gorillatag accumulated over 10 billion views by June 2024. Communities also formed organically on YouTube, Reddit, and Discord.&lt;br /&gt;
&lt;br /&gt;
By January 2023, the game had generated $26 million in lifetime revenue. By June 2024, that figure passed $100 million. The game also reached 10 million lifetime players, with over 3 million monthly active users and over 1 million daily active users. Players were spending an average of nearly 60 minutes per session. &#039;&#039;Gorilla Tag&#039;&#039; became the first game on the Meta Quest Store to receive 100,000 user reviews.&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; has a large modding community, supported mainly on PC VR versions of the game through SteamVR. Mods range from visual changes and new sounds to entirely custom maps. One of the most popular modding tools is the &#039;&#039;&#039;Monke Map Loader&#039;&#039;&#039;, which allows players to load custom locations inspired by real places and other video game settings into the game.&lt;br /&gt;
&lt;br /&gt;
Another Axiom has officially integrated with mod.io, giving players a supported and safer way to browse, download, and install community-made mods.&lt;br /&gt;
&lt;br /&gt;
Because modding is only available on the PC version, mod users and vanilla players exist in separate spaces within the community. Using mods in standard public lobbies is against the game&#039;s rules and can result in a ban.&lt;br /&gt;
&lt;br /&gt;
=== Competitive Play ===&lt;br /&gt;
&lt;br /&gt;
An organized competitive community developed around &#039;&#039;Gorilla Tag&#039;&#039;, with groups forming leagues and hosting tournaments with real monetary prizes for top-performing players. The competitive side of the game focuses heavily on mastering the movement system skilled players can chain together wall-runs, precision jumps, and quick direction changes that are difficult for newer players to keep up with.&lt;br /&gt;
&lt;br /&gt;
=== Clones and Imitations ===&lt;br /&gt;
&lt;br /&gt;
The success of &#039;&#039;Gorilla Tag&#039;&#039; led to a large wave of clone games on VR platforms. By 2022, the number of copies on SideQuest had grown to the point where the platform decided to stop accepting new &#039;&#039;Gorilla Tag&#039;&#039; clone submissions. In 2025, the Meta Horizon Store delisted dozens of similar games as well.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Gorilla_Tag&amp;diff=44</id>
		<title>Gorilla Tag</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Gorilla_Tag&amp;diff=44"/>
		<updated>2026-05-03T21:32:36Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;{{Infobox video game | title = Gorilla Tag | image = | developer = Another Axiom | publisher = Another Axiom | designer = Kerestell &amp;quot;Lemming&amp;quot; Smith | engine = Unity | platforms = Meta Quest, SteamVR, PlayStation VR2 | released = February 12, 2021 (Early Access)&amp;lt;br&amp;gt;December 15, 2022 (Meta Quest)&amp;lt;br&amp;gt;January 1, 2023 (Steam full release)&amp;lt;br&amp;gt;November 8, 2024 (PlayStation VR2) | genre = Virtual reality, Casual, Multipla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox video game&lt;br /&gt;
| title = Gorilla Tag&lt;br /&gt;
| image =&lt;br /&gt;
| developer = Another Axiom&lt;br /&gt;
| publisher = Another Axiom&lt;br /&gt;
| designer = Kerestell &amp;quot;Lemming&amp;quot; Smith&lt;br /&gt;
| engine = [[Unity (game engine)|Unity]]&lt;br /&gt;
| platforms = [[Meta Quest]], [[SteamVR]], [[PlayStation VR2]]&lt;br /&gt;
| released = February 12, 2021 (Early Access)&amp;lt;br&amp;gt;December 15, 2022 (Meta Quest)&amp;lt;br&amp;gt;January 1, 2023 (Steam full release)&amp;lt;br&amp;gt;November 8, 2024 (PlayStation VR2)&lt;br /&gt;
| genre = [[Virtual reality]], [[Casual game|Casual]], [[Multiplayer]]&lt;br /&gt;
| modes = [[Multiplayer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Gorilla Tag&#039;&#039;&#039;&#039;&#039; is a [[virtual reality]] multiplayer game developed and published by Another Axiom. Players control legless gorillas nicknamed &amp;quot;monkes&amp;quot; using a movement system that works entirely through physical hand and arm motion. There are no buttons, no thumbsticks, and no teleportation. You move by pushing off surfaces, climb by grabbing with both hands, and jump by shoving yourself away from whatever you&#039;re touching. The game is free-to-play on [[Meta Quest]] and paid on Steam.&lt;br /&gt;
&lt;br /&gt;
Originally a solo project started by Kerestell &amp;quot;Lemming&amp;quot; Smith in late 2019, &#039;&#039;Gorilla Tag&#039;&#039; launched in early access in February 2021 and grew into one of the most successful VR games ever made. By June 2024, the game had crossed 10 million lifetime players and earned over $100 million in revenue almost entirely through cosmetics and word of mouth with no traditional marketing.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; uses a movement system that isn&#039;t found in other games. Instead of pressing a thumbstick to walk, you physically swing your arms and push off the ground and walls to move. Pushing both hands flat against a surface and shoving away launches you forward. Grabbing a wall with both hands lets you pull yourself up and climb. Crouching and thrusting your arms down gives you big jumps. The harder you push, the faster you go.&lt;br /&gt;
&lt;br /&gt;
This system means that playing &#039;&#039;Gorilla Tag&#039;&#039; is a real physical workout. Your actual arm speed and strength directly affect how fast your gorilla moves. Skilled players can reach high speeds, perform wall-runs, and navigate maps in ways that new players can&#039;t easily follow. The movement is described as easy to pick up but hard to truly master.&lt;br /&gt;
&lt;br /&gt;
Because the game has no legs, your gorilla character propels itself entirely on its arms which also means the avatar actually looks like a gorilla moving around, rather than a person walking. This came about partly as a happy accident when the developer noticed the style of movement matched how real gorillas move.&lt;br /&gt;
&lt;br /&gt;
=== Game Modes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; has four main game modes, plus a rotating set of limited-time modes that appear with updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casual&#039;&#039;&#039; is the default free-roam mode where no game is being played. Players hang out, chat, and explore. Many players spend most of their time just socializing here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infection&#039;&#039;&#039; is the core competitive mode and the one most people think of. One player starts as an infected &amp;quot;Lava Monke&amp;quot; marked by glowing orange coloring and has to tag the others. Anyone who gets tagged becomes infected and joins the hunting team. The round ends when everyone has been caught. With four or more players, this mode becomes a chaotic chase across the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunt&#039;&#039;&#039; gives each player a personal target to chase, shown on an in-game watch. Tagged players temporarily turn into a fast &amp;quot;Ice Monke&amp;quot; that can slow down hunters by touching them. The round ends when only two hunters remain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paintbrawl&#039;&#039;&#039; is a team-based mode where two teams orange and blue fire paint at each other using slingshots. Each player has three balloons on their back. Pop all three and they&#039;re eliminated, though they can still shoot to slow down opponents. The round ends when one team is fully eliminated.&lt;br /&gt;
&lt;br /&gt;
Additional limited-time modes have included Super Infection, Freeze Tag, Ghost Tag, Ambush, Monke Blocks, and Ghost Reactor.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Environments ===&lt;br /&gt;
&lt;br /&gt;
Players can choose from several different maps to play in, each with its own layout of trees, cliffs, tunnels, and obstacles. The maps available include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forest&#039;&#039;&#039; The original map, featuring trees to climb, stumps to jump between, and open ground. It has been in the game since early development.&lt;br /&gt;
* &#039;&#039;&#039;Canyon&#039;&#039;&#039; A rocky outdoor area with cliffs and ledges.&lt;br /&gt;
* &#039;&#039;&#039;Mountain&#039;&#039;&#039; A snowy environment featuring the Igloo (used for changing cosmetics and entering codes) and the Tower, which has slides and ramps.&lt;br /&gt;
* &#039;&#039;&#039;Cave&#039;&#039;&#039; An underground map with tunnels and a sub-area called the Mines.&lt;br /&gt;
* &#039;&#039;&#039;Beach&#039;&#039;&#039; A coastal open area.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039; A larger map featuring the Nice Gorilla Shop (where players buy cosmetics), the Parkour Place (a competitive obstacle course), and the Basement, which contains an AI character called Monkeye.&lt;br /&gt;
* &#039;&#039;&#039;Clouds&#039;&#039;&#039; A map set high in the sky, notable for being the first map to feature moving elements like wind.&lt;br /&gt;
&lt;br /&gt;
Players can join public lobbies or set up private rooms for friends. A voice chat system is on by default, allowing players to talk to whoever is nearby in a room.&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics and Progression ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; uses an in-game currency called &#039;&#039;&#039;Shiny Rocks&#039;&#039;&#039;. These can be earned slowly through daily logins or purchased directly with real money. Shiny Rocks are spent at the Nice Gorilla Shop in the City map on cosmetic items hats, accessories, and other items to customize your gorilla&#039;s appearance. None of the cosmetics affect gameplay.&lt;br /&gt;
&lt;br /&gt;
The game also features anniversary badges released every year on the game&#039;s launch date, which are limited-time and only available for a short window.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; was started as a personal project by Kerestell Smith, who goes by the username &amp;quot;Lemming&amp;quot; or &amp;quot;LemmingVR&amp;quot; online. Smith had become heavily interested in VR after spending a lot of time playing &#039;&#039;Echo Arena&#039;&#039; by Ready at Dawn a zero-gravity sports game where you push and pull yourself through the air using your arms. He was drawn to its sense of physical presence and immersion, and wanted to build something with that same feeling but grounded in more natural movement.&lt;br /&gt;
&lt;br /&gt;
The arm-based locomotion idea came partly from another VR game called &#039;&#039;Raccoon Lagoon&#039;&#039; by Hidden Path, in which short avatars would physically reach down to pick up items. Smith noticed that the physicality of it felt intuitive and interesting. He also noted that VR headsets track hands and head but not legs, which made leg-based movement feel disconnected and artificial. Removing legs entirely and making everything arm-powered seemed like a more honest fit for how VR actually works.&lt;br /&gt;
&lt;br /&gt;
Smith began building a prototype in December 2019. He had a working movement system by around January 2020. The tag concept came a few months later. When he showed the movement demo to a friend, they pointed out it looked exactly like how a gorilla moves and the gorilla avatar concept was born.&lt;br /&gt;
&lt;br /&gt;
=== Formation of Another Axiom ===&lt;br /&gt;
&lt;br /&gt;
For most of its early life, &#039;&#039;Gorilla Tag&#039;&#039; was built and maintained by Smith alone. In August 2022, he formally founded the studio Another Axiom with David Yee and David Neubelt, both of whom had been helping with development. As the game&#039;s popularity kept growing, the team expanded to over 100 people by mid-2024, with updates being pushed to the game every few weeks.&lt;br /&gt;
&lt;br /&gt;
=== Release History ===&lt;br /&gt;
&lt;br /&gt;
Smith made &#039;&#039;Gorilla Tag&#039;&#039; available for free on SideQuest a third-party launcher for Meta Quest headsets and on SteamVR in February 2021. The following month, it appeared on App Lab, an unofficial section of the Oculus Store that allowed developers to distribute games without going through the full approval process.&lt;br /&gt;
&lt;br /&gt;
The game was a hit from early on and built a strong community before it ever reached a major storefront. In December 2022, it officially launched on the Meta Quest Store. On January 1, 2023, it left Steam Early Access. It later launched on [[PlayStation VR2]] on November 8, 2024.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; was praised for the originality and physical engagement of its movement system. &#039;&#039;PC Gamer&#039;&#039; described the gameplay as &amp;quot;deceptively simple,&amp;quot; with controls that are &amp;quot;easy to toy with but tricky to master.&amp;quot; &#039;&#039;Android Central&#039;&#039; noted how the physics-based simplicity kept the game enjoyable even given its basic visuals. &#039;&#039;TechRadar&#039;&#039; highlighted the game&#039;s focus on fun and social interaction over competition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;GameSpot&#039;&#039; writer Mark Delaney called &#039;&#039;Gorilla Tag&#039;&#039; the &amp;quot;preferred virtual hangout&amp;quot; of [[Generation Alpha]], noting that the game had built an unusually large and loyal audience among players roughly between 7 and 14 years old. &#039;&#039;VR Fitness Insider&#039;&#039; gave it an overall score of 8.4 out of 10 as a fitness experience, awarding a perfect 10 specifically for arm workout intensity.&lt;br /&gt;
&lt;br /&gt;
In 2021, UploadVR awarded &#039;&#039;Gorilla Tag&#039;&#039; &amp;quot;Best Competitive Multiplayer,&amp;quot; praising the way it innovated on the tag concept and delivered physical immersion that flat-screen games simply couldn&#039;t replicate.&lt;br /&gt;
&lt;br /&gt;
=== Commercial Success ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; grew almost entirely through word of mouth and social media, with no traditional marketing campaigns. On TikTok, the hashtag #gorillatag accumulated over 10 billion views by June 2024. Communities also formed organically on YouTube, Reddit, and Discord.&lt;br /&gt;
&lt;br /&gt;
By January 2023, the game had generated $26 million in lifetime revenue. By June 2024, that figure passed $100 million. The game also reached 10 million lifetime players, with over 3 million monthly active users and over 1 million daily active users. Players were spending an average of nearly 60 minutes per session. &#039;&#039;Gorilla Tag&#039;&#039; became the first game on the Meta Quest Store to receive 100,000 user reviews.&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gorilla Tag&#039;&#039; has a large modding community, supported mainly on PC VR versions of the game through SteamVR. Mods range from visual changes and new sounds to entirely custom maps. One of the most popular modding tools is the &#039;&#039;&#039;Monke Map Loader&#039;&#039;&#039;, which allows players to load custom locations inspired by real places and other video game settings into the game.&lt;br /&gt;
&lt;br /&gt;
Another Axiom has officially integrated with mod.io, giving players a supported and safer way to browse, download, and install community-made mods.&lt;br /&gt;
&lt;br /&gt;
Because modding is only available on the PC version, mod users and vanilla players exist in separate spaces within the community. Using mods in standard public lobbies is against the game&#039;s rules and can result in a ban.&lt;br /&gt;
&lt;br /&gt;
=== Competitive Play ===&lt;br /&gt;
&lt;br /&gt;
An organized competitive community developed around &#039;&#039;Gorilla Tag&#039;&#039;, with groups forming leagues and hosting tournaments with real monetary prizes for top-performing players. The competitive side of the game focuses heavily on mastering the movement system skilled players can chain together wall-runs, precision jumps, and quick direction changes that are difficult for newer players to keep up with.&lt;br /&gt;
&lt;br /&gt;
=== Clones and Imitations ===&lt;br /&gt;
&lt;br /&gt;
The success of &#039;&#039;Gorilla Tag&#039;&#039; led to a large wave of clone games on VR platforms. By 2022, the number of copies on SideQuest had grown to the point where the platform decided to stop accepting new &#039;&#039;Gorilla Tag&#039;&#039; clone submissions. In 2025, the Meta Horizon Store delisted dozens of similar games as well.&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Gabe_Newell&amp;diff=43</id>
		<title>Gabe Newell</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Gabe_Newell&amp;diff=43"/>
		<updated>2026-05-03T21:29:31Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;The big gabe&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The big gabe&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=42</id>
		<title>Half-Life 1</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=42"/>
		<updated>2026-05-03T21:29:24Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Half-Life&#039;&#039;&#039;&#039;&#039; is a 1998 [[first-person shooter]] (FPS) developed by [[VALVe]] and published by Sierra Studios for Windows. It was Valve&#039;s first game and the start of the &#039;&#039;[[Half-Life (series)|Half-Life]]&#039;&#039; series. Players control Gordon Freeman, a physicist trying to escape the Black Mesa Research Facility after a science experiment goes badly wrong and lets in a flood of aliens. The game mixes combat, exploration, and puzzle-solving throughout.&lt;br /&gt;
&lt;br /&gt;
Valve wanted to make something more interesting than the shooters that were already out there less of a &amp;quot;shooting gallery&amp;quot; and more of a real world to explore. The game runs on [[GoldSrc]], a modified version of the Quake Engine. Science fiction writer Marc Laidlaw was brought in to write the story. One of the things that made Half-Life stand out was that the player rarely loses control of Gordon the story plays out around you rather than through cutscenes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; was widely praised for its graphics, gameplay, and storytelling, winning over 50 &amp;quot;Game of the Year&amp;quot; awards. It sold more than nine million copies by 2008 and is still considered one of the most important shooters ever made. The game was later ported to the PlayStation 2 in 2001, and to macOS and Linux in 2013.&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:Halflife ingame.jpg|thumb|left|The player fighting soldiers, a helicopter, and a gun turret in the chapter &amp;quot;Surface Tension&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; is a first-person shooter where you fight enemies and solve puzzles to move forward. Unlike most shooters of the time, it tells its story almost entirely through scripted events that happen around you rather than stopping the game for cutscenes. You play as Gordon Freeman from start to finish, and he never speaks or appears on screen you see everything through his eyes.&lt;br /&gt;
&lt;br /&gt;
The game has no traditional levels. Instead, it&#039;s split into chapters whose names pop up briefly on screen as you progress. Each area flows directly into the next, keeping things feeling continuous.&lt;br /&gt;
&lt;br /&gt;
Along the way you&#039;ll run into puzzles things like finding a path through conveyor belts, stacking boxes to climb somewhere, or turning a valve to blast an enemy with steam. Boss encounters aren&#039;t really about direct fights; they usually ask you to use the environment cleverly to bring something big down. Towards the end, you get a long-jump module for your suit, which is needed for the jumping sections in the alien world of Xen.&lt;br /&gt;
&lt;br /&gt;
Security guards and scientists sometimes help you out, either by fighting alongside you, opening locked doors, or passing on information about the story. The alien enemies include headcrabs, vortigaunts, bullsquids, and zombie-like creatures, while you also go up against soldiers and black ops assassins. &lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
&lt;br /&gt;
Gordon Freeman works at the underground Black Mesa Research Facility as a theoretical physicist. During a routine experiment on a strange crystal, something goes horribly wrong a &amp;quot;resonance cascade&amp;quot; tears the facility apart and starts pulling in hostile aliens from another dimension.&lt;br /&gt;
&lt;br /&gt;
When Gordon makes it to the surface, he discovers things are even worse: the US military has been sent in, not to rescue anyone, but to cover up the whole incident by killing everyone left alive. A surviving scientist tells Gordon he needs to reach the Lambda Complex to stop the alien invasion.&lt;br /&gt;
&lt;br /&gt;
Gordon fights through rocket test chambers, waste facilities, alien-specimen labs, and the facility&#039;s surface, eventually making it to the Lambda Complex. Scientists there tell him a powerful alien creature is keeping the portal open. They send him through to the alien world, Xen, to deal with it.&lt;br /&gt;
&lt;br /&gt;
In Xen, Gordon battles through strange landscapes, kills a massive creature called the Gonarch, and eventually finds and kills the Nihilanth the alien keeping the invasion going. Immediately after, a mysterious suited figure known only as the GMan appears. He claims his &amp;quot;employers&amp;quot; want to offer Gordon a job. If you accept, Freeman is put into stasis. If you refuse, you&#039;re sent to your death.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
[[File:Gabe Newell - 2002 (cropped).png|thumb|Valve co-founder [[Gabe Newell]] in 2002]]&lt;br /&gt;
&lt;br /&gt;
[[VALVe]] was founded in 1996 in [[Kirkland, Washington]] by former Microsoft employees Gabe Newell and Mike Harrington. Their plan for their first game was a horror-themed first-person shooter. Rather than building a new engine from scratch which would&#039;ve been too much work for a small team they licensed the Quake Engine from id Software and built heavily on top of it. Newell later estimated that around 75% of the final engine code was written by Valve themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; drew inspiration from Doom (1993) and Quake (1996), Stephen King&#039;s novella The Mist, and a 1963 episode of The Outer Limits (1963 TV series). The working title was &#039;&#039;Quiver&#039;&#039;, taken from the military base in &#039;&#039;The Mist&#039;&#039;. The final name, &#039;&#039;Half-Life&#039;&#039;, was chosen because it fit the scientific theme, wasn&#039;t a cliché, and had a natural visual symbol: the Greek letter λ (lambda), which represents the decay constant in the half-life equation.&lt;br /&gt;
&lt;br /&gt;
Finding a publisher was tough; many thought Valve was too new and too ambitious. Eventually, Sierra On-Line signed them for a single-game deal, giving Valve around $1 million upfront in exchange for 30% of revenue. The rest of the development was funded personally by Newell and Harrington. The game was first shown in early 1997 and made a good impression at E3 that year.&lt;br /&gt;
&lt;br /&gt;
By September 1997, though, things weren&#039;t going well. The game had interesting pieces, but felt scattered and wasn&#039;t fun to play. Playtesting got mixed responses. Sierra wouldn&#039;t give more money, so Newell took out a personal loan to fund more development time and push the release date back.&lt;br /&gt;
&lt;br /&gt;
Valve&#039;s solution was to have a small team build a single prototype level containing every type of thing the game needed sort of a &#039;Die Hard meets Evil Dead experience. When the rest of the team played it, everyone agreed it worked. They figured out three things that made it click: the player controlled the pacing, the world reacted to everything the player did, and dangers were always telegraphed rather than sprung without warning.&lt;br /&gt;
&lt;br /&gt;
To lock in a unified design, Valve formed a group called the &amp;quot;cabal&amp;quot; six people from across different departments who met for six hours a day, four days a week, for six months. They were responsible for designing levels, events, enemies, narrative, and how gameplay elements were introduced. Mini-cabals would then form within specific departments to carry out whatever the main group decided. Membership rotated to manage burnout.&lt;br /&gt;
&lt;br /&gt;
The cabal produced a 200-page design document and a 30-page story document. Sci-fi novelist Marc Laidlaw was hired to help with the script. He described his job as bringing &amp;quot;old storytelling tricks&amp;quot; to the team&#039;s bold ideas, working alongside them rather than handing down a finished story from above. The opening train ride, for example, came about because an engineer had already coded a working train for something else.&lt;br /&gt;
&lt;br /&gt;
Valve originally planned to use cutscenes, but switched to a continuous first-person perspective because they ran out of time. They ended up preferring it it created a stronger sense of immersion and made the loneliness and danger feel more real.&lt;br /&gt;
&lt;br /&gt;
Playtesting was built into the process from an early stage. The cabal would watch players silently, note down anything confusing or broken, and fix it in the next version. Eventually they added tools to track player behavior statistically and fine-tune levels based on the data.&lt;br /&gt;
&lt;br /&gt;
One awkward footnote: about two to three months before release, Valve&#039;s source control system crashed and destroyed much of the development history. Code had to be recovered from individual machines. Despite this, the revised version shown at E3 1998 picked up awards for &amp;quot;Best PC Game&amp;quot; and &amp;quot;Best Action Game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Release ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; launched on November 19, 1998. Valve&#039;s marketing chief Monica Harrington pushed Valve&#039;s profile in the industry with conference talks and press coverage, including a piece in the Wall Street Journal. When Sierra made clear it wasn&#039;t planning to do much promotional work after launch, Harrington threatened to go public about it. Sierra responded by reissuing the game in a &amp;quot;Game of the Year&amp;quot; edition, which helped sales. By 2001, Valve had renegotiated with Sierra and gained full control of the &#039;&#039;Half-Life&#039;&#039; intellectual property and online distribution rights.&lt;br /&gt;
&lt;br /&gt;
Two playable demos were released. &#039;&#039;Half-Life: Day One&#039;&#039; covered the first fifth of the game and was bundled with certain graphics cards. &#039;&#039;Half-Life: Uplink&#039;&#039; came out on February 12, 1999, with original content not in the main game. A short film of the same name was also made by a British marketing agency, following a journalist who sneaks into Black Mesa.&lt;br /&gt;
&lt;br /&gt;
In Germany, &#039;&#039;Half-Life&#039;&#039; was censored to comply with local media regulations around violence human characters were replaced with robots that spilled oil and gears instead of blood. In 2017, the game was removed from the German censorship list, and Valve released a free patch called &#039;&#039;Half-Life Uncensored&#039;&#039; to restore the original content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; landed with near-universal praise. On [[Metacritic]], it holds a score of 96 out of 100 for the PC version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Computer Gaming World]]&#039;&#039; called it &amp;quot;not just one of the best games of the year&amp;quot; but &amp;quot;one of the best games of any year&amp;quot; and &amp;quot;the best shooter since the original &#039;&#039;Doom&#039;&#039;.&amp;quot; &#039;&#039;[[IGN]]&#039;&#039; described it as &amp;quot;a tour de force in game design, the definitive single player game in a first-person shooter.&amp;quot; &#039;&#039;[[GameSpot]]&#039;&#039; said it was the &amp;quot;closest thing to a revolutionary step the genre has ever taken.&amp;quot; &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; wrote that it &amp;quot;brings the very idea of adventure on a PC out of the dark ages and into a 3D world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reviewers repeatedly pointed to the level of immersion as the game&#039;s biggest achievement. &#039;&#039;[[AllGame]]&#039;&#039; said it had &amp;quot;totally revolutionized an entire genre.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The one part of the game that consistently drew criticism was Xen, the alien world near the end. The jumping puzzles there were difficult because the GoldSrc engine didn&#039;t give players very precise control in the air, leading to a lot of frustrating falls. &#039;&#039;[[Wired (magazine)|Wired]]&#039;&#039; later described Xen as &amp;quot;an abbreviated, unpleasant stop on an alien world with bad platforming and a boss fight against what appeared, by all accounts, to be a giant floating infant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the AIAS&#039; 2nd Annual Interactive Achievement Awards, &#039;&#039;Half-Life&#039;&#039; won &amp;quot;Computer Entertainment Title of the Year&amp;quot; and &amp;quot;PC Action Game of the Year.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[PC Gamer]]&#039;&#039; named it the best PC game of all time in 1999, 2001, and 2005. In 2004, &#039;&#039;[[GameSpy]]&#039;&#039; readers voted it the best game of all time. &#039;&#039;[[Gamasutra]]&#039;&#039; gave it their Quantum Leap Award for the FPS category in 2006. [[GameSpot]] added it to their Greatest Games of All Time list in 2007. IGN wrote in 2013 that the history of the FPS genre &amp;quot;breaks down pretty cleanly into pre-&#039;&#039;Half-Life&#039;&#039; and post-&#039;&#039;Half-Life&#039;&#039; eras.&amp;quot; The &#039;&#039;[[the Guardian|Guardian]]&#039;&#039; ranked it the third-greatest game of the 1990s in 2021.&lt;br /&gt;
&lt;br /&gt;
=== Sales ===&lt;br /&gt;
&lt;br /&gt;
Valve originally expected &#039;&#039;Half-Life&#039;&#039; to sell around 180,000 copies total a modest target. It blew past that quickly. By the end of 1998, it had sold over 212,000 copies in the US alone and brought in $8.6 million in revenue. Global sales passed 500,000 units by January 19, 1999 just two months after launch.&lt;br /&gt;
&lt;br /&gt;
By April 1999, global sales were approaching 1 million. By July 2001, they had reached 2.5 million. By late 2004, eight million copies had been sold, and by 2008 the number was 9.3 million. &#039;&#039;[[Guinness World Records]]&#039;&#039; recognized it as the best-selling first-person shooter of all time on PC in their 2008 Gamer&#039;s Edition.&lt;br /&gt;
&lt;br /&gt;
The PlayStation 2 version earned a &amp;quot;Silver&amp;quot; sales award from the Entertainment and Leisure Software Publishers Association, indicating at least 100,000 copies sold in the UK.&lt;br /&gt;
&lt;br /&gt;
== Expansions and sequels ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; was followed by two expansion packs developed by [[Gearbox Software]]. &#039;&#039;[[Half-Life: Opposing Force|Opposing Force]]&#039;&#039; came out in November 1999, putting players in the boots of a marine sent into Black Mesa who ends up fighting alongside Freeman&#039;s former enemies. &#039;&#039;[[Half-Life: Blue Shift|Blue Shift]]&#039;&#039; followed in June 2001, telling the story through the eyes of a security guard named Barney Calhoun. A third expansion, &#039;&#039;[[Half-Life: Decay|Decay]]&#039;&#039;, was made exclusively for the PlayStation 2 port a co-op campaign following two Black Mesa scientists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Half-Life 2]]&#039;&#039; was announced at E3 2003 and released in 2004. Set 20 years later, it follows Freeman in a city under alien occupation. Two episodic follow-ups came out: &#039;&#039;[[Half-Life 2: Episode One]]&#039;&#039; in 2006 and &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. After a long gap and several cancelled projects, Valve returned to the series with &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; in 2020, a VR-exclusive prequel set between the events of the first two games.&lt;br /&gt;
&lt;br /&gt;
[[Category:1998 video games]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Valve Corporation games]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:PlayStation 2 games]]&lt;br /&gt;
[[Category:MacOS games]]&lt;br /&gt;
[[Category:Linux games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Video games about alien invasions]]&lt;br /&gt;
[[Category:GoldSrc games]]&lt;br /&gt;
[[Category:Half-Life (series) games|1]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Multiplayer online games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games set in laboratories]]&lt;br /&gt;
[[Category:Video games set in New Mexico]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:Gabe_Newell_-_2002_(cropped).png&amp;diff=41</id>
		<title>File:Gabe Newell - 2002 (cropped).png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:Gabe_Newell_-_2002_(cropped).png&amp;diff=41"/>
		<updated>2026-05-03T21:28:56Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:Halflife_ingame.jpg&amp;diff=40</id>
		<title>File:Halflife ingame.jpg</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:Halflife_ingame.jpg&amp;diff=40"/>
		<updated>2026-05-03T21:26:44Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=VALVe&amp;diff=39</id>
		<title>VALVe</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=VALVe&amp;diff=39"/>
		<updated>2026-05-03T21:24:59Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;A Company&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Company&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=38</id>
		<title>Half-Life 1</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=38"/>
		<updated>2026-05-03T21:24:50Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Half-Life&#039;&#039;&#039;&#039;&#039; is a 1998 [[first-person shooter]] (FPS) developed by [[VALVe]] and published by Sierra Studios for Windows. It was Valve&#039;s first game and the start of the &#039;&#039;[[Half-Life (series)|Half-Life]]&#039;&#039; series. Players control Gordon Freeman, a physicist trying to escape the Black Mesa Research Facility after a science experiment goes badly wrong and lets in a flood of aliens. The game mixes combat, exploration, and puzzle-solving throughout.&lt;br /&gt;
&lt;br /&gt;
Valve wanted to make something more interesting than the shooters that were already out there less of a &amp;quot;shooting gallery&amp;quot; and more of a real world to explore. The game runs on [[GoldSrc]], a modified version of the Quake Engine. Science fiction writer Marc Laidlaw was brought in to write the story. One of the things that made Half-Life stand out was that the player rarely loses control of Gordon the story plays out around you rather than through cutscenes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; was widely praised for its graphics, gameplay, and storytelling, winning over 50 &amp;quot;Game of the Year&amp;quot; awards. It sold more than nine million copies by 2008 and is still considered one of the most important shooters ever made. The game was later ported to the PlayStation 2 in 2001, and to macOS and Linux in 2013.&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:Halflife ingame.jpg|thumb|left|The player fighting soldiers, a helicopter, and a gun turret in the chapter &amp;quot;Surface Tension&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; is a first-person shooter where you fight enemies and solve puzzles to move forward. Unlike most shooters of the time, it tells its story almost entirely through scripted events that happen around you rather than stopping the game for cutscenes. You play as Gordon Freeman from start to finish, and he never speaks or appears on screen you see everything through his eyes.&lt;br /&gt;
&lt;br /&gt;
The game has no traditional levels. Instead, it&#039;s split into chapters whose names pop up briefly on screen as you progress. Each area flows directly into the next, keeping things feeling continuous.&lt;br /&gt;
&lt;br /&gt;
Along the way you&#039;ll run into puzzles things like finding a path through conveyor belts, stacking boxes to climb somewhere, or turning a valve to blast an enemy with steam. Boss encounters aren&#039;t really about direct fights; they usually ask you to use the environment cleverly to bring something big down. Towards the end, you get a long-jump module for your suit, which is needed for the jumping sections in the alien world of Xen.&lt;br /&gt;
&lt;br /&gt;
Security guards and scientists sometimes help you out, either by fighting alongside you, opening locked doors, or passing on information about the story. The alien enemies include headcrabs, vortigaunts, bullsquids, and zombie-like creatures, while you also go up against soldiers and black ops assassins. &lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
&lt;br /&gt;
Gordon Freeman works at the underground Black Mesa Research Facility as a theoretical physicist. During a routine experiment on a strange crystal, something goes horribly wrong a &amp;quot;resonance cascade&amp;quot; tears the facility apart and starts pulling in hostile aliens from another dimension.&lt;br /&gt;
&lt;br /&gt;
When Gordon makes it to the surface, he discovers things are even worse: the US military has been sent in, not to rescue anyone, but to cover up the whole incident by killing everyone left alive. A surviving scientist tells Gordon he needs to reach the Lambda Complex to stop the alien invasion.&lt;br /&gt;
&lt;br /&gt;
Gordon fights through rocket test chambers, waste facilities, alien-specimen labs, and the facility&#039;s surface, eventually making it to the Lambda Complex. Scientists there tell him a powerful alien creature is keeping the portal open. They send him through to the alien world, Xen, to deal with it.&lt;br /&gt;
&lt;br /&gt;
In Xen, Gordon battles through strange landscapes, kills a massive creature called the Gonarch, and eventually finds and kills the Nihilanth the alien keeping the invasion going. Immediately after, a mysterious suited figure known only as the GMan appears. He claims his &amp;quot;employers&amp;quot; want to offer Gordon a job. If you accept, Freeman is put into stasis. If you refuse, you&#039;re sent to your death.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
[[File:Gabe Newell - 2002 (cropped).jpg|thumb|Valve co-founder [[Gabe Newell]] in 2002]]&lt;br /&gt;
&lt;br /&gt;
[[VALVe]] was founded in 1996 in [[Kirkland, Washington]] by former Microsoft employees Gabe Newell and Mike Harrington. Their plan for their first game was a horror-themed first-person shooter. Rather than building a new engine from scratch which would&#039;ve been too much work for a small team they licensed the Quake Engine from id Software and built heavily on top of it. Newell later estimated that around 75% of the final engine code was written by Valve themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; drew inspiration from Doom (1993) and Quake (1996), Stephen King&#039;s novella The Mist, and a 1963 episode of The Outer Limits (1963 TV series). The working title was &#039;&#039;Quiver&#039;&#039;, taken from the military base in &#039;&#039;The Mist&#039;&#039;. The final name, &#039;&#039;Half-Life&#039;&#039;, was chosen because it fit the scientific theme, wasn&#039;t a cliché, and had a natural visual symbol: the Greek letter λ (lambda), which represents the decay constant in the half-life equation.&lt;br /&gt;
&lt;br /&gt;
Finding a publisher was tough; many thought Valve was too new and too ambitious. Eventually, Sierra On-Line signed them for a single-game deal, giving Valve around $1 million upfront in exchange for 30% of revenue. The rest of the development was funded personally by Newell and Harrington. The game was first shown in early 1997 and made a good impression at E3 that year.&lt;br /&gt;
&lt;br /&gt;
By September 1997, though, things weren&#039;t going well. The game had interesting pieces, but felt scattered and wasn&#039;t fun to play. Playtesting got mixed responses. Sierra wouldn&#039;t give more money, so Newell took out a personal loan to fund more development time and push the release date back.&lt;br /&gt;
&lt;br /&gt;
Valve&#039;s solution was to have a small team build a single prototype level containing every type of thing the game needed sort of a &#039;Die Hard meets Evil Dead experience. When the rest of the team played it, everyone agreed it worked. They figured out three things that made it click: the player controlled the pacing, the world reacted to everything the player did, and dangers were always telegraphed rather than sprung without warning.&lt;br /&gt;
&lt;br /&gt;
To lock in a unified design, Valve formed a group called the &amp;quot;cabal&amp;quot; six people from across different departments who met for six hours a day, four days a week, for six months. They were responsible for designing levels, events, enemies, narrative, and how gameplay elements were introduced. Mini-cabals would then form within specific departments to carry out whatever the main group decided. Membership rotated to manage burnout.&lt;br /&gt;
&lt;br /&gt;
[[File:Marc Laidlaw 2011.jpg|thumb|Novelist Marc Laidlaw, pictured in 2011, who wrote the story for &#039;&#039;Half-Life&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The cabal produced a 200-page design document and a 30-page story document. Sci-fi novelist Marc Laidlaw was hired to help with the script. He described his job as bringing &amp;quot;old storytelling tricks&amp;quot; to the team&#039;s bold ideas, working alongside them rather than handing down a finished story from above. The opening train ride, for example, came about because an engineer had already coded a working train for something else.&lt;br /&gt;
&lt;br /&gt;
Valve originally planned to use cutscenes, but switched to a continuous first-person perspective because they ran out of time. They ended up preferring it it created a stronger sense of immersion and made the loneliness and danger feel more real.&lt;br /&gt;
&lt;br /&gt;
Playtesting was built into the process from an early stage. The cabal would watch players silently, note down anything confusing or broken, and fix it in the next version. Eventually they added tools to track player behavior statistically and fine-tune levels based on the data.&lt;br /&gt;
&lt;br /&gt;
One awkward footnote: about two to three months before release, Valve&#039;s source control system crashed and destroyed much of the development history. Code had to be recovered from individual machines. Despite this, the revised version shown at E3 1998 picked up awards for &amp;quot;Best PC Game&amp;quot; and &amp;quot;Best Action Game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Release ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; launched on November 19, 1998. Valve&#039;s marketing chief Monica Harrington pushed Valve&#039;s profile in the industry with conference talks and press coverage, including a piece in the Wall Street Journal. When Sierra made clear it wasn&#039;t planning to do much promotional work after launch, Harrington threatened to go public about it. Sierra responded by reissuing the game in a &amp;quot;Game of the Year&amp;quot; edition, which helped sales. By 2001, Valve had renegotiated with Sierra and gained full control of the &#039;&#039;Half-Life&#039;&#039; intellectual property and online distribution rights.&lt;br /&gt;
&lt;br /&gt;
Two playable demos were released. &#039;&#039;Half-Life: Day One&#039;&#039; covered the first fifth of the game and was bundled with certain graphics cards. &#039;&#039;Half-Life: Uplink&#039;&#039; came out on February 12, 1999, with original content not in the main game. A short film of the same name was also made by a British marketing agency, following a journalist who sneaks into Black Mesa.&lt;br /&gt;
&lt;br /&gt;
In Germany, &#039;&#039;Half-Life&#039;&#039; was censored to comply with local media regulations around violence human characters were replaced with robots that spilled oil and gears instead of blood. In 2017, the game was removed from the German censorship list, and Valve released a free patch called &#039;&#039;Half-Life Uncensored&#039;&#039; to restore the original content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; landed with near-universal praise. On [[Metacritic]], it holds a score of 96 out of 100 for the PC version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Computer Gaming World]]&#039;&#039; called it &amp;quot;not just one of the best games of the year&amp;quot; but &amp;quot;one of the best games of any year&amp;quot; and &amp;quot;the best shooter since the original &#039;&#039;Doom&#039;&#039;.&amp;quot; &#039;&#039;[[IGN]]&#039;&#039; described it as &amp;quot;a tour de force in game design, the definitive single player game in a first-person shooter.&amp;quot; &#039;&#039;[[GameSpot]]&#039;&#039; said it was the &amp;quot;closest thing to a revolutionary step the genre has ever taken.&amp;quot; &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; wrote that it &amp;quot;brings the very idea of adventure on a PC out of the dark ages and into a 3D world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reviewers repeatedly pointed to the level of immersion as the game&#039;s biggest achievement. &#039;&#039;[[AllGame]]&#039;&#039; said it had &amp;quot;totally revolutionized an entire genre.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The one part of the game that consistently drew criticism was Xen, the alien world near the end. The jumping puzzles there were difficult because the GoldSrc engine didn&#039;t give players very precise control in the air, leading to a lot of frustrating falls. &#039;&#039;[[Wired (magazine)|Wired]]&#039;&#039; later described Xen as &amp;quot;an abbreviated, unpleasant stop on an alien world with bad platforming and a boss fight against what appeared, by all accounts, to be a giant floating infant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the AIAS&#039; 2nd Annual Interactive Achievement Awards, &#039;&#039;Half-Life&#039;&#039; won &amp;quot;Computer Entertainment Title of the Year&amp;quot; and &amp;quot;PC Action Game of the Year.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[PC Gamer]]&#039;&#039; named it the best PC game of all time in 1999, 2001, and 2005. In 2004, &#039;&#039;[[GameSpy]]&#039;&#039; readers voted it the best game of all time. &#039;&#039;[[Gamasutra]]&#039;&#039; gave it their Quantum Leap Award for the FPS category in 2006. [[GameSpot]] added it to their Greatest Games of All Time list in 2007. IGN wrote in 2013 that the history of the FPS genre &amp;quot;breaks down pretty cleanly into pre-&#039;&#039;Half-Life&#039;&#039; and post-&#039;&#039;Half-Life&#039;&#039; eras.&amp;quot; The &#039;&#039;[[the Guardian|Guardian]]&#039;&#039; ranked it the third-greatest game of the 1990s in 2021.&lt;br /&gt;
&lt;br /&gt;
=== Sales ===&lt;br /&gt;
&lt;br /&gt;
Valve originally expected &#039;&#039;Half-Life&#039;&#039; to sell around 180,000 copies total a modest target. It blew past that quickly. By the end of 1998, it had sold over 212,000 copies in the US alone and brought in $8.6 million in revenue. Global sales passed 500,000 units by January 19, 1999 just two months after launch.&lt;br /&gt;
&lt;br /&gt;
By April 1999, global sales were approaching 1 million. By July 2001, they had reached 2.5 million. By late 2004, eight million copies had been sold, and by 2008 the number was 9.3 million. &#039;&#039;[[Guinness World Records]]&#039;&#039; recognized it as the best-selling first-person shooter of all time on PC in their 2008 Gamer&#039;s Edition.&lt;br /&gt;
&lt;br /&gt;
The PlayStation 2 version earned a &amp;quot;Silver&amp;quot; sales award from the Entertainment and Leisure Software Publishers Association, indicating at least 100,000 copies sold in the UK.&lt;br /&gt;
&lt;br /&gt;
== Expansions and sequels ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; was followed by two expansion packs developed by [[Gearbox Software]]. &#039;&#039;[[Half-Life: Opposing Force|Opposing Force]]&#039;&#039; came out in November 1999, putting players in the boots of a marine sent into Black Mesa who ends up fighting alongside Freeman&#039;s former enemies. &#039;&#039;[[Half-Life: Blue Shift|Blue Shift]]&#039;&#039; followed in June 2001, telling the story through the eyes of a security guard named Barney Calhoun. A third expansion, &#039;&#039;[[Half-Life: Decay|Decay]]&#039;&#039;, was made exclusively for the PlayStation 2 port a co-op campaign following two Black Mesa scientists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Half-Life 2]]&#039;&#039; was announced at E3 2003 and released in 2004. Set 20 years later, it follows Freeman in a city under alien occupation. Two episodic follow-ups came out: &#039;&#039;[[Half-Life 2: Episode One]]&#039;&#039; in 2006 and &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. After a long gap and several cancelled projects, Valve returned to the series with &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; in 2020, a VR-exclusive prequel set between the events of the first two games.&lt;br /&gt;
&lt;br /&gt;
[[Category:1998 video games]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Valve Corporation games]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:PlayStation 2 games]]&lt;br /&gt;
[[Category:MacOS games]]&lt;br /&gt;
[[Category:Linux games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Video games about alien invasions]]&lt;br /&gt;
[[Category:GoldSrc games]]&lt;br /&gt;
[[Category:Half-Life (series) games|1]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Multiplayer online games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games set in laboratories]]&lt;br /&gt;
[[Category:Video games set in New Mexico]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=37</id>
		<title>Half-Life 1</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=37"/>
		<updated>2026-05-03T21:19:17Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Half-Life&#039;&#039;&#039;&#039;&#039; is a 1998 [[first-person shooter]] (FPS) developed by [[Valve Corporation]] and published by [[Sierra Studios]] for [[Windows]]. It was Valve&#039;s first game and the start of the &#039;&#039;[[Half-Life (series)|Half-Life]]&#039;&#039; series. Players control [[Gordon Freeman]], a physicist trying to escape the [[Black Mesa Research Facility]] after a science experiment goes badly wrong and lets in a flood of aliens. The game mixes combat, exploration, and puzzle-solving throughout.&lt;br /&gt;
&lt;br /&gt;
Valve wanted to make something more interesting than the shooters that were already out there less of a &amp;quot;shooting gallery&amp;quot; and more of a real world to explore. The game runs on [[GoldSrc]], a modified version of the [[Quake engine|&#039;&#039;Quake&#039;&#039; engine]]. Science fiction writer [[Marc Laidlaw]] was brought in to write the story. One of the things that made Half-Life stand out was that the player almost never loses control of Gordon the story plays out around you rather than through cutscenes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; was widely praised for its graphics, gameplay, and storytelling, winning over 50 &amp;quot;Game of the Year&amp;quot; awards. It sold more than nine million copies by 2008 and is still considered one of the most important shooters ever made. The game was later ported to the [[PlayStation 2]] in 2001, and to [[macOS]] and [[Linux]] in 2013. It also inspired a huge number of mods, some of which grew into famous games of their own, like &#039;&#039;[[Counter-Strike (video game)|Counter-Strike]]&#039;&#039; and &#039;&#039;[[Day of Defeat]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:Halflife ingame.jpg|thumb|left|The player fighting soldiers, a helicopter, and a gun turret in the chapter &amp;quot;Surface Tension&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; is a [[first-person shooter]] where you fight enemies and solve puzzles to move forward. Unlike most shooters of the time, it tells its story almost entirely through scripted events that happen around you rather than stopping the game for cutscenes. You play as Gordon Freeman from start to finish, and he never speaks or appears on screen you see everything through his eyes.&lt;br /&gt;
&lt;br /&gt;
The game has no traditional levels. Instead, it&#039;s split into chapters whose names pop up briefly on screen as you progress. Each area flows directly into the next, keeping things feeling continuous.&lt;br /&gt;
&lt;br /&gt;
Along the way you&#039;ll run into puzzles things like finding a path through conveyor belts, stacking boxes to climb somewhere, or turning a valve to blast an enemy with steam. Boss encounters aren&#039;t really about direct fights; they usually ask you to use the environment cleverly to bring something big down. Towards the end, you get a long-jump module for your suit, which is needed for the jumping sections in the alien world of Xen.&lt;br /&gt;
&lt;br /&gt;
Security guards and scientists sometimes help you out, either by fighting alongside you, opening locked doors, or passing on information about the story. The alien enemies include headcrabs, vortigaunts, bullsquids, and zombie-like creatures, while you also go up against soldiers and black ops assassins. The game also includes online [[Deathmatch (video games)|deathmatch]] multiplayer. It was one of the first games to use [[WASD keys]] as the standard movement controls.&lt;br /&gt;
&lt;br /&gt;
== Plot ==&lt;br /&gt;
&lt;br /&gt;
Gordon Freeman works at the underground [[Black Mesa Research Facility]] as a theoretical physicist. During a routine experiment on a strange crystal, something goes horribly wrong a &amp;quot;resonance cascade&amp;quot; tears the facility apart and starts pulling in hostile aliens from another dimension.&lt;br /&gt;
&lt;br /&gt;
When Gordon makes it to the surface, he discovers things are even worse: the US military has been sent in, not to rescue anyone, but to cover up the whole incident by killing everyone left alive. A surviving scientist tells Gordon he needs to reach the Lambda Complex to stop the alien invasion.&lt;br /&gt;
&lt;br /&gt;
Gordon fights through rocket test chambers, waste facilities, alien-specimen labs, and the facility&#039;s surface, eventually making it to the Lambda Complex. Scientists there tell him a powerful alien creature is keeping the portal open. They send him through to the alien world, Xen, to deal with it.&lt;br /&gt;
&lt;br /&gt;
In Xen, Gordon battles through strange landscapes, kills a massive creature called the Gonarch, and eventually finds and kills the Nihilanth the alien keeping the invasion going. Immediately after, a mysterious suited figure known only as the [[Characters of the Half-Life series#G-Man|G-Man]] appears. He claims his &amp;quot;employers&amp;quot; want to offer Gordon a job. If you accept, Freeman is put into stasis. If you refuse, you&#039;re sent to your death.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
[[File:Gabe Newell - 2002 (cropped).jpg|thumb|Valve co-founder [[Gabe Newell]] in 2002]]&lt;br /&gt;
&lt;br /&gt;
[[Valve Corporation|Valve]] was founded in 1996 in [[Kirkland, Washington]] by former [[Microsoft]] employees [[Gabe Newell]] and [[Mike Harrington]]. Their plan for their first game was a horror-themed first-person shooter. Rather than building a new engine from scratch which would&#039;ve been too much work for a small team they licensed the [[Quake engine|&#039;&#039;Quake&#039;&#039; engine]] from [[id Software]] and built heavily on top of it. Newell later estimated that around 75% of the final engine code was written by Valve themselves.&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; drew inspiration from &#039;&#039;[[Doom (1993 video game)|Doom]]&#039;&#039; (1993) and &#039;&#039;[[Quake (video game)|Quake]]&#039;&#039; (1996), Stephen King&#039;s novella &#039;&#039;[[The Mist (novella)|The Mist]]&#039;&#039;, and a 1963 episode of &#039;&#039;[[The Outer Limits (1963 TV series)|The Outer Limits]]&#039;&#039;. The working title was &#039;&#039;Quiver&#039;&#039;, taken from the military base in &#039;&#039;The Mist&#039;&#039;. The final name, &#039;&#039;Half-Life&#039;&#039;, was chosen because it fit the scientific theme, wasn&#039;t a cliché, and had a natural visual symbol: the Greek letter λ (lambda), which represents the decay constant in the half-life equation. Newell also cited &#039;&#039;[[Ultima Underworld]]&#039;&#039;, &#039;&#039;[[Resident Evil 2]]&#039;&#039;, and &#039;&#039;[[Super Mario 64]]&#039;&#039; as influences.&lt;br /&gt;
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Finding a publisher was tough many thought Valve was too new and too ambitious. Eventually [[Sierra On-Line]] signed them for a single-game deal, giving Valve around $1 million upfront in exchange for 30% of revenue. The rest of development was funded personally by Newell and Harrington. The game was first shown in early 1997 and made a good impression at E3 that year.&lt;br /&gt;
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By September 1997, though, things weren&#039;t going well. The game had interesting pieces but felt scattered and wasn&#039;t fun to play. Playtesting got mixed responses. Sierra wouldn&#039;t give more money, so Newell took out a personal loan to fund more development time and push the release date back.&lt;br /&gt;
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Valve&#039;s solution was to have a small team build a single prototype level containing every type of thing the game needed sort of a &#039;&#039;[[Die Hard]]&#039;&#039; meets &#039;&#039;[[Evil Dead]]&#039;&#039; experience. When the rest of the team played it, everyone agreed it worked. They figured out three things that made it click: the player controlled the pacing, the world reacted to everything the player did, and dangers were always telegraphed rather than sprung without warning.&lt;br /&gt;
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To lock in a unified design, Valve formed a group called the &amp;quot;cabal&amp;quot; six people from across different departments who met for six hours a day, four days a week, for six months. They were responsible for designing levels, events, enemies, narrative, and how gameplay elements were introduced. Mini-cabals would then form within specific departments to carry out whatever the main group decided. Membership rotated to manage burnout.&lt;br /&gt;
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[[File:Marc Laidlaw 2011.jpg|thumb|Novelist [[Marc Laidlaw]], pictured in 2011, who wrote the story for &#039;&#039;Half-Life&#039;&#039;]]&lt;br /&gt;
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The cabal produced a 200-page design document and a 30-page story document. Sci-fi novelist [[Marc Laidlaw]] was hired to help with the script. He described his job as bringing &amp;quot;old storytelling tricks&amp;quot; to the team&#039;s bold ideas, working alongside them rather than handing down a finished story from above. The opening train ride, for example, came about because an engineer had already coded a working train for something else.&lt;br /&gt;
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Valve originally planned to use cutscenes, but switched to a continuous first-person perspective because they ran out of time. They ended up preferring it it created a stronger sense of immersion and made the loneliness and danger feel more real.&lt;br /&gt;
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Playtesting was built into the process from an early stage. The cabal would watch players silently, note down anything confusing or broken, and fix it in the next version. Eventually they added tools to track player behavior statistically and fine-tune levels based on the data.&lt;br /&gt;
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One awkward footnote: about two to three months before release, Valve&#039;s source control system crashed and destroyed much of the development history. Code had to be recovered from individual machines. Despite this, the revised version shown at E3 1998 picked up awards for &amp;quot;Best PC Game&amp;quot; and &amp;quot;Best Action Game.&amp;quot;&lt;br /&gt;
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== Release ==&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; launched on November 19, 1998. Valve&#039;s marketing chief Monica Harrington pushed Valve&#039;s profile in the industry with conference talks and press coverage, including a piece in the &#039;&#039;[[Wall Street Journal]]&#039;&#039;. When Sierra made clear it wasn&#039;t planning to do much promotional work after launch, Harrington threatened to go public about it. Sierra responded by reissuing the game in a &amp;quot;Game of the Year&amp;quot; edition, which helped sales. By 2001, Valve had renegotiated with Sierra and gained full control of the &#039;&#039;Half-Life&#039;&#039; intellectual property and online distribution rights.&lt;br /&gt;
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Two playable demos were released. &#039;&#039;Half-Life: Day One&#039;&#039; covered the first fifth of the game and was bundled with certain graphics cards. &#039;&#039;Half-Life: Uplink&#039;&#039; came out on February 12, 1999, with original content not in the main game. A short film of the same name was also made by a British marketing agency, following a journalist who sneaks into Black Mesa.&lt;br /&gt;
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In Germany, &#039;&#039;Half-Life&#039;&#039; was censored to comply with local media regulations around violence human characters were replaced with robots that spilled oil and gears instead of blood. In 2017, the game was removed from the German censorship list, and Valve released a free patch called &#039;&#039;Half-Life Uncensored&#039;&#039; to restore the original content.&lt;br /&gt;
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=== Other versions ===&lt;br /&gt;
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A port for [[Dreamcast]], developed by Captivation Digital Laboratories and [[Gearbox Software]], was nearly complete and included new character models, textures, and an exclusive expansion called &#039;&#039;[[Half-Life: Blue Shift|Blue Shift]]&#039;&#039;. However, it was cancelled weeks before release in June 2001 after [[Sega]] discontinued the Dreamcast. That Dreamcast build was later used as the foundation for the [[PlayStation 2]] port, which came out in late 2001.&lt;br /&gt;
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A Mac port was in development by Logicware but was cancelled in 2000, reportedly after Apple overstated sales projections by a large margin. Valve eventually released proper [[macOS]] and [[Linux]] versions in 2013.&lt;br /&gt;
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In 2004, Valve released &#039;&#039;Half-Life: Source&#039;&#039;, a version of the game built on their new [[Source (game engine)|Source]] engine. It added ragdoll physics, better water effects, and surround sound, but reviews were lukewarm most felt it didn&#039;t improve enough over the original. Over time it developed a reputation for being buggy and unstable. After a big 25th anniversary update in 2023, &#039;&#039;Half-Life: Source&#039;&#039; was quietly removed from [[Steam (service)|Steam]]&#039;s search results and bundled for free with &#039;&#039;Half-Life Deathmatch: Source&#039;&#039;, which stayed listed.&lt;br /&gt;
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&#039;&#039;[[Black Mesa (video game)|Black Mesa]]&#039;&#039;, a fan-made remake by Crowbar Collective built in the Source engine, launched as a free mod in September 2012 and was later approved by Valve for a proper commercial release. The full version came out in 2020.&lt;br /&gt;
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=== 25th anniversary update ===&lt;br /&gt;
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In November 2023, to mark 25 years of &#039;&#039;Half-Life&#039;&#039;, Valve released a major update on Steam. It restored content to its original 1998 state, fixed long-standing bugs, added the &#039;&#039;Uplink&#039;&#039; demo, four new multiplayer maps, [[Steam Deck]] support, better rendering, and [[4K resolution]] support. Valve also put out a full hour-long documentary about the game&#039;s creation, featuring interviews with the original developers. Within two days of the update going live, &#039;&#039;Half-Life&#039;&#039; hit 33,471 concurrent players on Steam its highest number ever.&lt;br /&gt;
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== Mods ==&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; became a major platform for independent game development, partly because Valve shipped the game with [[Valve Hammer Editor|Worldcraft]] (the level editor used during development) and a full software development kit. Both were updated after launch, and the community quickly built additional tools around them.&lt;br /&gt;
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Valve themselves used the SDK to make &#039;&#039;[[Team Fortress Classic]]&#039;&#039; and &#039;&#039;Deathmatch Classic&#039;&#039; (a recreation of &#039;&#039;Quake&#039;&#039;{{&#039;}}s deathmatch in the GoldSrc engine). Other mods started as independent community projects and eventually got Valve&#039;s support most notably &#039;&#039;Counter-Strike&#039;&#039; and &#039;&#039;[[Day of Defeat]]&#039;&#039;.&lt;br /&gt;
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Other popular multiplayer mods included &#039;&#039;[[Firearms (video game)|Firearms]]&#039;&#039;, &#039;&#039;[[Natural Selection (video game)|Natural Selection]]&#039;&#039;, and &#039;&#039;[[Sven Co-op]]&#039;&#039;. On the single-player side, &#039;&#039;[[USS Darkstar]]&#039;&#039; (1999) and &#039;&#039;[[They Hunger]]&#039;&#039; (20002001) were notable releases. Sony Pictures even commissioned a promotional mod called &#039;&#039;Underworld: Bloodline&#039;&#039; tied to the 2003 film &#039;&#039;[[Underworld (2003 film)|Underworld]]&#039;&#039;, making it the only officially licensed &#039;&#039;Half-Life&#039;&#039; mod connected to a Hollywood film.&lt;br /&gt;
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Several mods made it to retail. &#039;&#039;Counter-Strike&#039;&#039; was the most successful by far, eventually spawning multiple standalone releases. &#039;&#039;Team Fortress Classic&#039;&#039;, &#039;&#039;Day of Defeat&#039;&#039;, &#039;&#039;[[Gunman Chronicles]]&#039;&#039;, and &#039;&#039;Sven Co-op&#039;&#039; also saw commercial releases. &#039;&#039;Half-Life&#039;&#039; is also the inspiration for the YouTube series &#039;&#039;[[Half-Life VR but the AI is Self-Aware]]&#039;&#039; and &#039;&#039;[[Freeman&#039;s Mind]]&#039;&#039;.&lt;br /&gt;
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In 2003, hackers broke into Valve&#039;s network and stole various files, including an unreleased &#039;&#039;Half-Life&#039;&#039; mod called &#039;&#039;Half-Life: Threewave&#039;&#039; a cancelled remake of a &#039;&#039;Quake&#039;&#039; mod. The files sat on a Vietnamese FTP server until fans found them in 2016 and distributed them.&lt;br /&gt;
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== Reception ==&lt;br /&gt;
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=== Critical reception ===&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; landed with near-universal praise. On [[Metacritic]], it holds a score of 96 out of 100 for the PC version.&lt;br /&gt;
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&#039;&#039;[[Computer Gaming World]]&#039;&#039; called it &amp;quot;not just one of the best games of the year&amp;quot; but &amp;quot;one of the best games of any year&amp;quot; and &amp;quot;the best shooter since the original &#039;&#039;Doom&#039;&#039;.&amp;quot; &#039;&#039;[[IGN]]&#039;&#039; described it as &amp;quot;a tour de force in game design, the definitive single player game in a first-person shooter.&amp;quot; &#039;&#039;[[GameSpot]]&#039;&#039; said it was the &amp;quot;closest thing to a revolutionary step the genre has ever taken.&amp;quot; &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; wrote that it &amp;quot;brings the very idea of adventure on a PC out of the dark ages and into a 3D world.&amp;quot;&lt;br /&gt;
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Reviewers repeatedly pointed to the level of immersion as the game&#039;s biggest achievement. &#039;&#039;[[AllGame]]&#039;&#039; said it had &amp;quot;totally revolutionized an entire genre.&amp;quot;&lt;br /&gt;
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The one part of the game that consistently drew criticism was Xen, the alien world near the end. The jumping puzzles there were difficult because the GoldSrc engine didn&#039;t give players very precise control in the air, leading to a lot of frustrating falls. &#039;&#039;[[Wired (magazine)|Wired]]&#039;&#039; later described Xen as &amp;quot;an abbreviated, unpleasant stop on an alien world with bad platforming and a boss fight against what appeared, by all accounts, to be a giant floating infant.&amp;quot;&lt;br /&gt;
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At the AIAS&#039; 2nd Annual Interactive Achievement Awards, &#039;&#039;Half-Life&#039;&#039; won &amp;quot;Computer Entertainment Title of the Year&amp;quot; and &amp;quot;PC Action Game of the Year.&amp;quot;&lt;br /&gt;
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&#039;&#039;[[PC Gamer]]&#039;&#039; named it the best PC game of all time in 1999, 2001, and 2005. In 2004, &#039;&#039;[[GameSpy]]&#039;&#039; readers voted it the best game of all time. &#039;&#039;[[Gamasutra]]&#039;&#039; gave it their Quantum Leap Award for the FPS category in 2006. [[GameSpot]] added it to their Greatest Games of All Time list in 2007. IGN wrote in 2013 that the history of the FPS genre &amp;quot;breaks down pretty cleanly into pre-&#039;&#039;Half-Life&#039;&#039; and post-&#039;&#039;Half-Life&#039;&#039; eras.&amp;quot; The &#039;&#039;[[the Guardian|Guardian]]&#039;&#039; ranked it the third-greatest game of the 1990s in 2021.&lt;br /&gt;
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=== Sales ===&lt;br /&gt;
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Valve originally expected &#039;&#039;Half-Life&#039;&#039; to sell around 180,000 copies total a modest target. It blew past that quickly. By the end of 1998, it had sold over 212,000 copies in the US alone and brought in $8.6 million in revenue. Global sales passed 500,000 units by January 19, 1999 just two months after launch.&lt;br /&gt;
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By April 1999, global sales were approaching 1 million. By July 2001, they had reached 2.5 million. By late 2004, eight million copies had been sold, and by 2008 the number was 9.3 million. &#039;&#039;[[Guinness World Records]]&#039;&#039; recognized it as the best-selling first-person shooter of all time on PC in their 2008 Gamer&#039;s Edition.&lt;br /&gt;
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The PlayStation 2 version earned a &amp;quot;Silver&amp;quot; sales award from the Entertainment and Leisure Software Publishers Association, indicating at least 100,000 copies sold in the UK.&lt;br /&gt;
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== Expansions and sequels ==&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; was followed by two expansion packs developed by [[Gearbox Software]]. &#039;&#039;[[Half-Life: Opposing Force|Opposing Force]]&#039;&#039; came out in November 1999, putting players in the boots of a marine sent into Black Mesa who ends up fighting alongside Freeman&#039;s former enemies. &#039;&#039;[[Half-Life: Blue Shift|Blue Shift]]&#039;&#039; followed in June 2001, telling the story through the eyes of a security guard named Barney Calhoun. A third expansion, &#039;&#039;[[Half-Life: Decay|Decay]]&#039;&#039;, was made exclusively for the PlayStation 2 port a co-op campaign following two Black Mesa scientists.&lt;br /&gt;
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&#039;&#039;[[Half-Life 2]]&#039;&#039; was announced at E3 2003 and released in 2004. Set 20 years later, it follows Freeman in a city under alien occupation. Two episodic follow-ups came out: &#039;&#039;[[Half-Life 2: Episode One]]&#039;&#039; in 2006 and &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. After a long gap and several cancelled projects, Valve returned to the series with &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; in 2020, a VR-exclusive prequel set between the events of the first two games.&lt;br /&gt;
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[[Category:1998 video games]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Valve Corporation games]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:PlayStation 2 games]]&lt;br /&gt;
[[Category:MacOS games]]&lt;br /&gt;
[[Category:Linux games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Video games about alien invasions]]&lt;br /&gt;
[[Category:GoldSrc games]]&lt;br /&gt;
[[Category:Half-Life (series) games|1]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Multiplayer online games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games set in laboratories]]&lt;br /&gt;
[[Category:Video games set in New Mexico]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=36</id>
		<title>Half-Life 1</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Half-Life_1&amp;diff=36"/>
		<updated>2026-05-03T21:18:07Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: Created page with &amp;quot;{{Good article}} {{Infobox video game | title = Half-Life | image = Half-Life Cover Art.jpg | alt = Cover art showing an orange wall with a rusted Lambda logo | developer = Valve | publisher = Sierra Studios | series = &amp;#039;&amp;#039;Half-Life&amp;#039;&amp;#039; | engine = GoldSrc | platforms = Windows, PlayStation 2, macOS, Linux | released = November 19, 1998 | genre = First-person shooter | modes = Single-player, multip...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Good article}}&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| title = Half-Life&lt;br /&gt;
| image = Half-Life Cover Art.jpg&lt;br /&gt;
| alt = Cover art showing an orange wall with a rusted Lambda logo&lt;br /&gt;
| developer = [[Valve Corporation|Valve]]&lt;br /&gt;
| publisher = [[Sierra Studios]]&lt;br /&gt;
| series = &#039;&#039;[[Half-Life (series)|Half-Life]]&#039;&#039;&lt;br /&gt;
| engine = [[GoldSrc]]&lt;br /&gt;
| platforms = [[Windows]], [[PlayStation 2]], [[macOS]], [[Linux]]&lt;br /&gt;
| released = November 19, 1998&lt;br /&gt;
| genre = [[First-person shooter]]&lt;br /&gt;
| modes = [[Single-player]], [[multiplayer]]&lt;br /&gt;
| writer = [[Marc Laidlaw]]&lt;br /&gt;
| composer = [[Kelly Bailey (composer)|Kelly Bailey]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Half-Life&#039;&#039;&#039;&#039;&#039; is a 1998 [[first-person shooter]] (FPS) developed by [[Valve Corporation]] and published by [[Sierra Studios]] for [[Windows]]. It was Valve&#039;s first game and the start of the &#039;&#039;[[Half-Life (series)|Half-Life]]&#039;&#039; series. Players control [[Gordon Freeman]], a physicist trying to escape the [[Black Mesa Research Facility]] after a science experiment goes badly wrong and lets in a flood of aliens. The game mixes combat, exploration, and puzzle-solving throughout.&lt;br /&gt;
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Valve wanted to make something more interesting than the shooters that were already out there less of a &amp;quot;shooting gallery&amp;quot; and more of a real world to explore. The game runs on [[GoldSrc]], a modified version of the [[Quake engine|&#039;&#039;Quake&#039;&#039; engine]]. Science fiction writer [[Marc Laidlaw]] was brought in to write the story. One of the things that made Half-Life stand out was that the player almost never loses control of Gordon the story plays out around you rather than through cutscenes.&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; was widely praised for its graphics, gameplay, and storytelling, winning over 50 &amp;quot;Game of the Year&amp;quot; awards. It sold more than nine million copies by 2008 and is still considered one of the most important shooters ever made. The game was later ported to the [[PlayStation 2]] in 2001, and to [[macOS]] and [[Linux]] in 2013. It also inspired a huge number of mods, some of which grew into famous games of their own, like &#039;&#039;[[Counter-Strike (video game)|Counter-Strike]]&#039;&#039; and &#039;&#039;[[Day of Defeat]]&#039;&#039;.&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
[[File:Halflife ingame.jpg|thumb|left|The player fighting soldiers, a helicopter, and a gun turret in the chapter &amp;quot;Surface Tension&amp;quot;]]&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; is a [[first-person shooter]] where you fight enemies and solve puzzles to move forward. Unlike most shooters of the time, it tells its story almost entirely through scripted events that happen around you rather than stopping the game for cutscenes. You play as Gordon Freeman from start to finish, and he never speaks or appears on screen you see everything through his eyes.&lt;br /&gt;
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The game has no traditional levels. Instead, it&#039;s split into chapters whose names pop up briefly on screen as you progress. Each area flows directly into the next, keeping things feeling continuous.&lt;br /&gt;
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Along the way you&#039;ll run into puzzles things like finding a path through conveyor belts, stacking boxes to climb somewhere, or turning a valve to blast an enemy with steam. Boss encounters aren&#039;t really about direct fights; they usually ask you to use the environment cleverly to bring something big down. Towards the end, you get a long-jump module for your suit, which is needed for the jumping sections in the alien world of Xen.&lt;br /&gt;
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Security guards and scientists sometimes help you out, either by fighting alongside you, opening locked doors, or passing on information about the story. The alien enemies include headcrabs, vortigaunts, bullsquids, and zombie-like creatures, while you also go up against soldiers and black ops assassins. The game also includes online [[Deathmatch (video games)|deathmatch]] multiplayer. It was one of the first games to use [[WASD keys]] as the standard movement controls.&lt;br /&gt;
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== Plot ==&lt;br /&gt;
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Gordon Freeman works at the underground [[Black Mesa Research Facility]] as a theoretical physicist. During a routine experiment on a strange crystal, something goes horribly wrong a &amp;quot;resonance cascade&amp;quot; tears the facility apart and starts pulling in hostile aliens from another dimension.&lt;br /&gt;
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When Gordon makes it to the surface, he discovers things are even worse: the US military has been sent in, not to rescue anyone, but to cover up the whole incident by killing everyone left alive. A surviving scientist tells Gordon he needs to reach the Lambda Complex to stop the alien invasion.&lt;br /&gt;
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Gordon fights through rocket test chambers, waste facilities, alien-specimen labs, and the facility&#039;s surface, eventually making it to the Lambda Complex. Scientists there tell him a powerful alien creature is keeping the portal open. They send him through to the alien world, Xen, to deal with it.&lt;br /&gt;
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In Xen, Gordon battles through strange landscapes, kills a massive creature called the Gonarch, and eventually finds and kills the Nihilanth the alien keeping the invasion going. Immediately after, a mysterious suited figure known only as the [[Characters of the Half-Life series#G-Man|G-Man]] appears. He claims his &amp;quot;employers&amp;quot; want to offer Gordon a job. If you accept, Freeman is put into stasis. If you refuse, you&#039;re sent to your death.&lt;br /&gt;
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== Development ==&lt;br /&gt;
[[File:Gabe Newell - 2002 (cropped).jpg|thumb|Valve co-founder [[Gabe Newell]] in 2002]]&lt;br /&gt;
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[[Valve Corporation|Valve]] was founded in 1996 in [[Kirkland, Washington]] by former [[Microsoft]] employees [[Gabe Newell]] and [[Mike Harrington]]. Their plan for their first game was a horror-themed first-person shooter. Rather than building a new engine from scratch which would&#039;ve been too much work for a small team they licensed the [[Quake engine|&#039;&#039;Quake&#039;&#039; engine]] from [[id Software]] and built heavily on top of it. Newell later estimated that around 75% of the final engine code was written by Valve themselves.&lt;br /&gt;
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&#039;&#039;Half-Life&#039;&#039; drew inspiration from &#039;&#039;[[Doom (1993 video game)|Doom]]&#039;&#039; (1993) and &#039;&#039;[[Quake (video game)|Quake]]&#039;&#039; (1996), Stephen King&#039;s novella &#039;&#039;[[The Mist (novella)|The Mist]]&#039;&#039;, and a 1963 episode of &#039;&#039;[[The Outer Limits (1963 TV series)|The Outer Limits]]&#039;&#039;. The working title was &#039;&#039;Quiver&#039;&#039;, taken from the military base in &#039;&#039;The Mist&#039;&#039;. The final name, &#039;&#039;Half-Life&#039;&#039;, was chosen because it fit the scientific theme, wasn&#039;t a cliché, and had a natural visual symbol: the Greek letter λ (lambda), which represents the decay constant in the half-life equation. Newell also cited &#039;&#039;[[Ultima Underworld]]&#039;&#039;, &#039;&#039;[[Resident Evil 2]]&#039;&#039;, and &#039;&#039;[[Super Mario 64]]&#039;&#039; as influences.&lt;br /&gt;
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Finding a publisher was tough many thought Valve was too new and too ambitious. Eventually [[Sierra On-Line]] signed them for a single-game deal, giving Valve around $1 million upfront in exchange for 30% of revenue. The rest of development was funded personally by Newell and Harrington. The game was first shown in early 1997 and made a good impression at E3 that year.&lt;br /&gt;
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By September 1997, though, things weren&#039;t going well. The game had interesting pieces but felt scattered and wasn&#039;t fun to play. Playtesting got mixed responses. Sierra wouldn&#039;t give more money, so Newell took out a personal loan to fund more development time and push the release date back.&lt;br /&gt;
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Valve&#039;s solution was to have a small team build a single prototype level containing every type of thing the game needed sort of a &#039;&#039;[[Die Hard]]&#039;&#039; meets &#039;&#039;[[Evil Dead]]&#039;&#039; experience. When the rest of the team played it, everyone agreed it worked. They figured out three things that made it click: the player controlled the pacing, the world reacted to everything the player did, and dangers were always telegraphed rather than sprung without warning.&lt;br /&gt;
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To lock in a unified design, Valve formed a group called the &amp;quot;cabal&amp;quot; six people from across different departments who met for six hours a day, four days a week, for six months. They were responsible for designing levels, events, enemies, narrative, and how gameplay elements were introduced. Mini-cabals would then form within specific departments to carry out whatever the main group decided. Membership rotated to manage burnout.&lt;br /&gt;
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[[File:Marc Laidlaw 2011.jpg|thumb|Novelist [[Marc Laidlaw]], pictured in 2011, who wrote the story for &#039;&#039;Half-Life&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The cabal produced a 200-page design document and a 30-page story document. Sci-fi novelist [[Marc Laidlaw]] was hired to help with the script. He described his job as bringing &amp;quot;old storytelling tricks&amp;quot; to the team&#039;s bold ideas, working alongside them rather than handing down a finished story from above. The opening train ride, for example, came about because an engineer had already coded a working train for something else.&lt;br /&gt;
&lt;br /&gt;
Valve originally planned to use cutscenes, but switched to a continuous first-person perspective because they ran out of time. They ended up preferring it it created a stronger sense of immersion and made the loneliness and danger feel more real.&lt;br /&gt;
&lt;br /&gt;
Playtesting was built into the process from an early stage. The cabal would watch players silently, note down anything confusing or broken, and fix it in the next version. Eventually they added tools to track player behavior statistically and fine-tune levels based on the data.&lt;br /&gt;
&lt;br /&gt;
One awkward footnote: about two to three months before release, Valve&#039;s source control system crashed and destroyed much of the development history. Code had to be recovered from individual machines. Despite this, the revised version shown at E3 1998 picked up awards for &amp;quot;Best PC Game&amp;quot; and &amp;quot;Best Action Game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Release ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; launched on November 19, 1998. Valve&#039;s marketing chief Monica Harrington pushed Valve&#039;s profile in the industry with conference talks and press coverage, including a piece in the &#039;&#039;[[Wall Street Journal]]&#039;&#039;. When Sierra made clear it wasn&#039;t planning to do much promotional work after launch, Harrington threatened to go public about it. Sierra responded by reissuing the game in a &amp;quot;Game of the Year&amp;quot; edition, which helped sales. By 2001, Valve had renegotiated with Sierra and gained full control of the &#039;&#039;Half-Life&#039;&#039; intellectual property and online distribution rights.&lt;br /&gt;
&lt;br /&gt;
Two playable demos were released. &#039;&#039;Half-Life: Day One&#039;&#039; covered the first fifth of the game and was bundled with certain graphics cards. &#039;&#039;Half-Life: Uplink&#039;&#039; came out on February 12, 1999, with original content not in the main game. A short film of the same name was also made by a British marketing agency, following a journalist who sneaks into Black Mesa.&lt;br /&gt;
&lt;br /&gt;
In Germany, &#039;&#039;Half-Life&#039;&#039; was censored to comply with local media regulations around violence human characters were replaced with robots that spilled oil and gears instead of blood. In 2017, the game was removed from the German censorship list, and Valve released a free patch called &#039;&#039;Half-Life Uncensored&#039;&#039; to restore the original content.&lt;br /&gt;
&lt;br /&gt;
=== Other versions ===&lt;br /&gt;
&lt;br /&gt;
A port for [[Dreamcast]], developed by Captivation Digital Laboratories and [[Gearbox Software]], was nearly complete and included new character models, textures, and an exclusive expansion called &#039;&#039;[[Half-Life: Blue Shift|Blue Shift]]&#039;&#039;. However, it was cancelled weeks before release in June 2001 after [[Sega]] discontinued the Dreamcast. That Dreamcast build was later used as the foundation for the [[PlayStation 2]] port, which came out in late 2001.&lt;br /&gt;
&lt;br /&gt;
A Mac port was in development by Logicware but was cancelled in 2000, reportedly after Apple overstated sales projections by a large margin. Valve eventually released proper [[macOS]] and [[Linux]] versions in 2013.&lt;br /&gt;
&lt;br /&gt;
In 2004, Valve released &#039;&#039;Half-Life: Source&#039;&#039;, a version of the game built on their new [[Source (game engine)|Source]] engine. It added ragdoll physics, better water effects, and surround sound, but reviews were lukewarm most felt it didn&#039;t improve enough over the original. Over time it developed a reputation for being buggy and unstable. After a big 25th anniversary update in 2023, &#039;&#039;Half-Life: Source&#039;&#039; was quietly removed from [[Steam (service)|Steam]]&#039;s search results and bundled for free with &#039;&#039;Half-Life Deathmatch: Source&#039;&#039;, which stayed listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Black Mesa (video game)|Black Mesa]]&#039;&#039;, a fan-made remake by Crowbar Collective built in the Source engine, launched as a free mod in September 2012 and was later approved by Valve for a proper commercial release. The full version came out in 2020.&lt;br /&gt;
&lt;br /&gt;
=== 25th anniversary update ===&lt;br /&gt;
&lt;br /&gt;
In November 2023, to mark 25 years of &#039;&#039;Half-Life&#039;&#039;, Valve released a major update on Steam. It restored content to its original 1998 state, fixed long-standing bugs, added the &#039;&#039;Uplink&#039;&#039; demo, four new multiplayer maps, [[Steam Deck]] support, better rendering, and [[4K resolution]] support. Valve also put out a full hour-long documentary about the game&#039;s creation, featuring interviews with the original developers. Within two days of the update going live, &#039;&#039;Half-Life&#039;&#039; hit 33,471 concurrent players on Steam its highest number ever.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; became a major platform for independent game development, partly because Valve shipped the game with [[Valve Hammer Editor|Worldcraft]] (the level editor used during development) and a full software development kit. Both were updated after launch, and the community quickly built additional tools around them.&lt;br /&gt;
&lt;br /&gt;
Valve themselves used the SDK to make &#039;&#039;[[Team Fortress Classic]]&#039;&#039; and &#039;&#039;Deathmatch Classic&#039;&#039; (a recreation of &#039;&#039;Quake&#039;&#039;{{&#039;}}s deathmatch in the GoldSrc engine). Other mods started as independent community projects and eventually got Valve&#039;s support most notably &#039;&#039;Counter-Strike&#039;&#039; and &#039;&#039;[[Day of Defeat]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other popular multiplayer mods included &#039;&#039;[[Firearms (video game)|Firearms]]&#039;&#039;, &#039;&#039;[[Natural Selection (video game)|Natural Selection]]&#039;&#039;, and &#039;&#039;[[Sven Co-op]]&#039;&#039;. On the single-player side, &#039;&#039;[[USS Darkstar]]&#039;&#039; (1999) and &#039;&#039;[[They Hunger]]&#039;&#039; (20002001) were notable releases. Sony Pictures even commissioned a promotional mod called &#039;&#039;Underworld: Bloodline&#039;&#039; tied to the 2003 film &#039;&#039;[[Underworld (2003 film)|Underworld]]&#039;&#039;, making it the only officially licensed &#039;&#039;Half-Life&#039;&#039; mod connected to a Hollywood film.&lt;br /&gt;
&lt;br /&gt;
Several mods made it to retail. &#039;&#039;Counter-Strike&#039;&#039; was the most successful by far, eventually spawning multiple standalone releases. &#039;&#039;Team Fortress Classic&#039;&#039;, &#039;&#039;Day of Defeat&#039;&#039;, &#039;&#039;[[Gunman Chronicles]]&#039;&#039;, and &#039;&#039;Sven Co-op&#039;&#039; also saw commercial releases. &#039;&#039;Half-Life&#039;&#039; is also the inspiration for the YouTube series &#039;&#039;[[Half-Life VR but the AI is Self-Aware]]&#039;&#039; and &#039;&#039;[[Freeman&#039;s Mind]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2003, hackers broke into Valve&#039;s network and stole various files, including an unreleased &#039;&#039;Half-Life&#039;&#039; mod called &#039;&#039;Half-Life: Threewave&#039;&#039; a cancelled remake of a &#039;&#039;Quake&#039;&#039; mod. The files sat on a Vietnamese FTP server until fans found them in 2016 and distributed them.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
=== Critical reception ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; landed with near-universal praise. On [[Metacritic]], it holds a score of 96 out of 100 for the PC version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Computer Gaming World]]&#039;&#039; called it &amp;quot;not just one of the best games of the year&amp;quot; but &amp;quot;one of the best games of any year&amp;quot; and &amp;quot;the best shooter since the original &#039;&#039;Doom&#039;&#039;.&amp;quot; &#039;&#039;[[IGN]]&#039;&#039; described it as &amp;quot;a tour de force in game design, the definitive single player game in a first-person shooter.&amp;quot; &#039;&#039;[[GameSpot]]&#039;&#039; said it was the &amp;quot;closest thing to a revolutionary step the genre has ever taken.&amp;quot; &#039;&#039;[[Next Generation (magazine)|Next Generation]]&#039;&#039; wrote that it &amp;quot;brings the very idea of adventure on a PC out of the dark ages and into a 3D world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reviewers repeatedly pointed to the level of immersion as the game&#039;s biggest achievement. &#039;&#039;[[AllGame]]&#039;&#039; said it had &amp;quot;totally revolutionized an entire genre.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The one part of the game that consistently drew criticism was Xen, the alien world near the end. The jumping puzzles there were difficult because the GoldSrc engine didn&#039;t give players very precise control in the air, leading to a lot of frustrating falls. &#039;&#039;[[Wired (magazine)|Wired]]&#039;&#039; later described Xen as &amp;quot;an abbreviated, unpleasant stop on an alien world with bad platforming and a boss fight against what appeared, by all accounts, to be a giant floating infant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the AIAS&#039; 2nd Annual Interactive Achievement Awards, &#039;&#039;Half-Life&#039;&#039; won &amp;quot;Computer Entertainment Title of the Year&amp;quot; and &amp;quot;PC Action Game of the Year.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[PC Gamer]]&#039;&#039; named it the best PC game of all time in 1999, 2001, and 2005. In 2004, &#039;&#039;[[GameSpy]]&#039;&#039; readers voted it the best game of all time. &#039;&#039;[[Gamasutra]]&#039;&#039; gave it their Quantum Leap Award for the FPS category in 2006. [[GameSpot]] added it to their Greatest Games of All Time list in 2007. IGN wrote in 2013 that the history of the FPS genre &amp;quot;breaks down pretty cleanly into pre-&#039;&#039;Half-Life&#039;&#039; and post-&#039;&#039;Half-Life&#039;&#039; eras.&amp;quot; The &#039;&#039;[[the Guardian|Guardian]]&#039;&#039; ranked it the third-greatest game of the 1990s in 2021.&lt;br /&gt;
&lt;br /&gt;
=== Sales ===&lt;br /&gt;
&lt;br /&gt;
Valve originally expected &#039;&#039;Half-Life&#039;&#039; to sell around 180,000 copies total a modest target. It blew past that quickly. By the end of 1998, it had sold over 212,000 copies in the US alone and brought in $8.6 million in revenue. Global sales passed 500,000 units by January 19, 1999 just two months after launch.&lt;br /&gt;
&lt;br /&gt;
By April 1999, global sales were approaching 1 million. By July 2001, they had reached 2.5 million. By late 2004, eight million copies had been sold, and by 2008 the number was 9.3 million. &#039;&#039;[[Guinness World Records]]&#039;&#039; recognized it as the best-selling first-person shooter of all time on PC in their 2008 Gamer&#039;s Edition.&lt;br /&gt;
&lt;br /&gt;
The PlayStation 2 version earned a &amp;quot;Silver&amp;quot; sales award from the Entertainment and Leisure Software Publishers Association, indicating at least 100,000 copies sold in the UK.&lt;br /&gt;
&lt;br /&gt;
== Expansions and sequels ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Half-Life&#039;&#039; was followed by two expansion packs developed by [[Gearbox Software]]. &#039;&#039;[[Half-Life: Opposing Force|Opposing Force]]&#039;&#039; came out in November 1999, putting players in the boots of a marine sent into Black Mesa who ends up fighting alongside Freeman&#039;s former enemies. &#039;&#039;[[Half-Life: Blue Shift|Blue Shift]]&#039;&#039; followed in June 2001, telling the story through the eyes of a security guard named Barney Calhoun. A third expansion, &#039;&#039;[[Half-Life: Decay|Decay]]&#039;&#039;, was made exclusively for the PlayStation 2 port a co-op campaign following two Black Mesa scientists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Half-Life 2]]&#039;&#039; was announced at E3 2003 and released in 2004. Set 20 years later, it follows Freeman in a city under alien occupation. Two episodic follow-ups came out: &#039;&#039;[[Half-Life 2: Episode One]]&#039;&#039; in 2006 and &#039;&#039;[[Half-Life 2: Episode Two]]&#039;&#039; in 2007. After a long gap and several cancelled projects, Valve returned to the series with &#039;&#039;[[Half-Life: Alyx]]&#039;&#039; in 2020, a VR-exclusive prequel set between the events of the first two games.&lt;br /&gt;
&lt;br /&gt;
[[Category:1998 video games]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Valve Corporation games]]&lt;br /&gt;
[[Category:Windows games]]&lt;br /&gt;
[[Category:PlayStation 2 games]]&lt;br /&gt;
[[Category:MacOS games]]&lt;br /&gt;
[[Category:Linux games]]&lt;br /&gt;
[[Category:Science fiction video games]]&lt;br /&gt;
[[Category:Video games about alien invasions]]&lt;br /&gt;
[[Category:GoldSrc games]]&lt;br /&gt;
[[Category:Half-Life (series) games|1]]&lt;br /&gt;
[[Category:Single-player video games]]&lt;br /&gt;
[[Category:Multiplayer online games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Video games set in laboratories]]&lt;br /&gt;
[[Category:Video games set in New Mexico]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=35</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=35"/>
		<updated>2026-05-03T21:16:45Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [[QuantumLeap Studios]] official page&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=34</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=34"/>
		<updated>2026-05-03T21:10:46Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|200px]]&lt;br /&gt;
[[File:GPhys.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a su of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [[QuantumLeap Studios]] official page&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:GPhys.png&amp;diff=33</id>
		<title>File:GPhys.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:GPhys.png&amp;diff=33"/>
		<updated>2026-05-03T21:10:05Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=File:GPhysSource.png&amp;diff=32</id>
		<title>File:GPhysSource.png</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=File:GPhysSource.png&amp;diff=32"/>
		<updated>2026-05-03T21:09:44Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=31</id>
		<title>GPhys</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=GPhys&amp;diff=31"/>
		<updated>2026-05-03T21:09:29Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:1em; margin-bottom:1em; width:300px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#1a1a1a; color:#ffffff; font-size:1.2em;&amp;quot; | GPhys&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
[[File:GPhysSource.png|thumb|center|GPhys Icon]]&lt;br /&gt;
[[File:GPhys.png|thumb|center|Alternative GPhys Icon]]&lt;br /&gt;
|-&lt;br /&gt;
! Developer&lt;br /&gt;
| [[Lambda Reclaimation]]&lt;br /&gt;
|-&lt;br /&gt;
! Team&lt;br /&gt;
| [[QuantumLeap Studios]]&lt;br /&gt;
|-&lt;br /&gt;
! Genre&lt;br /&gt;
| Sandbox, Campaign, Utility&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
| [[Gorilla Tag]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;GPhys&#039;&#039;&#039; is a mod for [[Gorilla Tag]] that takes the game to a whole new level. It&#039;s created by [[Lambda Reclaimation]], a su of [[QuantumLeap Studios]], which focuses on projects inspired by Half-Life. GPhys pulls in elements from well-known [[VALVe]] games like [[Half-Life 1]], [[Half-Life: Alyx]], [[Black Mesa]], [[Portal]], and more, mixing them into one big modification.&lt;br /&gt;
&lt;br /&gt;
This mod works as a &#039;&#039;&#039;sandbox&#039;&#039;&#039;, &#039;&#039;&#039;campaign&#039;&#039;&#039;, and &#039;&#039;&#039;utility&#039;&#039;&#039; mod, aiming to provide the Gorilla Tag experience that many players have been looking for: fun, full of content, and endlessly replayable.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
GPhys brings an incredible array of content to the Gorilla Tag platform, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;100+ Objects&#039;&#039;&#039; - A massive and ever-growing roster of spawnable items, props, and tools drawn from across the Half-Life and Portal universes.&lt;br /&gt;
* &#039;&#039;&#039;NPCs&#039;&#039;&#039; - Enemies, allies, and ambient characters sourced from Half-Life 1, Half-Life: Alyx, and Black Mesa, each bringing their own behaviours and interactions.&lt;br /&gt;
* &#039;&#039;&#039;Vehicles&#039;&#039;&#039; - Rideable and interactive vehicles that expand movement and gameplay possibilities beyond the base Gorilla Tag experience.&lt;br /&gt;
* &#039;&#039;&#039;Campaign Mode&#039;&#039;&#039; - A dedicated narrative-driven mode set within the GPhys universe, offering structured gameplay distinct from the open sandbox.&lt;br /&gt;
* &#039;&#039;&#039;Sandbox Mode&#039;&#039;&#039; - A freeform environment where players can spawn objects, NPCs, vehicles, and more to create their own experiences.&lt;br /&gt;
* &#039;&#039;&#039;Utility Tools&#039;&#039;&#039; - A suite of in-mod utilities to assist players in building, testing, and exploring custom scenarios.&lt;br /&gt;
&lt;br /&gt;
==Content Sources==&lt;br /&gt;
GPhys pulls its content from the following VALVe and VALVe-adjacent properties:&lt;br /&gt;
&lt;br /&gt;
* [[Half-Life 1]]&lt;br /&gt;
* [[Half-Life: Alyx]]&lt;br /&gt;
* [[Black Mesa]] (the remake developed by [[Crowbar Collective]])&lt;br /&gt;
* [[Portal]] series&lt;br /&gt;
* Various other [[VALVe]] works&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
GPhys has been in active development for over &#039;&#039;&#039;18 months&#039;&#039;&#039;, continuously receiving updates, new content, and refinements. The mod is maintained by [[Lambda Reclaimation]], a specialised sub-team within [[QuantumLeap Studios]] that focuses exclusively on Half-Life styled projects for Gorilla Tag.&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
GPhys is developed by [[Lambda Reclaimation]], a sub-team of [[QuantumLeap Studios]] that specifically works on Half-Life styled projects.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lambda Reclaimation]]&lt;br /&gt;
* [[QuantumLeap Studios]]&lt;br /&gt;
* [[Gorilla Tag]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [[QuantumLeap Studios]] official page&lt;br /&gt;
&lt;br /&gt;
[[Category:Gorilla Tag Mods]]&lt;br /&gt;
[[Category:Sandbox Games]]&lt;br /&gt;
[[Category:Half-Life]]&lt;br /&gt;
[[Category:Portal]]&lt;br /&gt;
[[Category:VALVe]]&lt;br /&gt;
[[Category:QuantumLeap Studios]]&lt;br /&gt;
[[Category:Lambda Reclaimation]]&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
	<entry>
		<id>http://developer.quantumleapstudios.org/index.php?title=Ministrider_shader&amp;diff=30</id>
		<title>Ministrider shader</title>
		<link rel="alternate" type="text/html" href="http://developer.quantumleapstudios.org/index.php?title=Ministrider_shader&amp;diff=30"/>
		<updated>2026-05-03T14:31:23Z</updated>

		<summary type="html">&lt;p&gt;Rhosyn Celyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A shader that adds Phong to the URP Lit Shader &lt;br /&gt;
[[File:ministrider.png|thumb|right|300px|Ministrider Shader on a Sphere]]&lt;br /&gt;
[[File:Hunter.png|thumb|right|300px|The [[Hunter]] uses the ministrider shader]]&lt;br /&gt;
&lt;br /&gt;
You can download the shader [[Media:ministrider_shader.shadergraph|here]], free usage in all of your projects! (warning, it is a bit messy!)&lt;br /&gt;
&lt;br /&gt;
== Accessible Variables ==&lt;br /&gt;
; Base Texture (_Base_Texture) : The base texture for the shader.&lt;br /&gt;
; Normal Map (_Normal_Map) : The normal map for the shader.&lt;br /&gt;
; Cube Environment Map (_Cube_Environment_Map) : If there isn&#039;t anything to reflect, we use this as a default.&lt;br /&gt;
; Phong Warp Texture (_Phong_Warp_Texture) : The Phong warp texture, gives the shader a sort of iridescence effect.&lt;br /&gt;
; EnvMap Tint (_EnvMap_Tint) : Tint for the reflection&lt;br /&gt;
; EnvMap Contrast (_EnvMap_Contrast) : An unused float.&lt;br /&gt;
; Phong Enable (_Phong_Enable) : An unused float.&lt;br /&gt;
; Phong Exponent (_PhongExponent) : The exponent for the Phong&lt;br /&gt;
; Phong Boost (_PhongBoost) : The multiplier for the Phong&lt;br /&gt;
; Phong Fresnel Ranges (_PhongFresnelRanges) : A float3 vector containing the [X, Y, Z] Fresnel range values&lt;br /&gt;
; CubeMap Strength (_CubeMap_Strength) : How strong is the reflection?&lt;br /&gt;
; Warp Strength (_WarpStrength) : Strength of the warp.&lt;br /&gt;
; Smoothness (_Smoothness) : Smoothness factor for the base shader.&lt;br /&gt;
; Metallic (_Metallic) : Metallic factor for the base shader.&lt;br /&gt;
; EmissionTexture (_EmissionTexture) : Texture for the base shader&#039;s emission.&lt;br /&gt;
; EmissionStrength (_EmissionStrength) : Strength of the base shader&#039;s emission.&lt;br /&gt;
&lt;br /&gt;
== HLSL Code for the Phong part of the shader ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;hlsl&amp;quot;&amp;gt;&lt;br /&gt;
if (enabled &amp;lt; 0.5) {&lt;br /&gt;
    _out = float3(0, 0, 0);&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
float3 R = reflect(-L, N);&lt;br /&gt;
float spec = max(0.0, dot(V, R));&lt;br /&gt;
float NdotV = max(0.0, dot(N, V));&lt;br /&gt;
float fresnelFactor = 1.0 - NdotV;&lt;br /&gt;
float f = fresnelFactor * fresnelFactor;&lt;br /&gt;
float fres;&lt;br /&gt;
if (f &amp;gt; 0.5) {&lt;br /&gt;
    fres = lerp(fresnelRanges.y, fresnelRanges.z, (2.0 * f) - 1.0);&lt;br /&gt;
} else {&lt;br /&gt;
    fres = lerp(fresnelRanges.x, fresnelRanges.y, 2.0 * f);&lt;br /&gt;
}&lt;br /&gt;
float3 warpColor = SAMPLE_TEXTURE2D(warpTex, ss, warpUV).rgb / 2;&lt;br /&gt;
float warpMask = SAMPLE_TEXTURE2D(warpTex, ss, warpUV).a;&lt;br /&gt;
warpColor /= 2;&lt;br /&gt;
float warpLum = dot(warpColor, float3(0.299, 0.587, 0.114));&lt;br /&gt;
float3 iridescence = warpColor * fres * warpStrength;&lt;br /&gt;
float w = pow(spec, phongExp) * phongBoost * fres;&lt;br /&gt;
w *= warpMask;&lt;br /&gt;
float3 rimLight = float3(w, w, w);&lt;br /&gt;
float phongHighlight = pow(spec, phongExp) * phongBoost;&lt;br /&gt;
phongHighlight *= fres;&lt;br /&gt;
phongHighlight /= warpMask;&lt;br /&gt;
float3 finalOutput = warpColor * phongHighlight;&lt;br /&gt;
_out = finalOutput;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rhosyn Celyn</name></author>
	</entry>
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