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== Products == === Games === {{Main|List of Valve games}} Valve is the main developer and publisher of the single-player ''[[Half-Life (series)|Half-Life]]'' and ''[[Portal (video game)|Portal]]'' games and the multiplayer games ''[[Counter-Strike]]'', ''[[Team Fortress 2]]'', ''[[Dota 2]]'', ''[[Day of Defeat]]'', and ''[[Artifact (video game)|Artifact]]''. Valve also published the multiplayer game ''[[Left 4 Dead]]'' and developed and published ''[[Left 4 Dead 2]]''. Unreleased and canceled Valve games include the fantasy [[role-playing video game|role-playing game]] ''Prospero'' and [[Unreleased Half-Life games|numerous ''Half-Life'' projects]], including ''[[Half-Life 2: Episode Three|Episode Three]]''.<ref name="raisingbar_prospero">{{cite book |title=Half-Life 2: Raising the Bar |year=2004 |publisher=[[Prima Games]] |isbn=0-7615-4364-3 |page=10}}</ref> Valve worked with [[Arkane Studios]] on ''[[The Crossing (video game)|The Crossing]]'', which was canceled in May 2009.<ref>{{cite web|url=https://www.shacknews.com/article/58649/arkane-and-valves-crossing|title=Arkane and Valve's 'The Crossing' on Hold|last=O'Conner|first=Alice|date=May 15, 2009|publisher=[[Shacknews]]|url-status=live|archive-url=https://web.archive.org/web/20130509214533/http://www.shacknews.com/article/58649/arkane-and-valves-crossing|archive-date=May 9, 2013|access-date=May 1, 2022}}</ref> === Steam === {{Main|Steam (service)}} Valve announced Steam, its [[digital distribution]] service, at the 2002 [[Game Developers Conference]].<ref>{{Cite news |url=https://www.gamesradar.com/history-of-valve/ |title=Full Steam ahead: The History of Valve |work=gamesradar |access-date=February 26, 2018 |language=en |archive-date=October 16, 2016 |archive-url=https://web.archive.org/web/20161016131157/http://www.gamesradar.com/history-of-valve/ |url-status=live }}</ref><ref>{{cite web |url=https://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |title=GDC 2002: Valve unveils Steam |publisher=[[GameSpot]] |date=March 22, 2002 |access-date=May 1, 2022 |archive-date=May 2, 2022 |archive-url=https://web.archive.org/web/20220502011643/https://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |url-status=live }}</ref> It was launched in September 2003 and was first used to deliver [[Patch (computing)|patches]] and other updates to Valve's online games.<ref>{{Cite news |url=https://www.pcgamer.com/steam-versions/ |title=The 13-year evolution of Steam |work=pcgamer |access-date=February 26, 2018 |archive-date=August 13, 2017 |archive-url=https://web.archive.org/web/20170813092632/http://www.pcgamer.com/steam-versions/ |url-status=live }}</ref><ref>{{cite web |last1=Burnes |first1=Andrew |title=Steam Client Delayed |url=https://www.ign.com/articles/2003/09/10/steam-client-delayed |website=IGN |access-date=March 1, 2018 |date=September 10, 2003 |archive-date=March 2, 2018 |archive-url=https://web.archive.org/web/20180302044821/http://www.ign.com/articles/2003/09/10/steam-client-delayed |url-status=live }}</ref> On August 1, 2012, Valve announced revisions to the Steam Subscriber Agreement (SSA) to prohibit [[class action]] [[lawsuit]]s by users against the service provider.<ref name="augustrockpapershotgun"/><ref name="valveaugustssa"/> By July 2014, there were over 3,400 games available on Steam, with over 150 million registered accounts by January 2018.<ref name=steamgrowth_2014>{{cite web |url=https://www.engadget.com/2014-01-15-steam-has-75-million-active-users-valve-announces-at-dev-days.html |title=Steam has 75 million active users, Valve announces at Dev Days |date=January 15, 2014 |website=Engadget|access-date=May 1, 2022|url-status=live |archive-url=https://web.archive.org/web/20140719043324/http://www.joystiq.com/2014/01/15/steam-has-75-million-active-users-valve-announces-at-dev-days/ |archive-date=July 19, 2014}}</ref><ref>{{cite web |url=https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |title=Valve reveals Steam's monthly active user count and game sales by region |first=Taylor |last=Supor |date=August 3, 2017 |access-date=November 27, 2017 |work=[[GeekWire]] |archive-date=February 16, 2018 |archive-url=https://web.archive.org/web/20180216044005/https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |url-status=live }}</ref> Alongside these changes to the SSA, the company also declared publicly the incorporation of Valve [[Société à responsabilité limitée|S.a.r.l.]], a subsidiary based in [[Luxembourg]].<ref name="augustrockpapershotgun">{{cite news |url=http://www.rockpapershotgun.com/2012/08/01/steams-sub-agreement-prohibits-class-action-lawsuits/ |title=Steam's Sub Agreement Prohibits Class-Action Lawsuits |website=[[Rock Paper Shotgun]] |date=August 1, 2012 |access-date=August 3, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120803004936/http://www.rockpapershotgun.com/2012/08/01/steams-sub-agreement-prohibits-class-action-lawsuits/ |archive-date=August 3, 2012}}</ref><ref name="valveaugustssa">{{cite web |url=http://store.steampowered.com/news/8523/ |title=Updated Steam Subscriber Agreement |publisher=Valve |date=August 1, 2012 |access-date=August 3, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120803134105/http://store.steampowered.com/news/8523 |archive-date=August 3, 2012}}</ref> Valve set up a physical office in [[Kirchberg, Luxembourg]]. According to Valve's project manager Mike Dunkle, the location was chosen for eCommerce capabilities and infrastructure, talent acquisition, tax advantages and central geographic location – most major partners are accessible, 50% within driving distance.<ref>[http://www.chronicle.lu/categoriesbusinessitcgaming/item/724-valve-software-latest-gaming-company-to-set-up-in-luxembourg Valve Software Latest Gaming Company to Set Up in Luxembourg] {{webarchive|url=https://web.archive.org/web/20140502003013/http://www.chronicle.lu/categoriesbusinessitcgaming/item/724-valve-software-latest-gaming-company-to-set-up-in-luxembourg |date=May 2, 2014 }}. Chronicle.lu (September 4, 2012). Retrieved on May 23, 2014.</ref> Valve S.a.r.l. was used to sell games to UK users to avoid paying the full 20% [[value-added tax]] (VAT).<ref>Karmali, Luke. (March 25, 2014) [https://ign.com/articles/2014/03/25/steam-amazon-and-itunes-prices-could-rise-in-uk Steam, Amazon and iTunes Prices Could Rise in UK] {{webarchive|url=https://web.archive.org/web/20140502003318/http://www.ign.com/articles/2014/03/25/steam-amazon-and-itunes-prices-could-rise-in-uk |date=May 2, 2014 }}. IGN. Retrieved on May 23, 2014.</ref> The [[Tax avoidance|tax loophole]] was expected to close on January 1, 2015.<ref>{{cite web |title=UK closing tax loophole on Steam game downloads |url=https://www.mcvuk.com/business-news/pc/uk-closing-tax-loophole-on-steam-game-downloads/ |website=MCV |access-date=May 1, 2022 |date=March 25, 2014 |archive-date=May 2, 2022 |archive-url=https://web.archive.org/web/20220502011643/https://www.mcvuk.com/business-news/pc/uk-closing-tax-loophole-on-steam-game-downloads/ |url-status=live }}</ref> In December 2015, the French consumer group [[UFC Que Choisir]] initiated a lawsuit against Valve for several of their Steam policies that conflict or run afoul of French law. One of the reasons was for using the tax loophole.<ref>{{cite web |url=https://www.gamedeveloper.com/business/french-consumer-group-sues-valve-over-steam-policies|title=French consumer group sues Valve over Steam policies |first=Christian |last=Nutt |date=December 17, 2015 |access-date=May 1, 2022 |work=Game Developer |url-status=live |archive-url=https://web.archive.org/web/20151218051846/http://gamasutra.com/view/news/262203/French_consumer_group_sues_Valve_over_Steam_policies.php |archive-date=December 18, 2015}}</ref> Valve S.a.r.l. ceased business on January 1, 2017, with the main company taking over EU sales again.<ref>{{cite web |url=http://store.steampowered.com/subscriber_agreement/ |title=Steam Subscriber Agreement |quote=This Agreement was last updated on January 1st, 2017 ("Revision Date"). If you were a Subscriber before the Revision Date, it replaces your existing agreement with Valve or Valve SARL on the day that you explicitly accept it. |publisher=Valve |access-date=January 1, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170101054627/http://store.steampowered.com/subscriber_agreement/ |archive-date=January 1, 2017}}</ref> In August 2017, Valve announced that Steam had reached over 67 million monthly and 33 million [[daily active users]] on the platform.<ref>{{Cite news |url=https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |title=Valve reveals Steam's monthly active user count and game sales by region |date=August 3, 2017 |work=GeekWire |access-date=August 4, 2017 |archive-date=February 16, 2018 |archive-url=https://web.archive.org/web/20180216044005/https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |url-status=live }}</ref> === Steam Machine === {{Main|Steam Machine (hardware platform)}} Newell has been critical of the direction that Microsoft has taken with making Windows a [[Open architecture|closed architecture]] similar to Apple's products, and has stated that he believes that the changes made in Windows 8 are "a catastrophe for everyone in the [personal computer] space".<ref name="ign windows 8">{{cite web |url=https://www.ign.com/articles/2012/07/26/gabe-newell-windows-8-is-a-catastrophe |title=Gabe Newell: "Windows 8 Is Kind of a Catastrophe" |first=Dan |last=Crabtree |date=July 25, 2012 |access-date=May 1, 2022 |work=[[IGN]] |archive-date=May 2, 2022 |archive-url=https://web.archive.org/web/20220502011643/https://www.ign.com/articles/2012/07/26/gabe-newell-windows-8-is-a-catastrophe |url-status=live }}</ref> Newell identified the open-source Linux platform as an ideal platform for Steam and said the only thing holding back its adoption is the lack of games.<ref name="ign windows 8"/> In 2012, Valve announced that they were working on a console-PC hybrid for the living room, dubbed by media as the "Steam Box".<ref>{{cite news |last=Davies |first=Marsh |title=Valve confirms Steam Box – a "very controlled" PC for the living room |url=http://www.pcgamer.com/2012/12/09/valve-confirms-steam-box-a-very-controlled-pc-for-the-living-room/ |access-date=April 21, 2013 |newspaper=[[PC Gamer]] |date=December 9, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130313210941/http://www.pcgamer.com/2012/12/09/valve-confirms-steam-box-a-very-controlled-pc-for-the-living-room/ |archive-date=March 13, 2013}}</ref><ref>{{cite news |last=Newman |first=Jared |title=Valve's Steam Box: The plot thickens for PC-based game consoles |url=https://www.pcworld.com/article/457205/valve-s-steam-box-the-plot-thickens-for-pc-based-game-consoles.html |access-date=May 1, 2022 |newspaper=[[PC World]] |date=March 18, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130427071440/http://www.pcworld.com/article/2031082/valve-s-steam-box-the-plot-thickens-for-pc-based-game-consoles.html |archive-date=April 27, 2013}}</ref> A precursor to such a unit is SteamOS, a freely available Linux-based operating system that builds upon the Steam client functionality that includes media services, live streaming across home networks, game sharing within families, and parental controls. SteamOS was officially announced in September 2013 as the first of several announcements related to the Steam Machine platform<ref>{{cite magazine |url=https://www.wired.com/2013/09/valve-steamos/ |title=Valve Continues Its War on Game Consoles With Steam Operating System |magazine=[[Wired (magazine)|Wired]] |first=Chris |last=Kohler |date=September 23, 2013 |access-date=May 1, 2022 |url-status=live |archive-url=https://web.archive.org/web/20130925050842/http://www.wired.com/gamelife/2013/09/valve-steamos/ |archive-date=September 25, 2013}}</ref> as well as their unique game controller.<ref name="Steam-2007" /> In May 2014, Valve announced that the company's own SteamOS-powered Steam Machine would be delayed until 2015 due to problems with the game controller.<ref>{{Cite news |url=https://www.zdnet.com/article/valve-steam-machines-delayed-until-2015/ |title=Valve Steam Machines delayed until 2015 |last=Vaughn-Nichols |first=Steven J. |date=May 28, 2014 |work=[[ZDNet]] |access-date=June 3, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140601042315/http://www.zdnet.com/valve-steam-machines-delayed-until-2015-7000029966/ |archive-date=June 1, 2014}}</ref> In 2015, [[Alienware]], [[ZOTAC]], and [[CyberPowerPC]] launched their versions of the Steam Machine. By June 2016, fewer than half a million had been sold.<ref>{{cite magazine |last1=Wilde |first1=Tyler |title=What happened to Steam Machines? |url=https://www.pcgamer.com/what-happened-to-steam-machines/ |magazine=[[PC Gamer]] |access-date=May 7, 2018 |date=April 2, 2018 |archive-date=May 7, 2018 |archive-url=https://web.archive.org/web/20180507221931/https://www.pcgamer.com/what-happened-to-steam-machines/ |url-status=live }}</ref> While the Steam Machine line has been effectively canceled, Valve continued to manufacture and sell [[Steam Controller]]s until late November 2019,<ref>{{Cite news |url=https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price/ |title=Pour one out for the Steam Controller, sold out forever after $5 fire sale |last=Hollister |first=Sean |date=November 26, 2019 |work=[[The Verge]] |access-date=December 13, 2019 |archive-date=December 14, 2019 |archive-url=https://web.archive.org/web/20191214003250/https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price/ |url-status=live }}</ref> and publishes both mobile apps and software for the [[Steam Link]], allowing in-home streaming. ===Valve Index and virtual reality=== At the [[Game Developers Conference]] in March 2015, Valve and Taiwanese electronics company [[HTC]] unveiled [[SteamVR]] and the [[HTC Vive]]—a [[virtual reality]] platform and a [[virtual reality headset]]. The platform would be distinguished by its "Lighthouse" motion tracking system, where sensors on the headset and its included [[motion controller]]s read the position of two base station devices mounted in the play area. This would allow for "room-scale" VR experiences, where the player would not be required to remain in a stationary position in front of a camera and would be able to freely walk around the space.<ref>{{Cite web|url=https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/|title=Hands-on: Valve/HTC Vive opens up the virtual reality experience|last=Orland|first=Kyle|date=March 5, 2015|website=Ars Technica|access-date=November 21, 2019|archive-date=November 5, 2019|archive-url=https://web.archive.org/web/20191105075036/https://arstechnica.com/gaming/2015/03/hands-on-valvehtc-vive-opens-up-the-virtual-reality-experience/|url-status=live}}</ref><ref>{{Cite web|url=https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/|title=SteamVR: The room-scale VR world that feels like an "IMAX in your house"|last=Machkovech|first=Sam|date=June 12, 2015|website=Ars Technica|access-date=November 21, 2019|archive-date=July 16, 2019|archive-url=https://web.archive.org/web/20190716040942/https://arstechnica.com/gaming/2015/06/steamvr-the-room-scale-vr-world-that-feels-like-an-imax-in-your-house/|url-status=live}}</ref> In November 2017, Microsoft added beta support for the [[SteamVR]] service for Windows Mixed Reality headsets.<ref>{{Cite news|url=https://www.anandtech.com/show/12053/windows-mixed-reality-headsets-gain-steamvr-support-a-library-of-vr-games|title=Windows Mixed Reality Headsets Gain SteamVR Support, a Library of VR Games|last=Shilov|first=Anton|access-date=December 5, 2017|archive-date=December 28, 2017|archive-url=https://web.archive.org/web/20171228035815/https://www.anandtech.com/show/12053/windows-mixed-reality-headsets-gain-steamvr-support-a-library-of-vr-games|url-status=live}}</ref><ref>{{Cite news|url=https://www.theverge.com/2017/11/9/16627664/steamvr-games-available-in-windows-mixed-reality-on-november-15th|title=SteamVR games available in Windows Mixed Reality on November 15th|work=The Verge|access-date=November 11, 2017|archive-date=January 3, 2018|archive-url=https://web.archive.org/web/20180103230137/https://www.theverge.com/2017/11/9/16627664/steamvr-games-available-in-windows-mixed-reality-on-november-15th|url-status=live}}</ref> In June 2019, Valve released their own VR headset, known as the [[Valve Index]], positioned as a higher-end device with wider [[field of view]] and higher refresh rate. They were accompanied by updated motion controllers, which are strapped against the user's palms and have sensors for detecting input pressure and individual fingers.<ref>{{cite web |last1=Higham |first1=Michael |title=Valve Index Impressions – A Necessary But Incremental Step For PC VR |url=https://www.gamespot.com/articles/valve-index-impressions-a-necessary-but-incrementa/1100-6467377/ |website=GameSpot |access-date=June 9, 2019 |archive-date=May 14, 2022 |archive-url=https://web.archive.org/web/20220514205142/https://www.gamespot.com/articles/valve-index-impressions-a-necessary-but-incrementa/1100-6467377/ |url-status=live }}</ref><ref>{{Cite web|url=https://www.theverge.com/2019/5/28/18639084/valve-index-steamvr-headset-knuckles-controllers-preview|title=The Valve Index might have the most fun VR controllers I've ever tried|last=Robertson|first=Adi|date=May 28, 2019|website=The Verge|access-date=November 21, 2019|archive-date=August 3, 2019|archive-url=https://web.archive.org/web/20190803140351/https://www.theverge.com/2019/5/28/18639084/valve-index-steamvr-headset-knuckles-controllers-preview|url-status=live}}</ref><ref>{{cite web|first=Adi|last=Robertson|url=https://www.theverge.com/2018/6/22/17494332/valve-knuckles-ev2-steamvr-controller-development-kit-shipments-portal-moondust-demo|title=Valve is shipping new 'Knuckles' VR controllers to developers with a Portal-themed demo|date=June 22, 2018|access-date=May 13, 2019|archive-date=May 15, 2019|archive-url=https://web.archive.org/web/20190515092413/https://www.theverge.com/2018/6/22/17494332/valve-knuckles-ev2-steamvr-controller-development-kit-shipments-portal-moondust-demo|url-status=live}}</ref> ===Steam Deck=== {{main|Steam Deck}} Announced in July 2021, the Steam Deck is a hybrid game console similar to the [[Nintendo Switch]]. It is primarily a handheld device that supports playing of Steam games, but through a separate dock unit, the console can output to an external monitor and use external power, networking, and USB accessories connected to the dock. The hardware is based on customized [[Zen 2|AMD Zen 2]] and [[RDNA 2]] chipsets. Units started shipping in February 2022. === Other projects === ==== PowerPlay ==== PowerPlay was a technological initiative headed by Valve and [[Cisco Systems]] to decrease the latency for online games, announced in January 2000.<ref>{{cite web |url=https://www.ign.com/articles/2000/01/08/valve-cisco-and-a-host-of-pc-developers-unveil-powerplay |title=Valve, Cisco, and a Host of PC Developers Unveil PowerPlay |website=IGN |date=January 7, 2000 |url-status=live |archive-url=https://web.archive.org/web/20150708161556/http://www.ign.com/articles/2000/01/08/valve-cisco-and-a-host-of-pc-developers-unveil-powerplay |archive-date=July 8, 2015}}</ref> It was described as a set of protocols and deployment standards at the [[router (computing)|router]] level to improve performance. It was claimed that a player with 1000 ms [[Ping (networking utility)|ping]] was able to play against another player on a [[Local area network|LAN]] connection with no noticeable disadvantage.<ref name="planetfortress">{{cite web |url=http://www.planetfortress.com/schtick/powerplay.shtml |title=PowerPlay and interview |publisher=Planetfortress |date=2000 |access-date=November 17, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120717084400/http://www.planetfortress.com/schtick/powerplay.shtml |archive-date=July 17, 2012 }}</ref> Initially the protocol was to be released with PowerPlay 1.0 focusing on [[quality of service]] (QoS) and later a revision, PowerPlay 2.0 that would focus on functionality. Cisco and Valve intended to deliver a single dial-up service in Q1 2000 in the United States with a 30-day free trial with a bundled copy of ''[[Team Fortress]]'' modified to support PowerPlay.<ref>{{cite web |url=http://www.voodooextreme.com/powerplay/ |archive-url=https://web.archive.org/web/20000817072202/http://www.voodooextreme.com/powerplay/ |archive-date=August 17, 2000 |title=Voodoo Extreme |url-status=dead |access-date=November 17, 2012}}</ref> The standard was to involve purchasing PowerPlay approved Cisco hardware and infrastructure that had adequate bandwidth and QoS standards that prioritize PowerPlay gaming packets at all others' expense. Newell conceded that [[Internet service provider]]s (ISPs) would bear the brunt of this expense: "The ISPs are going to need to spend a fair amount of money to be compliant with PowerPlay. But how they get that back is up to them. Some will have a tiered service, and some will just try to recoup their investment through reduced customer churn and customer acquisition."<ref name="eurogamer1">{{cite web |url=https://www.eurogamer.net/powerplay |title=PowerPlay|website=EuroGamer |date=January 19, 2000 |access-date=November 17, 2012 |url-status=live |archive-url=https://web.archive.org/web/20150924151038/http://www.eurogamer.net/articles/powerplay |archive-date=September 24, 2015}}</ref> Despite never deploying the dial-up plan featuring PowerPlay 1.0, Valve announced in January 2001 that the standard had indeed been finalized.<ref name="planetfortress" /> 12 months after its announcement, PowerPlay was abandoned.{{Cn|date=August 2022}} ==== Pipeline ==== In July 2013, Valve announced Pipeline, an [[Internship|intern]] project consisting of ten high school students working together to learn how to create video game content.<ref>{{cite web |url=http://pipeline.valvesoftware.com/about_us.php |title=Pipeline — About Us |publisher=Valve |access-date=September 13, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130831062321/http://pipeline.valvesoftware.com/about_us.php |archive-date=August 31, 2013 }}</ref> Pipeline serves to discuss and answer questions that teenagers often ask about the video game industry,<ref name="pipeline_home" /> and see if it is possible to train a group of teenagers with minimal work experience to work for a company like Valve.<ref name="pipeline_home" /> The latter purpose breaks Valve's tradition of employing experienced developers, as the company is not good at "teaching people straight out of school".<ref name="pipeline_home">{{cite web |url=http://pipeline.valvesoftware.com/ |title=Pipeline — Home |work=Valve |archive-date=August 20, 2014 |archive-url=https://web.archive.org/web/20140820163118/http://pipeline.valvesoftware.com/ |url-status=dead |access-date=August 31, 2013 }}</ref>
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