A chronological log of every known public reference to HLX/HL3.
| Date | Event |
|---|---|
| September 2020 | Garry (Facepunch) gets access to Source 2. Accidentally commits to the s&box repo publicly on September 22nd, mentioning HLX in their portfolio — plausibly making 2020 the first year the project existed publicly. |
| October 9, 2020 | An Artifact Foundry update (20:57:04 UTC) renames a reference to an Animgraph file in a model named box_creature_model.vmdl to box_creature_model_hlx.vanmgrph. This is the first public HLX reference. |
| 2021 | First developer builds of s&box are released to the public. Facepunch includes mentions of HLX in a lot of internal tools, including console helpers for HLX. |
| March 2021 | First mention of an HLX soundevent file. We can safely say the project existed this year. |
| September 1, 2022 | CONCENTRATION_WARNING soundevent mention added. |
| July 11, 2023 | build_break_master.png created. |
| November 15, 2023 | HL2 noclip documentation. |
| December 28, 2023 | HL2 20th Anniversary update. Merges the base game and the episodes into one. Gabe Newell posts a cryptic tweet promising to release an updated Raising the Bar with more Episode 3 stuff next year, and uses his iconic G-Man voice in the video. |
| December 31, 2023 | Valve actively talking about Episode 3 and promising to release updated Raising the Bar with more EP3 content next year. |
| December 6, 2024 | HL2's ammo/weapon pickup sound added to core. |
| October 2025 | asset_science icon asset tag added. Metadata shows it was made in October 2025. No further information known; could be unrelated to HLX or mean something else (like experimental assets). |
| March 19, 2026 | CS2 update: Reserve ammo is now clips in CS2 with a new parameter being used. |
Information derived from datamined hint nodes and schema files.
HINT_FOUNDRY_COMMS — Foundry: CommunicationsHINT_FOUNDRY_WELD — Foundry: WeldAll mechanics below are derived from datamined Source 2 FGD (Forge Game Data) files and schema explorers. These are not speculation — they are present in the engine code.
Level designers can adjust objects in the scene with the following properties:
physcannon_maxforce / physcannon_minforce — Force greater than the max value on the physbox will enable motion. The Gravity Gun has a min and max force and can prioritize objects and shift whichever object is prioritized.enableuseoutput(boolean) — "Enable +Use Output" — Enables OnPlayerUse output being fired when this object is used.cannotgravitygrab(boolean) — "Cannot Gravity Grab" — Prevents the object from being grabbed.cannotgravitypunt(boolean) — "Cannot Gravity Punt" — Prevents the object from being punted.enablemotionongravitygrab(boolean) — "Enable Motion On Grab" — Enables motion when grabbed.gravitygrabignoremassandsize(boolean) — "Grab Ignores Mass" — Grab is possible regardless of whether the object is too heavy or large.A comprehensive fire propagation system with the following surface attributes:
| Attribute | Name | Description |
|---|---|---|
surfaceattribute.heatconductivity | Heat Conductivity | How quickly this material absorbs heat from nearby heat sources, 0–1, where ≤0 makes it impossible to heat. |
surfaceattribute.flashpoint | Flashpoint | How hot this material needs to be to light on fire, from 0–1, where <0 or >1 makes it not flammable. |
surfaceattribute.burnfuel | Burn Fuel (seconds) | How long this surface could be ignited for before it runs out of fuel. Once spent it can't be reignited. 1 = infinite fuel. |
surfaceattribute.heataura | Heat Aura (units) | How close something has to be to this surface to be heated by it. |
surfaceattribute.burndamage | Burn Damage (Multiplier) | How much this surface modifies how much damage the fire on it gives. |
surfaceattribute.immediateignition | Should Ignite Entities Immediately | Whether this should immediately ignite any entities that come into contact with it. |
surfaceattribute.flamestyle | Flame Style | What sort of visuals should this fire use. |
surfaceattribute.firesound | Burning Sound | What sound this makes when it's burning. |
MODIFIER VALUE TEMPERATURE, FLASHPOINT, MODIFIER VALUE HEAT DELAY, MODIFIER VALUE STARTS FIRES IN BOUNDING BOX (80%).world.dev.flammable material exists.While water is technically featured in CS2 and Dota 2, it does not function as you would expect. In those games, water is only a material shader and doesn't interact with phys props or the player.
Source 2 now supports previously unimplemented buoyancy seen in HL2:
HoldBreath and DrowningDamage are in the CBasePlayerVData schema.CTriggerBuoyancy entity exists with a CBuoyancyHelper component and m_flFluidDensity property.trigger_buoyancy is only compiled in CS2 and Aperture Desk Job.trigger_buoyancy is no longer exclusive to specific games.A highly sophisticated, VData-driven, physics-based vehicle system is contained within base FGDs.
vehicle_entityio entity.subclass_name(subclass choice:scripts/vehicles.vdata) — "Vehicle Subclass" — Base class: BaseVehicle.PassengerEntered(integer) — "Passenger entered the vehicle (argument is passenger index)."PassengerExited(integer) — "Passenger exited the vehicle (argument is passenger index)."VehiclePassengerInteractionInfo and m_hPassengerPawn — the pawn subclass to create to control the vehicle (player passengers only).PASSENGER_ENTERING_VEHICLE animgraph parameter is set on the vehicle to animate the passenger getting in.m_flFractionOfTopSpeedForHighSpeedFOV, m_flFractionOfTopSpeedForStandardFOV).surfaceattribute.wheelfrictionscale — "Additional friction scale applied for wheels driving over this surface (on top of the physics friction coefficient)."surfaceattribute.wheeldrag — "Drag applied to vehicle wheels when driving over this surface."m_flNonDrivableSurfaceFrictionScale, lateral/longitudinal collision scales.Vehicles have destructible hit groups. The following car parts can be destroyed:
Fans are a relatively new addition that we don't have too much information on.
trigger_catapult instead.PARTICLE_FAN_TYPE_1, PARTICLE_FAN_TYPE_2, and PARTICLE_FAN_TYPE_RADIAL.Aperture Desk Job releases feature new versions of NPC/AI-related concepts. Note: These files (including new NPC abilities) are identical to their HL:A equivalents, while also featuring VData files that should not have been there (weapons, precipitation, squad definitions).
CONCENTRATION_WARNING soundevent mention added September 1, 2022.cy/eight.vsnd, legacy/four.vsnd.C_OP_RenderVolumetricEmitter — A class in particles.dll (Counter-Strike 2), extending CParticleFunctionRenderer with 12 fields including m_strChannelType.scripts/smokegrid.vdata. Data type for this file is not present.asset_science — An asset tag icon added in an update in October 2025. Metadata shows the icon was made in October 2025. No further information known; could be unrelated to HLX or mean something else (like experimental assets).trigger_buoyancy is no longer exclusive to specific games.Disclaimer from the board: This section is for plausible content, but within the context of rumours. It's important to keep in mind we don't have anything to back this up with, unlike the other sections which are backed up by datamines. Only more significant stuff will be mentioned here: be it the importance of a certain information or the person it's coming from in terms of the industry/past reporting. No, 197 does not count.
Senior editor for Insider Gaming (also known as Tom Henderson's gaming news site).
Owner of Insider Gaming and just generally very notable insider on his own.
Co-Owner of Giant Bomb, prominent insider also.
Passionate Gamer.
Co-Founder of PassionateGamers LTD (joke).
Gaming journalist well known for reliable industry leaks.
Snippets from interviews with Valve conducted around the release of Half-Life: Alyx (March 23, 2020).
"At this point, we don't really know what [another Half-Life game] would be — we don't know if it's going to be another VR title. We don't know if it's going to be a non-VR title. The best thing we can do at this point is to gauge the response to this product. How are people able to enjoy it? How many people can we get into the VR platform? [Are] people saying that VR is now this essential part of Half-Life? We really don't know those answers until we put the game out and we start listening."
"With Valve it tends to be more of a human problem than a business problem, but I do think it's clear that a lot of people had a hell of a lot of fun making this game and we're really proud of it. That's pretty important to the likelihood that we continue to work on this sort of stuff. There's a lot of eagerness to continue working on it."
"It's sort of a truism in game development that it's at the end of the game when you've finally got good at making it. You're like, 'man, if we made the game again now it'd be really good!' So that's playing out in the team right now as it always has and I think we'd really enjoy to get to continue and build whatever the next piece of Half-Life is and see whether we get to do that."
| Publication | Headline |
|---|---|
| PCGamer | "The response to Alyx will determine the role of VR in Half-Life's future, Valve says" |
| VGC | "Interview: Valve on Half-Life after Alyx" |
| Kotaku | "Why Valve Gave Up On 'Multiple' Half-Life 3s" |
| Polygon | "Don't expect another 13 years between Half-Life games, Valve says" |
| USG | "Half-Life: Alyx Behind the Scenes Part 1: How Valve Found Its New Alyx" |
Kotaku: "We really enjoyed making this game, and I think we'd really like to keep making some games like this again." — Robin Walker
Polygon: "Don't expect another 13 years between Half-Life games, Valve says."
This board documents all known evidence for Half-Life X / Half-Life 3 — Valve's unannounced next Half-Life game, in active development on Source 2.
The datamined evidence (NPCs, fire propagation, vehicles, water physics, locations) strongly suggests a new Source 2 Half-Life game is in active development with significant new gameplay systems:
The rumor section indicates insiders expected a 2025 announcement that did not materialize. Some insiders now point to early 2026 (possibly March 2026), potentially as a Steam Machine launch title. GabeFollower maintains Valve is still aiming for a 2025 announcement. Tyler McVicker reported a trailer is in the works but could not confirm it. Tom Henderson debunked his own HL3 rumor.
Valve's own statements from 2020 express eagerness to continue the series and suggest the gap between Half-Life games won't be as long as the previous 13-year gap.