Australia: Steam’s old no-refund policy broke the law

Were you unhappy that Valve didn't offer refunds on Steam until last June? Neither was Australia. The country's Federal Court has ruled that Valve violated consumer law by denying Steam gamers refunds under any conditions. You're entitled to get y...

‘Half-Life’ writer Marc Laidlaw leaves Valve after 18 years

If you've been holding your breath for Half-Life 3 over the past 12 years, we have two questions for you: How are you still alive? Can you handle more disappointment? Marc Laidlaw, an 18-year veteran of Valve Software and the lead writer of Hal...

Steam’s Christmas privacy issues affected 34,000 users

On Christmas day, up to 34,000 Steam members were able to view other users' private information, including billing and email addresses, following a glitch triggered by a denial-of-service attack, Valve announced today. On the day of the attack, Valve...

Steam Early Access makes public game tests a near-automatic affair

Steam Early Access makes public game tests a nearautomatic affair

Many gotta-have-it-first gamers are very familiar with public betas and other chances to try titles before they officially reach the servers -- but not on Steam, where the closed system has usually left people waiting for final builds. Valve doesn't want to leave customers on the sidelines, though, and is launching Steam Early Access to provide officially sanctioned peeks. The portal gives pre-release games the same automatic updates and community features as their finished counterparts, making it easy to squash bugs as they're discovered, take feedback and simply let testers focus on playing rather than patching. Early Access' initial roster is small: it focuses mostly on the ArmA III alpha as well as a swath of puzzle and RPG releases, so don't expect to preview all the latest blockbusters. However, it might still be a win for both nervous game creators and especially eager players.

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Source: Steam

Valve’s ‘Sea of Cubes,’ and the challenges of working with augmented reality

Valve's 'Sea of Cubes,' and the challenges of working with augmented reality

Valve Software's experiments with virtual reality, most recently exposed as a "VR Mode" of its popular free-to-play shooter Team Fortress 2, are actually just an offshoot of the company's longer-term goal: augmented reality. The dozens of AR markers plastered to the three walls of Valve programmer Joe Ludwig's shared office are testament to that (seen above). "We're mostly looking at a software level. We've talked to a bunch of different display vendors on the augmented reality side, and none of them are quite ready to go yet," Ludwig says when we prod him for more on Valve's AR efforts. One thing's for sure: we didn't spot any Google Glasses on-site, nor products from other companies producing wearable computers, not to mention in-house glasses.

"We've done some gameplay prototypes," he says. "We've done some test pattern type stuff. But that's basically it. There's an application that we call 'Sea of Cubes' that fills the room you're in with cubes just to basically test a bunch of different tracking methods and displays." Thus far, though, Valve isn't much deeper than that. A variety of different cameras mounted on tripods can be seen throughout Ludwig's office. A $30,000 3D camera, which looks an awful lot like a giant Microsoft Kinect, sits in one corner. Ludwig tells us it can pinpoint specific objects with incredible accuracy, though he wouldn't share much more. It's not clear what all of this means for Valve's AR work, but it's clearly still a work-in-progress. Indeed, when the company first started talking wearable computing, Valve's Michael Abrash called it "more research than development." So, what fruit has come of that research since last April?

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Playing an actual game with Oculus Rift: hands-on with Valve’s Team Fortress 2 ‘VR Mode’

Playing an actual game with Oculus Rift handson with Valve's Team Fortress 2 'VR Mode'

Valve's free-to-play first-person shooter, Team Fortress 2, is getting Oculus Rift support with its VR Mode update in the coming weeks. Think of it as a large beta test -- Oculus Rift dev kits ship to Kickstarter backers and Team Fortress 2 players on PC can snag a free update, thus feeding Valve valuable feedback on how people play TF2 with VR. The only thing left to know is perhaps the most important: how does it play?

We found out just that on a recent visit to Valve's Bellevue, Wash., offices, where Valve programmer Joe Ludwig lead us through a hands-on demo of the game's VR Mode update, replete with a near-final build of the Oculus Rift dev kit (not quite the one shipping to backers, but far more advanced than the previous Oculus prototypes we've used). Follow us beyond the break for detailed impressions of playing an actual game (read: not just tech demos) with the Oculus Rift VR headset.

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Valve’s Joe Ludwig on the uncertain future of virtual reality and partnering with Oculus

Valve's Joe Ludwig on the uncertain future of virtual reality and partnering with Oculus

It's a beautiful late winter day in Bellevue, Wash. Instead of enjoying the outdoors, I'm sitting in a rectangular white room with three programmers, surrounded by three walls covered in augmented reality markers. Not that I'm complaining: Valve Software's Joe Ludwig, the programmer in the room who most resembles a member of Anthrax, is walking me through his company's latest work in the world of virtual reality. It's the first anyone outside of Valve will see of the company's VR efforts thus far.

As it turns out, the software company is working with Oculus VR to port the tremendously popular free-to-play first-person shooter, Team Fortress 2, to the upcoming Rift development kit. The free update, dubbed "VR Mode," is the latest benchmark in Valve's ongoing hardware initiative. "We think that both augmented and virtual reality are going to be a huge deal over the next several years," Ludwig tells us.

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Valve’s Team Fortress 2 is Oculus Rift’s first game, free ‘VR Mode’ update coming soon

Valve's Team Fortress 2 is Oculus Rift's first game, free 'VR Mode' update coming soon

We've known for some time now that Valve was working on virtual reality support for its perpetually updated free-to-play shooter, Team Fortress 2. The company's even giving a duo of talks at the upcoming Game Developer's Conference on the difficulties of game development for virtual reality. What we didn't know, however, is that said support is also headed to consumers as "VR Mode," and it'll get pushed to PC Team Fortress 2 players "sometime within the next couple of weeks." But how will you play it? Simple: Team Fortress 2 is the Oculus Rift's first official game.

Valve programmer Joe Ludwig revealed as much during a recent visit Engadget paid to the Bellevue, Wash.-based game company. "This is a mode that everybody who has a Rift dev kit and access to Team Fortress 2 will be able to play, just on public and in the same servers that everybody else is playing in," Ludwig said. Of course, "everybody" doesn't include Mac or Linux TF2 players just yet. "We don't have a Mac or Linux SDK from Oculus quite yet, but once we get those, we'll get it ported over to those other platforms," he explained. Oculus tells us those SDKs are coming. "The Oculus SDK will only support Windows at launch, but we plan to add support for OS X and Linux as quickly as possible. It's just a matter of time," Oculus VP of product Nate Mitchell says.

We'll have more from our visit to Valve in the coming hours, so keep an eye out!

[Image credit: Michael Clinard]

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Valve’s Steambox prototypes heading to some Steam users in ‘3 – 4 months’

We've known that game company and Steam operator Valve Software was going to offer prototypes of its hardware to Steam users for some time, but company head Gabe Newell niw says that those prototypes will start arriving in the next three to four months time. Moreover, beyond just the controllers we suspected to be part of the beta program, Newell tells the BBC that said prototypes will be of the Steambox, Valve's living room-friendly PC gaming initiative. "We're working with partners trying to nail down how fast we can make it," Newell said.

He cited noise and heat concerns as the holdup for retail availability of various Steamboxes -- both Valve itself and a variety of third-party companies are working on the initiative, including Xi3 and unnamed others. He also speculated about what control device might be included in various Steambox setups (the systems are said to range in power and price, from low to very high). He did posit that some form of biological monitoring would be built into a potential Valve game controller (biometrics). "You need to actually be able to directly measure how aroused the player is -- what their heart rate is, things like that -- in order to offer them a new experience each time they play," Newell said. He also cited the controller as a current roadblock in making the Steambox available. "The main thing that's holding us up right now is nailing ... we have a couple of different controller prototypes that we're using, and that's one of the things that we're giving to customers," he added. Valve is apparently planning on including a handful of controllers with Steambox prototypes in its upcoming beta, so that users can give feedback for each and Valve can break down how players are using them.

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Source: BBC