After a whirlwind year-long development process that has seen it rapidly gain and lose players, Dota Underlords has just left early access, officially marking Valve’s first foray into mobile games. Meanwhile, Steam is in the process of breaking its own record for concurrent user numbers, buoyed by a recent expansion into China, and – seven years on from its release – Counter-Strike: Global Offensive is doing the same, having recently followed other Valve titles like TF2 and Dota 2 into the waters of free-to-play.
It is, frankly, an incredible amount of activity for a studio with a headcount of 350, especially when you consider that number includes Valve’s nascent hardware division. This is the story of how it came to be, and where the studio goes next.
HALF-LIFE:ALYX
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Denne historien er fra May 2020-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image