The story
Founded by Gabe Newell and Mike Harrington in 1996, in Kirkland.1
Founding and Half-Life (1996–2003)
Valve was founded in 1996 by the former Microsoft employees Gabe Newell and Mike Harrington. Newell had spent the prior 13 years at Microsoft developing Windows, including the Windows 95 port of Doom from id Software. Newell had become frustrated with game developers' approach of creating bespoke interfaces for graphics acceleration, and had also seen id Software outperforming Windows in sales of Doom with an alternative distribution model.
Newell and Harrington founded Valve, L.L.C. in Kirkland, Washington, about five miles from the Microsoft campus in Redmond, on August 24, 1996, Newell's wedding day. In a break from industry style of the time, Newell did not want a company name that suggested "testosterone-gorged muscles and the 'extreme' of anything". Alternative names considered by Newell and Harrington include Hollow Box, Fruitfly Ensemble and Rhino Scar.
Valve's first game was Half-Life, a first-person shooter (FPS) with elements of horror. The development was aided by access to the Quake engine by id Software; Valve modified this engine into its GoldSrc engine. After struggling to find a publisher, Valve eventually signed with Sierra On-Line.
Half-Life was released in November 1998 and was a critical and commercial success. With its realism, scripted sequences and seamless narrative, it had a lasting influence; according to IGN in 2014, the history of the FPS genre "breaks down pretty cleanly into pre-Half-Life and post-Half-Life eras".
Valve enlisted Gearbox Software to develop three expansions for Half-Life: Opposing Force (1999), Blue Shift (2001) and Decay (2001). In 1998, Valve acquired TF Software, a group that had made the popular Team Fortress mod for Quake, and remade it for GoldSrc as Team Fortress Classic in 1999. Valve released the software development kit (SDK) for the GoldSrc engine, facilitating numerous user-created mods. They acquired the developers of one popular mod, Counter-Strike, to create a standalone Counter-Strike game. Happy with Valve's success, Harrington sold his stake in Valve to Newell in 2000.
Valve's publishing agreement meant Sierra owned the Half-Life intellectual property and held exclusive publishing rights to future Valve games. In 2001, Valve renegotiated by threatening to cease game development and develop other software, using an offer of a partnership from Amazon to create a digital storefront as a bargaining chip. After the agreement with Sierra was amended, Valve gained the Half-Life intellectual property and online distribution rights for its games.
Source, Steam, and Half-Life 2 (2003–2010)
In 2003, Valve moved to Bellevue, Washington, and reincorporated as Valve Corporation. In 2010, the office moved to a larger location in Bellevue. In 2016, Valve signed a nine-floor lease in the Lincoln Square complex in downtown Bellevue, doubling the size of its offices.
Valve began developing Half-Life 2 six months after the release of the first Half-Life, using its new in-house engine, Source. With advanced physics systems and an increased focus on story and characters, it received critical acclaim upon its release in 2004. By 2011, it had sold 12 million copies.
Read the full text
In 2002, Valve launched Steam, a digital storefront and delivery platform. Steam initially offered only Valve games, and was mandatory to install Half-Life 2, but it later became a publisher of third-party games. As Valve became its own publisher via Steam, it transitioned to a flat organization. Outside of executive management, Valve does not have bosses and uses an open allocation system, allowing employees to move between departments at will. In July 2005, Electronic Arts was announced to partner with Valve for a multi-year game distribution agreement, following Vivendi Universal's promise to end distribution on August 31.
After having taken five years to develop Half-Life 2, Valve moved to episodic development, planning to release shorter games more frequently. Half-Life 2: Episode One, the first in a planned trilogy of episodic Half-Life 2 sequels, was released in 2006. Episode Two followed in 2007, alongside the multiplayer game Team Fortress 2 and the puzzle game Portal, developed from the student project Narbacular Drop. In February 2007, Valve announced The Black Box and The Orange Box, both bundles of multiple games and expansions, to be distributed by Electronic Arts for Microsoft Windows, PlayStation 3 and Xbox 360. In January 2008, Valve announced the acquisition of Turtle Rock Studios, which was renamed Valve South. Turtle Rock developed Left 4 Dead and Left 4 Dead 2 while associated with Valve. Turtle Rock Studios spun out of Valve again in March 2010. Forbes estimated that Valve had grossed $70 million in 2005.
Transition to services (2010–2014)
In 2009, Valve hired IceFrog, the developer of Defense of the Ancients, a Warcraft III mod. IceFrog led the development of a sequel not associated with the Warcraft elements, Dota 2, released in 2013. Alongside Dota 2 in 2011, Valve started the International, an annual esports tournament for Dota 2 with a prize pool supported by Valve and funds from microtransactions from battle passes purchased by players. Valve released Portal 2 in April 2011. As with the original Portal, Valve employed a Digipen student team to help develop it; the team behind Tag: The Power of Paint implemented the new gel gameplay. In April 2010, Valve launched Steam for Mac OS X along with ports of several of its games including the Half-Life series.
The Screen Digest analyst Ed Barton estimated Valve's 2010 revenue to be in the "high hundreds of millions of dollars". As of 2011, Valve had an estimated worth of $2 to 4 billion and employed 250 people; according to Newell, this made it more profitable per employee than Google or Apple. Most of Valve's revenue came from Steam, which controlled 50 to 70% of the market for downloaded PC games in 2011.
By 2011, Valve had replaced episodic development with a platform-oriented approach, whereby games such as Left 4 Dead 2 and Team Fortress 2 were continually updated through Steam updates. In June 2012, Valve hired the economist Yanis Varoufakis to study the online economies of their games. That December, Valve acquired Star Filled Studios, a two-person studio, to open a San Francisco office. Valve closed the office in August 2013 when it decided it had little benefit. At the 2013 D.I.C.E. Summit, Newell announced that he and the film director J. J. Abrams were collaborating to produce a Half-Life or Portal film, as well as a possible game.
In the 2010s, Valve released fewer games and invested in hardware development. Newell intended to make Valve more like Nintendo, which develops games in tandem with hardware, allowing it to create innovative games such as Super Mario 64. Valve initially focused on augmented reality, but in 2013 Newell laid off many staff to focus on virtual reality (VR). Valve began porting its games to Linux in 2013, including Half-Life 2 and Left 4 Dead 2. In 2015, Valve released the Steam Machine, a line of gaming computers, which sold poorly. Media commentators speculated that Valve's transition to service provider with Steam, which generated an estimated $3.4 billion in 2017, had driven it away from game development.
Valve canceled games including numerous Half-Life projects (including Episode Three), Left 4 Dead 3, a Soulslike game, and a voxel-based game, A.R.T.I. Additional VR projects included SimTrek, developed by members of the Kerbal Space Program development team, and a new VR device, Vader, that was determined to be too costly for consumers. According to the designer Robin Walker, the abundance of projects that failed to gain traction, with no shared vision, damaged morale. Many players grew frustrated in anticipation of a new Half-Life game.
Source 2, virtual reality and Half-Life: Alyx (2015–present)
Valve announced the Source 2 engine in March 2015, and ported Dota 2 to Source 2 in September. That year, Valve collaborated with the electronics company HTC to develop the HTC Vive, a VR headset released in 2016. Valve experimented with VR games, and in 2016 released The Lab, a collection of VR minigames.
Valve recognized that many players wanted a more ambitious VR AAA game, and began exploring the development of a major VR game. They developed several prototypes, with three further VR projects under development by 2017. Finding that the portal systems of its puzzle series Portal were disorienting in VR, it settled on Half-Life. Walker said that Half-Life 3 had been a "terrifyingly daunting prospect", and the team saw VR as a way to return to the series.
Full development of a VR Half-Life game started around late 2016, with the largest team in Valve's history. Valve acquired the 3D audio software developer Impulsonic in January 2017. In April 2018, Valve acquired the independent developer Campo Santo, known for the 2016 adventure game Firewatch. Campo Santo planned to develop its own games under Valve, though it initially helped develop Half-Life: Alyx.
In November 2018, Valve released Artifact, a digital collectible card game based on Dota 2, with design by Richard Garfield, the creator of Magic: The Gathering. Artifact had unusual pay-for mechanics to acquire new cards, and did not draw a large playerbase, losing 95% of players months after release. In April 2021, Valve abandoned efforts to reboot the project, saying it had not found enough interested players to justify development. In June 2019, Valve released its second-generation VR hardware, the Valve Index. They also released Dota Underlords into early access, an auto battler based on a Dota 2 community-created mode Dota Auto Chess.
In March 2020, Valve released Half-Life: Alyx, a VR game. It received acclaim and was described as VR's first killer app. Newell said in January 2021 that the success of Alyx created desire within the company to develop more games, and that several were under development. Valve collaborated with Netflix for Dota: Dragon's Blood, an animated television series based on Dota, which premiered in March 2021. In February 2022, Valve released the Steam Deck, a portable game system that runs on Linux-based SteamOS with the Proton compatibility layer that allows most Windows games on Steam to run on Linux without modification. In September 2023, Valve released Counter-Strike 2. It received generally favorable reviews, but player reception was mixed.
In 2024, Valve began beta-testing a new multiplayer game, Deadlock, a combination of a hero shooter and MOBA. In September, staff members from Hopoo Games, developers of Risk of Rain, announced that they had been employed at Valve.
According to a report by Forbes Australia published in December 2024, Valve had an annual revenue of $5 billion by 2023, with a 40% profit margin. Steam accounted for around 60% of this revenue, double that of 2019.
In November 2025, Valve announced a redesigned Steam Controller and Steam Machine and a new VR headset, Steam Frame. They were scheduled for release in early 2026, but were delayed by the RAM crisis. The second-generation Steam Controller was released on May 4. In June 2026, Valve released the Steam Machine, its first dedicated living room gaming PC since the original Steam Machines introduced in 2015. The company launched the device with a randomized reservation system because of limited production caused by global memory and storage shortages, with prices starting at $1,049 for the base model.
In September 2026, around 12TB of data was extracted from Steam, including complete games, beta versions and prototypes dating between 2003 and 2013, from both Valve and other third-party developers. The anonymous person that disseminated the data claimed it was available without protection from older Steam servers used during that period, which Valve since transitioned from.
From Wikipedia’s article on Valve Corporation, shared under CC BY-SA 4.0.4
