Private company

Valve Corporation

Logo: Valve Corporation, Public domain, via Wikimedia Commons3

American video game company

Valve Corporation, also known as Valve Software, is an American video game developer, publisher, hardware, and digital distribution company headquartered in Bellevue, Washington. It is the developer of game franchises including Half-Life, Counter-Strike, Portal, Team Fortress, Left 4 Dead and Dota, the software service Steam, and hardware including the Steam Frame, Steam Machine, Steam Deck and Valve Index. Valve was founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington.2 Wikipedia text CC BY-SA 4.0

Last updated Oct 21, 2026.

Overview

1996Founded1
  • Industryvideo game industry1
  • HeadquartersBellevue1
  • Founded inKirkland1
  • Websitewww.valvesoftware.com
  • Legal formprivately held company1
Valve Lobby 2016
Photo: Tim Eulitz, CC BY 4.0, via Wikimedia Commons5

Valve Corporation, also known as Valve Software, is an American video game developer, publisher, hardware, and digital distribution company headquartered in Bellevue, Washington. It is the developer of game franchises including Half-Life, Counter-Strike, Portal, Team Fortress, Left 4 Dead and Dota, the software service Steam, and hardware including the Steam Frame, Steam Machine, Steam Deck and Valve Index.2

Corporate structure

Valve Corporation sits at the top of its group. 2 entities, 1 country on record. Switch between the flow chart and the network, and select any entity to see its details.

  • Valve Corporation Bellevue

Built from subsidiaries, stakes and holdings from Wikidata (CC0); major holders from Schedules 13D and 13G. Each entity in the chart links to its source.

What it owns

What Valve Corporation reports owning in its annual reports to the SEC: buildings, land and equipment, real estate and locations, investments, intangible assets and inventory, at the end of its latest fiscal year and a year before.

Stakes and holdings (Wikidata)

  • Steam

Things Wikidata records the company as owning, with the share when stated.1

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

Leadership

Who has led Valve Corporation, and when. Pick a name to see everywhere that person has worked.

Chief executive

  1. Gabe Newell1996–now
200020052010201520202025

Products and brands

  • software
  • video game

Listed on Wikidata.1

Games

Valve is the main developer and publisher of the single-player Half-Life and Portal games and the multiplayer games Counter-Strike, Team Fortress 2, Dota 2, Day of Defeat, and 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 game Prospero and numerous Half-Life projects, including Episode Three. Valve worked with Arkane Studios on The Crossing, which was canceled in May 2009.

Valve video games are noted for their technical and artistic innovation, with virtually every mainline release from the studio receiving mention among the greatest video games of all time.

Engines

Valve has developed at least three game engines that have been used in its games. GoldSrc is based on a modified Quake engine by id Software, and used for the basis of Half-Life. Source was internally built from scratch as a replacement for GoldSrc, and was used for most of Valve's games in the early 2000s, including Half-Life 2, Team Fortress 2, and the Portal series. Source 2 is a refinement of the Source engine initially released in 2015, and has been used for Dota 2, CounterStrike 2, The Lab, and Half-Life: Alyx.

Steam

Valve announced Steam, its digital distribution service, at the 2002 Game Developers Conference. It was launched in September 2003 and was first used to deliver patches and other updates to Valve's online games.

Read the full text

On August 1, 2012, Valve announced revisions to the Steam Subscriber Agreement (SSA) to prohibit class action lawsuits by users against the service provider. By July 2014, there were over 3,400 games available on Steam, with over 150 million registered accounts by January 2018.

Alongside these changes to the SSA, the company also declared publicly the incorporation of Valve S.a.r.l., a subsidiary based in Luxembourg. 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.

Valve S.a.r.l. was used to sell games to UK users to avoid paying the full 20% value-added tax (VAT). The tax loophole was expected to close on January 1, 2015. In December 2015, the French consumer group UFC Que Choisir initiated a lawsuit against Valve for several of its Steam policies that conflict or run afoul of French law. One of the reasons was for using the tax loophole. Valve S.a.r.l. ceased business on January 1, 2017, with the main company taking over EU sales again. In August 2017, Valve announced that Steam had reached over 67 million monthly and 33 million daily active users on the platform.

Steam Machine

Newell has been critical of the direction that Microsoft has taken with making Windows a 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". 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.

In 2012, Valve announced that they were working on a console-PC hybrid for the living room, dubbed by media as the "Steam Box". 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 as well as its unique game controller. 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. In 2015, Alienware, ZOTAC, and CyberPowerPC launched its versions of the Steam Machine. By June 2016, fewer than half a million had been sold. While the Steam Machine line has been effectively canceled, Valve continued to manufacture and sell Steam Controllers until late November 2019, and publishes both mobile apps and software for the Steam Link, allowing in-home streaming.

Steam Controller

Valve has released two versions of a game controller aimed to be used for Steam games, the Steam Controller. The first model was released in November 2015, alongside the original Steam Machine concept, while the second was released in May 2026 ahead of Valve's dedciated Steam Machine model and Steam Frame. Among other features, both generations of the controller use two small trackpads with haptic feedback which can be used either as traditional controller actions like a joystick, but also like a computer mouse input to control many personal computer games that lack traditional controller support.

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 controllers 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.

In November 2017, Microsoft added beta support for the SteamVR service for Windows Mixed Reality headsets. In June 2019, Valve released its 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 to detect input pressure and individual fingers. In November 2025, Valve announced the Steam Frame, a standalone VR headset.

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 AMD Zen 2 and RDNA 2 chipsets. Units started shipping in February 2022. An OLED version of the Steam Deck was released in November 2023; besides the improved display, the OLED modeling includes increased battery life, improved audio, and more storage compared to the original model.

PowerPlay

PowerPlay was a technological initiative headed by Valve and Cisco Systems to decrease the latency for online games, announced in January 2000. It was described as a set of protocols and deployment standards at the router level to improve performance. It was claimed that a player with 1000 ms ping was able to play against another player on a LAN connection with no noticeable disadvantage. 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.

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 providers (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." Despite never deploying the dial-up plan featuring PowerPlay 1.0, Valve announced in January 2001 that the standard had indeed been finalized. 12 months after its announcement, PowerPlay was abandoned.

Pipeline

In July 2013, Valve announced Pipeline, an intern project consisting of ten high school students working together to learn how to create video game content. Pipeline serves to discuss and answer questions that teenagers often ask about the video game industry, and see if it is possible to train a group of teenagers with minimal work experience to work for a company like Valve. The latter purpose breaks Valve's tradition of employing experienced developers, as the company is not good at "teaching people straight out of school".

From Wikipedia’s article on Valve Corporation, shared under CC BY-SA 4.0.4

Subsidiaries and ownership

Subsidiaries

Also owns

  • Steam

From Wikidata.1

Employees over time

Valve Corporation employees by year1336 in 2021+2% since 2013
01002003004002013: 33033020132016: 3603602016+9%2018: 3503502018−3%2021: 3363362021−4%
  • 20213361
  • 20183501
  • 20163601
  • 20133301

Timeline

  1. 1996New chief executive Gabe Newell becomes CEO1
  2. 1996Founded Founded in Kirkland1

Sources

The numbers on this page point here. Each one links to the record it came from.

  1. 1
  2. 2
  3. 3
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  5. 5