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Retiring Valve programmer says 'at least one' of the studio's beloved…

Retiring Valve programmer says 'at least one' of the studio's beloved game modes was made in secret to avoid pushback from peers

Programmer Christopher Green has had a long career in the games industry, with a development history that included Amiga's Flight Simulators, Ultima Underworld, and Magic: The Gathering Online before ultimately working at and retiring from Valve—twice. Green had previously made a six-year attempt at retirement starting in 2017, but returned to Valve for another go in 2023. sport-tr.bet

Earlier this week, Green announced on his blog that he's once again had the "epiphany" that he "might actually enjoy some of those things that I hear retired people do," and is giving the whole end-of-career thing another go—for keeps this time. To mark the occasion, Green hosted a pair of AMAs on Reddit to share some of his thoughts on 45 years in game dev and a Valve tenure stretching all the way back to Half-Life 2.

(Image credit: Valve)

Answering one redditor's question about what it was like to witness some of Valve's earliest years, Green said leaving his previous job in 2004 "was a huge transition"—particularly because Valve's finances were looking somewhat grim at the time. Previously, he'd worked at independent developer Leaping Lizard Software, where he did the initial rules and card coding for Magic The Gathering Online—something he elsewhere called his dream project, as he remains an MTG fan to this day.

"I had some misgivings at first as Valve was losing money finishing HL2 while my company that I left was profitable and MTGO was generating more revenue than Valve," Green said. "But things got better really quickly."

On his blog, Green says he worked on "a lot of things" during his combined 16 years at Valve: Both Source engines, Day of Defeat: Source, The Orange Box, both Portals, and more. And yes, that entailed "hundreds" of encounters with Valve co-founder and president Gabe Newell, who Green described as "a little inscrutable honestly."

Evidently, however, Valve's mythical self-directed work structure—in which its employees are ostensibly free to pursue projects according to their own interests and discretion—might not be quite as self-directed as even Valve's own employee handbook would indicate. Asked whether Valve staff are really free to work on their own projects until it aligns with other work at the studio, Green said that's only "sort of" true.

"Especially if you are new, you'll encounter a lot of pushback if what you think you should work on is too far off in the weeds," Green said. "At least one successful loved game mode was made semi-undercover by a single programmer who was the only one who believed in it."

That game mode, he revealed, was the beloved HL2DM. How different—and devoid of sawblade kills—the world could have been had things gone otherwise.

(Image credit: Valve)

PC Gamer's Chris Livingston called Half-Life 2 Deathmatch "the best multiplayer mode ever" in a 2024 retrospective, though he admitted "There wasn't anything particularly special about Half-Life 2: Deathmatch: it was just a bunch of arenas built from hunks of Half-Life 2 campaign maps with a few weapons scattered around them." (Chris also admitted he mostly loved it because he won a lot). All HL2DM needed was the gravity gun to stand out from everything else at the time.

It's not the first time we've heard that Valve's flat work structure can present some issues. In 2023, People Make Games released a report including interviews with current and former studio employees, who claimed that the organizational structure can warp workplace dynamics and reinforce Valve's lack of diversity.

Green's second retirement from Valve means he's once again relinquishing his employee privilege of full access to every game on Steam. Still, from his description, it sounds like he'll be computing in comfort:

"My home office has a 100GB ethernet cluster with >512 cores, a bunch of GPUs, a large format fine-art printer, and a serious set of electronic and mechanical tools," said in his retirement announcement. "So I do have plenty of ideas for things I want to work on, and people to collaborate with, but they are more likely to show up on github, or one-off personal projects than commercial games."

Would that we could all be so lucky. And here I'm hoping I get to have even the one retirement.

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Hytale releases massive preview of upcoming content including 22 videos and 37 new images

Remember Hytale? The sandbox RPG blew up big when it launched into early access back in January, making so much in preorders that it secured funding for two more years of development. It was a real triumph because the game had been canceled by Riot after nearly 10 years in development, but was saved from the jaws of death by its creator, Simon Collins-Laflamme, who bought the rights to the game and continued to work on it.

Yet after such a strong launch, I pretty quickly drifted from Hytale because it's still in very early development and is far from feature complete. Even Collins-Laflamme said the adventure sandbox 'isn't good yet' in November of 2025, warning players not to buy it if they were expecting anything resembling a complete game.

Well, my interest in Hytale has quickly been rekindled because the team at Hypixel Studios just dropped a massive blog to show off some of its plans for Hytale's future. How massive? The new devblog contains about 4,000 words and features 22 new videos, with a few dozen new screenshots to boot. Wow.

But before you launch the game wide-eyed and breathless, a reality check:

"To be transparent, there aren't many reasons to come back and play Hytale right now," Collins-Laflamme said in the devblog. "We have a lot of work to do to realize the game's potential, and this is just the start of that journey."

The journey looks like a big one, though. The devblog gives players a look at all the new stuff coming in Chapter 1, like a new handcrafted dungeon, a bossfight with a goblin chieftain, new varieties for the goblin faction, and a world event called a Goblin Breach where players can enter a portal into a new realm to battle monsters and collect loot.

There's also tease for other upcoming world events: "We're starting with a small set: predators you can track and trap, Void assassins that hunt you down, treasure chests that spawn enemy waves when you go for the loot, puzzles that lock off places you can't just dig into, and more," Collins-Laflamme said. "We'll grow that list over time, keep iterating each chapter, and start tying these systems together!"

A overhauled UI is also planned, along with a new mod browser, spectator and hardcore modes, and a rework of the crafting system. Additional cosmetics will be added, and an improved player model is in the works as well. Minigames and party games are also being developed for Hytale, over a dozen at the moment, that you'll be able to jump into with your pals anytime you want.

Look, folks, there's tons more in the blog and me giving a brief mention to a mere few of the dozens and dozens of additions coming to Hytale probably isn't serving much of a purpose. You can read (or skim) the devlog yourself, and there's a somewhat vague release timeline for all of Hytale's new features below:

  • Chapter 1: within the next 2-3 months
  • Spectator and Hardcore: 2-3 weeks (Update 6)
  • Mod Browser: 2-3 weeks (Update 6)
  • Moving platforms: 2-3 weeks (Update 6)
  • Real transparency: scheduled for Chapter 1 but might land the tech and content before
  • Minigames: within the next 2-3 months
  • New server-side Custom UI based on NoesisGUI: within the next 1-2 months
  • Carryable objects: within the next 2-3 months but tech might get shipped before
  • Cubic chunks: the tech is getting implemented on a weekly basis (already in pre-release schedule for Update 6), but actual content using it from us will take a bit more time
  • Machinima: within the next 2-3 months, maybe sooner because we will use it to record a teaser/trailer for Chapter 1
  • Crafting Rework: Chapter 2
  • Volumetric clouds: TBD
  • Runeforging: TBD
  • Hytale Asset Editor rework: TBD

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Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

Der Erfolg des S26 hält an: Samsung erhöht die Produktion um volle 50 %

Vielleicht haben Sie gehört, dass Samsungs Galaxy S26 ein phänomenaler Erfolg war und sich einfach weiter verkauft. Südkoreas ETNews berichtet nun, dass der Erfolg keine Anzeichen einer Verlangsamung zeigt, was Samsung dazu veranlasst, die Produktion um beeindruckende 50 % zu steigern.

Hinter diesem Erfolg stehen unter anderem erfolgreiche Kampagnen auf dem heimischen Markt mit attraktiven Rabatten, aber auch Bedenken, dass das Galaxy S27 aufgrund von Speichermangel deutlich teurer sein könnte. Außerdem lässt sich nicht leugnen, dass es ein sehr beeindruckendes Smartphone ist.

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