HLX Research Database

Derived analysis only. No transcripts, subtitle files or source video are hosted here; quotations are short and attributed, and every summary links to the original video.

Half-Life 3 / HLX — Development & Features Database

A structured record of what Tyler McVicker’s HLX coverage claims about Valve’s unannounced Half-Life project, how those claims changed, and how they compare with the Miro research board.

Coverage: 31 videos, 2024-08-04 → 2026-10-22, plus the Miro export. Extracted claims: 610 events across 31 per-video summaries. Official release date: none. Valve has never announced Half-Life 3, HLX, or a launch window. Latest state: as of HLX Files #20 (2026-10-22), Tyler expects no HLX announcement in 2026.

The single most important caveat: “HLX” is a datamined project codename. Tyler identifies HLX as Half-Life 3, and the accumulated evidence is strongly Half-Life-shaped, but Valve has never publicly confirmed that HLX is Half-Life 3. Statements below distinguish Tyler’s identification from official confirmation.


1. Read me first

This database is organized around four different kinds of statement, which are easy to blur together:

Layer Meaning Example
Primary artifact / official statement A named, checkable thing: a patch string, a published interview, a store listing, a talk recording. The Artifact Foundry box_creature_model_hlx.vanmgrph string; the Steam Frame team saying HLX is not VR.
Tyler’s inference Tyler’s reading of artifacts, sources, or Valve’s behaviour. Often plausible, sometimes hedged. “HLX is Half-Life 3”; “open-linear, not open world”; “announcement by end of 2025.”
Secondhand / unnamed sourcing Playtest reports, “whole floor” claims, trailer rumours, insider release chatter. Gabe Follower’s external-playtest report; the “entire floor” claim in #19.
Debunked / superseded A claim the corpus later corrects or abandons. White Sands = HLX; voxel destruction; open world; 2025 release.

Confidence labels in the per-video summaries:

“Fact” does not mean “independently verified by this project.” Many “Fact” entries are checkable artifacts that were not re-checked here. The verification field in each summary is the audit trail: verified, needs follow-up, unverified, or a partial combination.

Start here:


2. Status snapshot

Question Current answer Basis Status
Does HLX exist? Yes. Public engine strings run from 2020-10-09 to 2026-10. Artifact Foundry animgraph, Dota/CS2/Deadlock strings, Hammer helpers Verified artifact
Is HLX Half-Life 3? Tyler says yes. Valve has not confirmed it. Casting, HEV/offworld strings, Half-Life tooling, project scale Tyler’s identification; unconfirmed
Is it a full game? Tyler’s conclusion: a full non-VR Half-Life game, not an engine feature or save format. Accumulated datamines + hiring/playtest reports Strong inference, not official
VR? No. Steam Frame team statement, 2025-11-12; design/tech arguments Official statement
Open world? No. Tyler describes “open linear.” Hammer 16,384-unit walk limit, baked-lightmap architecture Technical inference
Voxel destruction? No. Arty was a separate voxel project; HLX does not use voxel geometry. create_iso_surface absent from current builds; no Hammer support Debunked
Day/night cycle? No. The code belongs to Dota 2. Source 2 symbol tracing Debunked
Release date? None announced. — No official date
2026 announcement? Tyler predicts no. Commit trend, development signals Speculation
Platforms? PC/Steam expected. Steam Machine “flagship” pairing is pattern-based, not evidence. Source 2/Steam context Unconfirmed
Multiplayer? Single-player “as far as we understand”; co-op unknown. Datamine context Unconfirmed
Story? Post-Alyx: Eli alive, Alyx missing, Gordon returned. Details unknown. Final Hours, Alyx post-credits, Valve interviews Scene facts verified; future story unknown
Current production state? Tyler: intensive development/polish; survived a semi-reboot; “entire floor” claim is hearsay. #19, unnamed sources Speculation

The shortest possible history

  1. 1999–2017: several different “Half-Life 3” projects, including the Episode Three trilogy, a 2013–2015 attempt, and Epistle 3. None is HLX.
  2. 2019–2020: Half-Life: Alyx retcons Eli’s death; Valve finishes Alyx; HLX takes shape and appears in public Source 2 builds by September–October 2020.
  3. 2020–2024: HLX grows through shared Source 2 engine work; the codename leaks; dataminers find Half-Life-specific VData, NPC, vehicle, and tooling strings.
  4. 2024–2025: Tyler argues HLX is a full game and enters late production; external playtests are reported; a 2025 announcement is expected and then missed.
  5. 2026: The project is still in development after a semi-reboot. Valve says HLX is not VR. Tyler’s latest prediction is no announcement in 2026.

3. Source inventory (31 videos)

All 31 summaries are listed chronologically. Dates are exact YouTube upload dates from video-metadata.tsv. The YouTube ID links to the original video; the title links to the local summary.

Date Series Video (summary) YouTube ID Role
2024-08-04 HLX Files #0 The Half-Life 3 Leaks We’ve Been Waiting For 36gF6eiCsqU Foundation: HLX = full game, White Sands, résumés
2024-08-25 HLX Files #1 2 New Half-Life Games? Valve’s Up to Chicanery! FNNZUjkN3Qg Status; valve string cleanup; Deckard
2024-09-12 HLX Files #2 Half-Life 3, Valve & Risk of Rain 2 - The Future bv0sMeb2Vp4 “Wide-linear,” not open world; claimed voxel destruction (later walked back); Hopoo hires
2024-10-16 HLX Files #4 NEW HALF-LIFE 3 LEAKS, JUST FOR YOU! HWlRkzwHLwI Surface attributes, heat, 2013–2015 posthuman account
2024-11-22 HLX Files #5 Valve Isn’t Trying to Hide HL3 Anymore yQSdohLVa20 Arty voxel .h files; NPC/streaming/physics
2024-12-11 HLX Files #6 A Whole Bunch of Simulated Reality f9cLbSumFO4 Simulation systems: fire, fluids, wind, gravity
2024-12-20 Gaiden Valve’s Codename Fremont, a Console Explored & Explained u0qd-T1Z8fI Hardware only: Fremont console datamine
2025-01-01 HLX Files #7 G-Man Hints at “Unexpected Surprises” in 2025 TyrlxYsMHYg Shapiro post; playtests; 2025⁄2026 window
2025-01-31 HLX Files #8 Half-Life 3 Derangement Syndrome 3f20EdGSxwQ Rejects the “ARG 197” theory
2025-02-26 HLX Files #9 The Final Stages of Production Are Here _lGdUBMdQ94 Polish argument; FSR3 string; voxel walk-back
2025-04-08 One-off Half-Life 3 - The Rise, Fall & Rebirth -rs7LHtODh4 Full 1999–2024 retrospective
2025-04-19 HLX Files #10 Valve Just Can’t Help Themselves JrCIxd1JiAo Employee hints; gravity talk; HEV suit
2025-05-28 HLX Files #11 17 New HLX Leaks, it’s Almost Here FUj4iMRKGqM Save/load rewrite; vehicles; async AI
2025-07-31 HLX Files #12 The Great Valve Refactoring W7fLurNQT8U CS2 backend refactor; AG2; tooltips
2025-09-03 HLX Files #14 Your Monthly HL3 Update htC-u80xs_Q Liquids, vehicle changes, AI sound events
2025-10-29 HLX Files #15 HLX Development Might Have Hit a New Stage qKR-G1EuYyg Late-stage refactor; fake leaks; trailer rumour
2025-11-18 HLX Files #16 The Final Episode? HOPE. WE DON’T KNOW A DATE. HOPE. E09c6YSfWWc Steam hardware; debunks; CS2 strings
2026-01-29 Every Last Detail Ep1 The Ultimate Half-Life 3 Deep Dive cH71Bn8VUAg Foundational chronology + debunks
2026-02-02 HLX Files #17 Valve’s Winter Break Ended, HLX Didn’t irI02zjaSlM Post-holiday refactoring; no milestone
2026-03-01 Every Last Detail Ep2 The Gameplay Mechanics of Half-Life 3 34uDQ-I7Oec Gameplay dossier: HEV, fire, water, vehicles
2026-03-08 Every Last Detail Ep4 The Enemies & Locations of Half-Life 3 Q9ug2VyTPlo Enemies, factions, locations (spoilers)
2026-03-15 One-off The Valve Hardware Nightmare - Gaben vs. the World tBWfvvsDSxQ Hardware delays and pricing context
2026-03-23 Every Last Detail Ep5 The NPC Intelligence of Half-Life 3 FT-fH7ZVqKo NPC AI dossier
2026-03-31 HLX Files #18 So Many Friggin’ Leaks, It’s Insane Jd95JQ_oZpM Deadlock/Dota dump; tools; GPU particles
2026-04-16 Every Last Detail Ep6 The New Technology of Half-Life 3 w14ZUG1EKio Engine/technology dossier
2026-04-25 Every Last Detail Ep7 Half-Life 3 From Valve’s Own Mouth WjRHZxbSEHE Published Valve statements, 2020–2024
2026-06-16 One-off Steam Hardware Is Weeks Away, Here’s Everything. zs9LdkbOzHg Steam hardware launch evidence
2026-07-06 HLX Files #19 The Real State of Half-Life 3 Development in 2026 8Fi44EB4hjk Latest broad state-of-play; Dark Carnival strings
2026-09-04 One-off The Steam Frame Situation is a Nightmare Bx400IBgZVo Steam Frame delays and price prediction
2026-09-14 One-off The Steam Frame is $1059 & HLA Runs @ 36FPS Reprojected to 72 jpvsGr1sQAk Official Steam Frame price; Alyx port performance
2026-10-22 HLX Files #20 Please Be Chill, Valve Said HLX Out Loud 5nR6GfshoYw HLX spoken publicly; latest tools; no-2026 prediction

Gaps in the set: HLX Files #3 and #13, and Every Last Detail Ep3, are not present among the 31 source files. The numbering gaps are source gaps, not missing summaries. Ep4’s spoiler content follows Ep2; Ep5’s AI content follows Ep4.

Video count by series label: 19 HLX Files episodes, 6 Every Last Detail episodes, 1 Gaiden, 4 hardware one-offs, and 1 retrospective = 31. The four hardware one-offs are the 2026-03-15, 2026-06-16, 2026-09-04 and 2026-09-14 videos.


4. Timeline

4.1 Before the discovery era (1999–2020)

This is the documented background, not the HLX datamine story. The important point is that “Half-Life 3” has named several different projects.

Date Event Evidence / status
1999 halflife3.com is registered. Tied by The Rise, Fall & Rebirth to the Sierra/Prospero contract; a contractual placeholder, not proof of a game. Mixed.
2003 Gabe Newell rules out Half-Life 3. Published statement; Fact.
2005 Microsoft’s Xbox 360 keynote lists Half-Life 3. Listing, not confirmation; Fact for the listing.
2006–2008 Episode Three is positioned as the trilogy conclusion. Press describes an arctic base, Eli staying dead, and G-Man answers. Named press previews; Fact for what was said, not for shipped content.
2011 Newell: “The episodic model failed.” Published statement; Fact.
2013 A Jira leak shows a 43-member Half-Life 3 group, later splitting into subgroups. Leak; unverified.
2013–2015 The “posthuman” HL3 material: HL3TXT, the Sephilon correspondence, Gordon with an Aperture robotic arm. The Final Hours of Half-Life: Alyx confirms a 2015 Half-Life 3 existed. Mixed: published book confirms a 2015 project; the story/art details are leak-derived.
2017 Marc Laidlaw publishes Epistle 3. Fact. A separate, earlier conclusion to the Episode Three story.
2019-01-21 The Alyx story team pitches the Eli retcon: the G-Man pulls Alyx to the end of Episode Two and saves Eli. Gabe Newell approves it. The Final Hours of Half-Life: Alyx; verified.
2020-03-23 Half-Life: Alyx ships. Valve gives interviews saying it wants to make more Half-Life. Published interviews; verified quotes.
2020-08-12 A VData assettype image is dated in metadata. VData exists by this point. Miro #0010/#1189; metadata-based.
2020-09-04 First public VData reference in a Dota 2 update (18:42:33 UTC). Miro #1178; Ep1; verified artifact.
2020-09-22 Garry Newman receives Source 2 Sandbox access. Early builds already contain uncleaned HLX console helpers. Accidental public commit + build datamine; verified. This puts HLX in production before 2020-09-22.
2020-10-09 First public HLX reference: an Artifact Foundry update renames a box-creature animgraph to box_creature_model_hlx.vanmgrph. Miro #1231; Ep1; verified artifact.

Project start is not settled. Miro #1182 says HLX “started taking shape in late 2019,” while Ep1 says it was greenlit around completion of Alyx’s ending (around the March 2020 release) and existed before 2020-09-22. These are compatible if “taking shape” precedes formal greenlight, but no public artifact dates the decision.

4.2 Discovery timeline (2024–2026)

Each entry is when Tyler reported the material, not necessarily when the underlying code was written. Tyler repeatedly warns that strings can predate their public appearance by years.

2024 — HLX becomes a public thesis

2025 — late-production expectations, then a missed window

2026 — the post-2025 window


5. Thematic dossiers

These are cross-video syntheses. Each claim inherits the confidence of its underlying events; “expected to appear in HLX” is Tyler’s framing unless stated otherwise.

5.1 Project identity and production history

What is solid: HLX is a real internal codename present in public Source 2 builds since at least October 2020. It was in production before the September 22, 2020 Sandbox builds. The codename became public knowledge on March 25, 2021. A 2020–2023 former-employee résumé describes work on an unannounced title. Valve hired heavily from other studios in 2021–2023 and acqui-hired most of Hopoo Games in 2024.

What is Tyler’s identification: that HLX is Half-Life 3. The supporting pattern is Half-Life-specific: HEV-suit sound references, “offworld,” Xen fauna, feral manhacks, Half-Life-style weapon buckets, a gravity gun, an HEV-suited protagonist, and Half-Life Hammer tooling. None of that is a Valve announcement.

What is secondhand: external playtesting (Gabe Follower, December 2024), the “entire floor” claim (2026), the trailer-work rumour (2025), and the semi-reboot/chapter-rebuild story. Tyler hedges each.

What changed: the project is not the 2013–2015 “posthuman” Half-Life 3 or the 2015 Source 2 build. The Final Hours confirms a 2015 Half-Life 3, but Tyler treats HLX as a later project that took shape around the Alyx ending. He also corrects the idea that the 2018 small team in The Final Hours was HLX: that line runs Citadel → Neon Prime → Shadow Line → Deadlock. Separately, his own 2024 voxel-destruction claim (#2/#5) was walked back in #9 and debunked in Ep1.

Current production read: Tyler’s latest position is intensive development/polish, not pre-production. The 2025 announcement window was missed. #19 says the project survived a semi-reboot and that his earlier chapter-rebuild explanation no longer holds; he does not state the replacement claim.

Links: Ep1 · Rise/Fall · Ep7 · #19

5.2 Engine, rendering, audio and tools

Shared-engine method. Valve does not fork Source 2 per title. Features developed for Dota 2, CS2, Deadlock or HLX appear across the others, so patch-diffing one game can expose another project’s needs. This is the methodological premise of the whole series; Tyler states it as fact, and the cross-game strings support it.

VData. A designer-driven data system that lets gameplay values and content definitions change without recompiling code. HLX’s weapons, NPCs, crates, crate items, grenades, vehicles, liquids, precipitation and map entities are all described as VData-driven. VData existed by 2020-08-12 and first appeared publicly on 2020-09-04. Its presence is verified; the claim that every listed HLX category uses it is Tyler’s reading of the schemas.

Animgraph 2. The replacement animation system: .vnmgraph graphs, .vnmclip clips, .vnmskel skeletons, .vnmvar variations (later deprecated), bone LOD, additive clips, legacy animevents, and networked efficiency. Deadlock moved its heroes to AG2; CS2 shipped AG2 for viewmodels on 2025-07-29 and, per Miro #0857, uses AG2 for everything from 2026-04-01 with AG1 removed. Ep6 found early HLX AG2 use in nav-link transitions, but HLX-specific AG2 deployment remains inferred.

Rendering. TAA and upscaling (initially FSR3, later more than FSR), ray-tracing support reported in Source 2 in late 2025, mesh shaders and meshlets, distance fields for AO/shadows/reflections, hair-strand simulation, subpixel anti-aliasing marked HLX-exclusive, GPU-driven particles, volumetric smoke with HLX refraction, dynamic shadow/RTP proxy work, and “only render in effects water pass” flags. The features are observable; which ones ship in HLX is not.

Audio. Procedural runtime sound generation, sound containers/stacks, a MIDI beat system, GPU-driven Hammer audio, precipitation audio operators that respond to surface and shelter, Speech Graphics lip-sync middleware, vehicle wind/RPM synthesis, and tape-player-style containers. HLX-specific sound containers and a test stack date to 2024-02-07.

Tools. Hammer helpers named directly for HLX include “HLX cover preview” and “HLX Basic Projectile Emitter Helper.” The same datamine adds Ranger Trap Helper and Wobbler, whose project attribution is not confirmed, plus a projectile/cover/trap toolset, a “Half-Life Hammer” feature set, surface-graph rebuilding, the Fountain screenplay format, Pulse visual scripting, Model Doc additions, and SFM2’s “Gen Biped” bone classification. Tyler reads plain-language tooltips and per-category asset icons as public-facing polish.

Save/load and streaming. A from-scratch save/load rewrite (#11), a new-versus-legacy save-version enum (#14), commentary-system save/load fixes (#18), and work-in-progress level streaming. Miro adds binary KV3 saves with a legacy path and a debug text export (#0387/#0390). The save rewrite is one of the stronger “late production” signals, but it is engine-level.

Links: Ep6 · #19 · #20 · #18

5.3 Simulation, physics and destruction

Fire and heat. Surface attributes carry flash point and heat conductivity. NPCs ignite after enough exposure above their flash point (ai_time_to_ignite, default 0.3). Held objects have ignition temperature and hold-time rules. Fire interacts with oil and other liquid properties. This is a generalized material-reaction system, not a scripted set piece.

Water and liquids. Source 2 adds buoyancy and drowning, liquid spills that spawn puddles, oil and water liquid types, waterfall helpers, a second water material, and an “only render in effects water pass” flag. HLX-specific liquid-property containers date to 2025-08-18.

Wind and weather. Fans with three particle types, wind affecting fog/grass/trees/hair/cloth, precipitation moved to VData, precipitation audio that changes with surface and shelter, and asynchronous particle wind simulation.

Physics and destruction. Multithreaded physics, deformable geometry, ragdoll mass and buoyancy scales, zero-gravity and no-collision attributes, destructible hit groups, destruction-death behavior, radius damage for destructible parts, breakable props that spawn sub-props and contained items, and NPC body-part destruction. Tyler compares the body-part system to Doom Eternal weak points but marks the combat application as inference.

Gravity shifting. Player and NPC traversal of gravity-bent spaces: walking on ceilings, warping across surfaces, orbiting. Compared to Super Mario Galaxy and Prey (2006). The tech is datamined; combat integration is inferred.

Vehicles. A modular, VData-driven, physics-based system: multiple passengers, passenger weapons, speed-dependent FOV, tire friction, suspension, wheel drag, surface-dependent handling, rollover/flip recovery, entry/exit rules, hit groups for occupants, and controller assists. Miro adds passenger enter/exit animations, passenger roles, and destructible car parts (#0410–#0544). The first schema leaked in a 2022-06-09 Dota 2 update and was removed in later updates; Miro #1487 says it changed again in November 2022 and March 2023 with CWheeledPhysicsVehicleVData, and Miro #0378 describes a sophisticated system in base FGDs. The “vehicles were deleted” shorthand is therefore too strong: the early accidental exposure was removed, but the system continued to evolve.

Links: Ep2 · Ep6 · #11 · #14

5.4 Gameplay, weapons and world structure

HEV suit and gravity gun. HEV sound effects (legacy pickup, plug detachment, a 1–9 container test) are in the engine; Tyler expects the suit to appear. Gravity-gun-related FGD entries were updated in 2021 and removed later; Tyler treats the gravity gun as likely but not confirmed as a usable weapon. The “Burbank suits” rename in #1 shows Valve actively scrubbing Half-Life names.

Weapons. Weapons were rewritten around VData. Flags support exhaustible/one-use weapons and weapons whose ammo never refills. Sound events cover primary, secondary, melee and special actions. HUD bucket positions follow a Half-Life-style weapon selector. Tyler explicitly says the one-use flag does not mean all HLX weapons are single-use.

World structure. Tyler rejects open world on technical grounds: Hammer’s 16,384-unit walk limit, baked lightmaps as the core lighting model, no traditional global illumination, and the scale of Deadlock/Neon Prime lighting. His description is “open linear,” comparable to Doom 2016’s Foundry or open-ended Uncharted 4 levels. Procedural spawn volumes and a director-style system may add variation inside those spaces, echoing the cancelled 2013 attempt.

Traversal and interaction. Physics-object pickup matches Half-Life 2; gravity shifting, vehicles, crouch/crawl states, level streaming, breakable props, and dynamic prop pickup/drop by NPCs round out the movement/interaction picture.

Multiplayer. Tyler understands HLX as single-player “as far as we understand.” The co-op question is unresolved; the corpus contains no verified multiplayer evidence.

Links: Ep2 · Ep1 · #19

5.5 NPC AI and combat

Navigation. NPC nav spaces/grids, moving platforms, gravity-shifted spaces, crawling, expanded movement capabilities, nav-link variants that can reference AG2 graphs, and AI level-of-detail.

Perception and mood. Mood files and a mood system; expanded sight-and-sound reactions; “AI volumetric events” replacing the older AI sound entity; last-known versus last-seen enemy tracking; deliberate misses; difficulty-scaled damage from all sources.

Damage and body parts. Four additional flinch/damage types: burn, sonic primary, sonic secondary and Newton. Destructible body parts generalize Alyx’s limited limb destruction into a full weak-point/dismemberment system, with hit-group damage and radius damage for parts. Tyler does not know which weapons use the new damage types.

Abilities, schedules and squads. A base NPC VData schema, abilities with proximity/range/cooldown/priority constraints, ability sound maps, NPC schedules, a rewritten squad system with squad slots, ally health regeneration, dynamic throwing/catching, and dropping/picking up/destroying abilities. Tyler compares the schedule ambition to Red Dead Redemption 2 but cannot confirm the task contents.

Tactical behaviours. Designer-placed Combine Charger shield deployments (absent in Alyx), dynamic sniper positions, signal/fallback hint nodes, NPC-run holdouts, dynamic physics-prop pickup/drop-off, a “flyer” flanking AI, a “threshold” tactical tip, and the “HLX cover preview” system with distance, peek, narrowness and model-size parameters. The cover system is a modernization of Half-Life 2’s node-based cover.

Caveat. Most of this is schema and tooling. It shows what the engine can express, not what shipped encounters use.

Links: Ep5 · Ep4 · #20

5.6 Enemies, factions and locations (spoilers)

This is the weakest evidentiary layer: names come from strings, icons, hint nodes and entity entries, not from models, maps or trailers. Treat the table as a candidate roster, not a confirmed bestiary.

Name Type / role Evidence Confidence
Houndeye Returning Xen fauna String and icon; later renamed “NPC monster” Mixed
Xen Gorilla Xen creature Strings; removed after Tyler’s first video Mixed
Xen Jellyfish Xen creature String/icon Mixed
Xen Swooper Xen flyer String/icon Mixed
Feral Manhack Rogue Combine machine Strings across Dota/CS2/Deadlock Mixed
Kush Child Unknown creature that can find water sources String/AI task Mixed
Howler Creature that throws objects and changes target while howling String/AI behavior Mixed
Flitter Burrow-dwelling creature String; burrows in holes or pipes, compared to Antlions Mixed
Harvest Man Baby Juvenile creature known only to chirp Sound/entity reference Fact for the reference
Combine Charger Shield-deploying Combine unit Hint-node placement; absent in Alyx Mixed
Combine Sniper Emplaced/dynamic sniper Multiple firing positions in hint nodes Mixed
Penta tank Off-world five-legged tank/sentry platform Deadlock build string; turret role inferred Mixed
Off-world workers Combine labour force String Mixed
Off-World Storks Restock/deployment units String Mixed
“Fly guy” Unknown flyer, suspected jet-packed Combine Officer String/AI class; identity inferred Speculation
Antlion Returning Xen fauna HLX thumper entity entries, later renamed Mixed

Locations. Xen, the Combine off-world, and a foundry are framed as likely visitable places. The evidence is environmental/entity naming, not map files. Tyler marks all three location conclusions as speculative. The foundry may connect to the cut cremator-factory content, but that is inference.

Cut/renamed content. Valve removed the Xen Gorilla string and renamed Houndeye and HEV suit references after Tyler’s first reports. That is evidence of scrubbing, not necessarily cancellation.

Links: Ep4 · Ep1 · Ep5

5.7 Story and Valve’s public statements

The post-Alyx setup. The Final Hours documents the January 2019 decision to have the G-Man save Eli at the end of Episode Two. Alyx’s post-credits scene shows Eli alive, Alyx gone, and Gordon receiving the crowbar. Sean Vanaman and Erik Wolpaw describe it as a deliberate promise of more. That is verified scene content. What happens next is unknown.

What Valve said, 2020–2024:

These quotes establish intent and a live Half-Life universe. They do not name HLX, confirm a sequel, or date it. Morasky’s project is unidentified.

What is not established: whether HLX continues directly from the Alyx ending, whether Alyx is rescued, Gordon’s role, the G-Man’s goal, or any chapter structure. Fan scenarios in the corpus — an adult Alyx and Gordon’s child, or an arctic Borealis search — are speculation and should not be repeated as leaks.

Barney Calhoun. Tyler’s only recurring story claim is that Barney is “likely a part of it” (#9, 2025-02-26), stated while recapping what HLX “appears” to be; he cites no model, voice line, script, or casting evidence. In #8 (2025-01-31) he closed with a rhetorical aside that the player would “probably be walking around part of Half-Life 3 with Barney Calhoun as your sidekick because Alyx Vance is captured,” offered with no supporting detail and never repeated. Treat the first as low-confidence speculation and the second as an unelaborated aside, not a leak. No Barney-named model, VO file, or script is reported anywhere in the HLX material summarized here, but that is weak negative evidence only: Valve scrubbed HEV suit strings in the same period, so missing names prove little.

Links: Ep7 · Ep1 · Rise/Fall

5.8 Release timing and marketing

There is no official release date, window, or announcement date anywhere in the corpus.

Date Prediction or signal Outcome
2024-08-04 Development pace suggests completion is approaching. No announcement in 2024.
2025-01-01 Announcement by end-2025 if playtesting goes smoothly; 2026 if rework is needed. 2025 passed.
2025-02-26 Production believed near completion; announcement possible in 2025. 2025 passed.
2025-05-28 Timing unknown; could be “any day or a year from now.” Unfalsifiable at the time.
2025-07-31 No known schedule; Tyler stops answering timing questions. —
2025-09-03 Release date remains unknown after QuakeCon 2025. —
2025-11-18 Gabe Follower says Valve’s intent to announce in 2025 is unchanged; Tyler allows a slip to January/February. 2025 passed.
2026-02-02 2025 deadlines missed; Raising the Bar reprint and Shapiro tease did not materialize. Confirmed miss.
2026-07-06 Insiders expected H2 2025 (October, then November); Tyler infers a decision to delay. No new date. Unverified insider account.
2026-10-22 No HLX announcement in 2026. Tyler’s explicit prediction.

Marketing/hoax history. The “ARG 197” theory was rejected in #8. The 4chan concept art was judged AI-generated (#15/#16). The Mike Shapiro “Valve opening” Reddit story was called invented (#15). The circulating 18 November announcement date was false (#16). Game Awards 2025 did not host a reveal (#15). The Raising the Bar reprint was treated as a possible timing signal, then did not materialize (#15/#17). The Dbrand Half-Life 3 hint drew a reported Valve reaction but no announcement (#19). Tyler’s consistent rule: only a Valve announcement counts.

Links: #7 · #9 · #16 · #19 · #20

5.9 Hardware and platform context

This is not HLX evidence, but it shapes the release environment and repeatedly intersects the coverage.

HLX-specific platform conclusions: none confirmed. Tyler treats HLX as a PC/Steam title and once expected it to be the Steam Machine’s flagship, but Ep1 labels that “pattern-based expectation rather than evidence.” #19 theorizes that Valve decoupled HLX from the Steam Machine minimum spec because the machine is weaker than a base PS5 and will miss its saturation target. That is speculation.

Links: Gaiden · Hardware Nightmare · Steam Hardware · Frame Nightmare · Frame Price

5.10 Casting, hiring and business context

Links: HLX #0 · Ep1 · Ep7 · #2


6. Claim ledger: corrected, superseded and unresolved

This table is the quickest way to avoid repeating an outdated claim. “Earlier” is not necessarily wrong at the time; “current” is the latest iteration in the corpus. The full evidence trail for each ID is in claims.md; the two files share the same C-IDs.

ID Claim Earlier position Current position Verdict
C01 Project White Sands HLX Files #0 (2024-08-04) treats it as Valve’s casting codename for HLX. Ep1 (2026-01-29) and Miro #0849/#0850: a Deadlock voice-actor codename, confirmed by the actors. Corrected. Do not use White Sands as HLX evidence.
C02 HLX is only an engine feature or save format Early community argument; #0 explicitly rejects it. Full non-VR Half-Life game, in Tyler’s reading. Superseded by Tyler. Still an inference, not official.
C03 HLX is open world A public claim attributed to Gabe Follower; #2 (2024-09-12) already rejected it. “Open linear”: wide spaces, procedural activities, not a seamless open world. Ep1 adds the 16,384-unit walk limit and baked-lightmap argument. Debunked. Tyler rejected it within five weeks of the first leaks, not years later.
C04 Voxel destruction / voxel geometry Tyler claimed it directly: #2 (2024-09-12) says HLX environments are voxel-based and destructible; #5 (2024-11-22) ties it to the Arty files and says HLX “is going to have voxel based destruction in some form.” #9 (2025-02-26) walks it back: the voxel-destruction systems “appear to be for a different project.” Ep1 (2026-01-29) says no voxel geometry or Hammer support; create_iso_surface is absent from current builds. Arty was a separate cancelled voxel project. Walked back, then debunked. This was Tyler’s own claim, not only community speculation.
C05 HLX is VR Early “VR sequel to Alyx” hypothesis, listed under “Debunked” in Miro #0809. Non-VR. The Steam Frame team said so on 2025-11-12; design (vehicles, gravity shifting) and the absence of post-Alyx VR work support it. Settled by official statement.
C06 Day/night cycle Source 2 day/night code was attributed to HLX. The code belongs to Dota 2; not HLX. Debunked.
C07 2025 announcement / release #7, #9 and #16 expected an announcement by end-2025, with a possible slip. 2025 passed. #19 describes insider expectations for October, then November, and a delay. #20 predicts no 2026 announcement. Superseded. No new official date.
C08 Vehicle entities were deleted Ep2: the June 9, 2022 vehicle schema and related entities were deleted after discovery. Miro #1486 confirms the early schema was removed in following major updates, but #1487 records further changes in November 2022 and March 2023 (CWheeledPhysicsVehicleVData), and #0378 describes a full vehicle system in base FGDs. Nuanced. The early accidental exposure was removed; the vehicle system evolved.
C09 Animgraph 2 in CS2 Ep6 (2026-04-16): AG2 shipped for CS2 viewmodels on 2025-07-29; player models were “planned,” and it was unknown whether they had shipped. Miro #0857: CS2 uses AG2 for everything from 2026-04-01; AG1 is completely removed. Updated by later data. Not a contradiction.
C10 *The Final Hours*’ 2018 small team was HLX A common reading of the book’s “small team” passage. Ep1: that team was Citadel, the lineage that became Neon Prime → Shadow Line → Deadlock. Corrected by Tyler; codename chain needs follow-up. HLX is later.
C11 A chapter was being rebuilt Tyler’s earlier explanation of the semi-reboot. #19: he no longer believes that explanation, based on unnamed sources, and declines to state the new claim. Retracted by Tyler; replacement unknown.
C12 HLX started in late 2019 vs. greenlit around the Alyx ending Miro #1182: “started taking shape in late 2019.” Ep1: greenlit around completion of Alyx’s ending. Both place the origin in the late-2019 to early-2020 window; neither is a formal greenlight date. Unresolved, probably compatible.
C13 VData work began in late 2020 Miro #0891’s sentence says work began in late 2020 and first references were September 5, 2020. Miro #1178 dates the first public reference to 2020-09-04 18:42 UTC; #0010/#1189 date the assettype image to 2020-08-12. VData therefore existed by August 12. Miro note error. Use “existed by 2020-08-12; first public reference 2020-09-04.”
C14 HLX is Half-Life 3 Tyler’s identification from 2024 onward. Still Tyler’s identification. Valve has never confirmed it. Unconfirmed. The strongest open claim.
C15 The 4chan art, Shapiro “Valve opening” story, and ARG 197 Circulated as possible HLX clues. AI-generated art (#15/#16); invented story (#15); no Valve ARG (#8). Debunked.
C16 The Raising the Bar reprint is a timing signal #15 speculated that a reprint was timed to Half-Life hype. #17: the reprint did not materialize in the expected window. Superseded as a signal.
C17 HLX is the Steam Machine’s flagship Ep1 describes the pairing as a pattern-based expectation. #19 instead theorizes that HLX was decoupled from the Steam Machine minimum spec. Speculation both ways. No platform announcement.
C18 HEV suit strings #0 reported HEV suit strings; #1 says Valve renamed the HLX strings to “Burbank suits.” #10 records a separate Deadlock rename. Ep2 still finds legacy HEV sound references and expects the suit. Nuanced. Two renames, not one. The suit is likely; string evidence is unstable.
C19 Barney Calhoun’s role #8 (2025-01-31) ends with an aside that Barney will be the sidekick “because Alyx Vance is captured.” #9 (2025-02-26) reduces it to “Barney Calhoun is likely a part of it,” with no cited artifact. Speculation, downgraded. No model, voice line, or script evidence has been shown.

7. Miro cross-check

Source: 1,920 rows from the Miro research board, summarized in miro-report.md.

What the board contains: 1,078 notes, 713 labels, 63 dated notes, 35 file paths, 24 provenance notes, and a handful of date/number and path/fragment items. Top keyword clusters are AI (205), NPC (167), vehicle (144), VData (105), animation (103), HLX (65), Deadlock (63), physics (59), sound (48), entities (44), nav (42), weapons (40), shaders (38), and particles (32).

Important limitation: the Miro board is a research mural, not an independent source. Many notes are Tyler’s/community evidence boards; some are later than the videos; image metadata can be wrong or ambiguous. It is best used to corroborate, expand, and date-check, not to “prove” a claim.

7.1 Where Miro agrees with the videos

Topic Miro record Video record Result
First public HLX reference #1231: Artifact Foundry update, 2020-10-09 20:57:04 UTC, renames box_creature_model.vmdl to box_creature_model_hlx.vanmgrph. Ep1: same update, same date, same interpretation. Exact agreement.
White Sands #0849/#0850: White Sands is a Deadlock codename used for voice actors, despite Deadlock also using “Citadel” and “Project8.” Ep1: same correction; #0 had linked it to HLX. Miro supports the later correction.
First public VData #1178: initial VData in the 2020-09-04 18:42:33 UTC Dota 2 update. Ep1: first public reference 2020-09-04; VData existed by 2020-08-12. Agreement on the public date.
Project start #1182: HLX started taking shape in late 2019, while Alyx’s ending was being finished. Ep1: greenlit around completion of the Alyx ending; in production before 2020-09-22. Compatible; exact date unresolved.
HEV suit #0381/#0398: HEV suit sound references added 2024-04-18, including “legacy” sounds. Ep2: HEV sound effects, legacy labeling, December 2024 pickup sound. Agreement in substance.
Water #0377: Source 2 supports buoyancy and drowning; water in CS2/Dota is only a shader. Ep2: buoyancy, drowning, spills, waterfall helpers. Agreement.
Vehicles #0378: sophisticated VData/physics vehicle system in base FGDs; #0410–#0544: passengers, roles, animations, destructible parts, suspension. Ep2: modular vehicle system, passengers, hit groups, rollover, assists. Miro expands the detail.
Animgraph 2 #0855–#0857: AG2 replaces AG1; Deadlock all heroes; CS2 all systems from 2026-04-01. Ep6: AG2 architecture and shipping timeline; #17: AG2 adoption in refactors. Agreement; Miro is later.
HLX tooling #1228: unknown HLX reference in Model Doc’s AG2 Graph Creator. #20: HLX-named Hammer helpers. Corroboration.

7.2 Discrepancies and nuances

Issue What Miro says What the videos say Resolution
VData chronology #0891: “Work on VData begun in late 2020. First references … Sep 5 2020.” #1178: first public reference 2020-09-04 18:42 UTC. #1189: likely earlier than September 5 because the assettype image is dated 2020-08-12. Ep1: VData existed before 2020-08-12; first public reference 2020-09-04. The “late 2020” phrase is internally inconsistent with its own dates. The September 4⁄5 difference is most likely a UTC-versus-local-date difference; #1178 supplies the precise 2020-09-04 18:42:33 UTC timestamp. Use: existed by 2020-08-12; first public reference 2020-09-04 UTC.
Vehicle lifecycle #1486: vehicle schemas and a related entity added 2022-06-09, removed in following major updates, “likely a mistake.” #1487: schemas changed again 2022-11-04 and 2023-03-13, adding CWheeledPhysicsVehicleVData. #0378: a sophisticated vehicle system is in base FGDs. Ep2: the June 2022 schema was added, then vehicle-related entities were deleted; the system is extensive. Both are right about different layers. The early Dota 2 exposure was removed; the schema continued to evolve. Avoid “vehicles were cut.”
Animgraph 2 in CS2 #0857: CS2 uses AG2 for everything from 2026-04-01; AG1 removed. Ep6 (recorded before that update): CS2 viewmodels on 2025-07-29; player models “planned.” Later data resolves an open question. Not a contradiction.
HLX start date #1182: late 2019. Ep1: greenlit around the Alyx ending (around the March 2020 release), but in production before 2020-09-22. Compatible if “taking shape” precedes greenlight. No artifact dates the decision.
White Sands #0849/#0850: Deadlock. #0: HLX; Ep1: Deadlock. #0 is the outdated iteration. Miro and Ep1 agree.
“HLX is a VR sequel to Alyx” #0809 preserves the hypothesis, apparently as a note to debunk. #1, Ep1, and the 2025-11-12 Steam Frame statement reject VR. Stale hypothesis; do not use.
Miro date metadata Several notes rely on image metadata (e.g., 2020-08-12, 2022-02-01, 2023-07-11). Videos often give only a public patch date. Treat metadata dates as no-later-than creation hints, not release dates.

7.3 Miro-only details worth carrying forward

These do not appear in the 31 video summaries (or appear only in passing) and are flagged as Miro-sourced:

Bottom line: Miro strengthens the technical chronology and supplies more granular vehicle/audio/rendering detail, but it does not independently confirm HLX = Half-Life 3 or a release date. Its most useful correction is the White Sands/Deadlock identification; its most important internal inconsistency is the VData date wording.


8. Verification audit and open questions

8.1 Verification counts

Every event in events.tsv carries a verification field. Across 610 events:

Status Count Meaning
Verified 126 A named artifact, official statement, or released build can be checked directly.
Needs follow-up 400 Plausible, but the specific artifact/build/resume was not identified or archived.
Unverified 70 The claim rests on unnamed sources, inference, or a record not available here.
Partly verified / partly follow-up 14 Some sub-claims are checkable; others are not.
Total 610 All events in events.tsv.

Confidence distribution: Fact 232 (including two hybrid Fact-first labels), Mixed 232, Speculation 121, Unclear 25. “Fact” is not the same as “verified”: 230+ events are labeled Fact because a primary artifact is named, but many of those artifacts were not independently re-checked for this database. Per-video breakdown: appendix-video-stats.md §2.

Category distribution:

Category Events
Development state 177
Engine feature 122
Gameplay 88
Hardware 51
Other 40
Lore 32
Release date 31
Marketing 28
Technology 25
Business/legal 16
Total 610

8.2 What is genuinely well-supported

8.3 Priority follow-up queue

Priority Open item Why it matters What would settle it
1 HLX = Half-Life 3 The entire database’s title claim. A Valve announcement, store page, or official reference naming Half-Life 3 and HLX together.
2 Release window Every timing claim is prediction. Valve announcement, press release, or store listing.
3 White Sands archive The Deadlock association is now well supported, but the original résumé/casting listing was never archived. A privacy-safe archived copy of the casting notice, or actor confirmation on the record.
4 “Build Breakmaster” A July 2023 asset of unknown identity; possibly tooling, possibly content. The asset itself, its path, or a Valve tool reference.
5 “197” The December 2024 passage is transcribed unintelligibly; its referent is unknown. Clean audio/transcript of the passage and the original artifact.
6 Xpaw’s November app ID An unidentified Valve app, explicitly separated from the Deadlock experimental build. SteamDB/package metadata tying the ID to a project.
7 Vehicle system continuity The “deleted” shorthand is misleading; the schema’s later evolution is Miro-only. A build-to-build diff of CBaseVehicleVData/CWheeledPhysicsVehicleVData and the base FGD entries.
8 VData start date Miro’s “late 2020” wording conflicts with its own August/September dates. The original assettype metadata and the 2020-09-04 Dota build.
9 HLX-specific Animgraph 2 use AG2 is confirmed in Deadlock/CS2; HLX use is inferred from nav-link variants. An HLX-tagged AG2 graph, skeleton, or clip in a public build.
10 Enemy roster and locations Names are strings/icons, not models or maps. Model, map, or scripted-encounter assets; a trailer.
11 Post-Alyx story Only the setup is verified. Valve marketing, credits, or a shipped game.
12 “Entire floor,” semi-reboot, trailer rumour All rely on unnamed sources; #19 withholds the revised chapter claim. Named reporting or a Valve statement.
13 External playtests A key late-production signal, but secondhand. Named reporting or a public test build.
14 GSC talk wording The “first direct utterance” claim is Tyler’s characterization. Full talk recording with timestamps.
15 Résumé/LinkedIn claims Useful hiring signal, but unverifiable without identifying individuals. Aggregate, privacy-safe employment data or Valve confirmation.
16 Miro metadata dates Image metadata may reflect creation, export, or upload, not code introduction. Build IDs and patch diffs for each dated item.

8.4 Open questions, grouped

Identity and release - Is HLX officially Half-Life 3, or a different Half-Life project? - Is it a direct sequel to Alyx, a new chapter, or something structurally different? - When will Valve announce it, and is there any fixed date at all? - Is the 2025–2026 delay a genuine delay, a re-scope, or a normal Valve schedule slip? - What did the semi-reboot change, and what did Tyler stop believing about the chapter rebuild?

Content and story - Does the game continue from the Alyx ending? Is Alyx rescued? What is Gordon’s role? - Which enemies are real gameplay factions versus test/legacy strings? - Are Xen, the Combine off-world, and the foundry playable chapters? - Is the game single-player only, or is co-op hiding in the schemas? - How much of the 2013–2015 “posthuman” material survives in HLX?

Technology - Which engine features actually ship in HLX versus remain shared Source 2 capability? - Does HLX use ray tracing, mesh shaders, or AG2 in gameplay-critical paths? - Does the vehicle system survive in the shipped game, and in what form? - How much of the NPC ability/squad/body-part system is used in encounters? - Is the level-streaming system seamless, and does it remove loading screens?

Business and platform - Is HLX a PC/Steam exclusive, or will it appear on consoles? - Is the Steam Machine “flagship” framing real or only fan pattern-matching? - Did Valve decouple HLX from the Steam Machine minimum spec, as #19 theorizes? - What is the actual state of the Raising the Bar reprint and the reported Valve/Dbrand interaction? - Which hiring/resumé claims correspond to HLX rather than Deadlock or another Valve project?


9. Method, evidence and limitations

Source archive

The archive layer records Wayback receipts for all 31 videos (all verified) and the Miro board (capture blocked by Miro, HTTP 403; the board export is the durable copy); source-manifest.tsv classifies all 610 events into build evidence, press, official statements, résumé/casting, community posts and inference. Most of the corpus is build evidence, which a web archive cannot preserve — those rows are marked as requiring a build snapshot rather than given an invented URL. Status: sources/archive-status.md; policy: sources/README.md.

Method notes

Known limitations

  1. No official confirmation of HLX = Half-Life 3.
  2. No official release date; every timing statement is prediction or hearsay.
  3. Most engine features are shared Source 2 capability, not proof of HLX use.
  4. Auto-captions produce name/term errors; where possible the summary notes the transcription uncertainty.
  5. Miro metadata dates can be misleading.
  6. The 31-video set is incomplete: HLX Files #3/#13 and Every Last Detail Ep3 are absent.
  7. Verification is uneven: 400 events still need follow-up, and “Fact” labels were not independently re-checked.

10. Bottom line

The corpus supports a strong, consistent picture of a large Half-Life project in Source 2, publicly visible under the codename HLX since October 2020, with Half-Life-specific weapons, HEV suit, Xen fauna, NPC AI, vehicles, gravity shifting, liquid/fire simulation, Animgraph 2, and a deep Hammer/tooling stack.

It does not support any of the following as fact:

The most defensible summary is: HLX is a real, long-running, Half-Life-shaped Valve project that entered public datamining view in 2020, was still in intensive development in 2026, and has never been officially announced. Everything beyond that is Tyler’s inference, secondhand reporting, or a prediction — useful, but labeled as such.