

Half-Life: Alyx
ReviewsPrice History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Half-Life: Alyx
Half-Life: Alyx is Valve’s return to the Half-Life universe as a single-player adventure built specifically for VR. As Alyx Vance, explore environments, solve puzzles, and fight the Combine in a story set between Half-Life and Half-Life 2. Steam player reviews: 98% positive from 93,360 reviews. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Russian, Spanish-Latin America, Italian, Czech, Hungarian, Polish, Portuguese, Portuguese-Brazil, Ukrainian, Vietnamese, Bulgarian, Greek, Danish, Dutch, Norwegian, Romanian, Thai, Turkish, Finnish, and Swedish. Release date: March 23, 2020.
Credits
Lowest recorded in 36 months
$14.992026-04-23 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 25 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Vietnamese | Yes | Yes | — |
| Bulgarian | Yes | Yes | — |
| Greek | Yes | Yes | — |
| Danish | Yes | Yes | — |
| Dutch | Yes | Yes | — |
| Norwegian | Yes | Yes | — |
| Romanian | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Finnish | Yes | Yes | — |
| Swedish | Yes | Yes | — |
Steam PC edition data · 2026-10-10
02Before you buy
VR and solo play
Half-Life: Alyx is built for VR and takes place between Half-Life and Half-Life 2. The Steam PC game is single-player.
Language support
Interface languages include English, Simplified Chinese, Traditional Chinese, and others. English has full audio and subtitles; the other listed languages have subtitles.
Create environments
The game includes Source 2 tools for creating environments to share through the Steam Workshop.
03Frequently asked questions
What is Half-Life: Alyx about?
You play as Alyx Vance in a fight against the Combine. The story takes place between Half-Life and Half-Life 2.
What gameplay does it offer?
Its VR gameplay includes environmental interaction, puzzles, exploration, and combat.
Can I create environments?
Yes. Included Source 2 tools let players create environments and share them through the Steam Workshop.
“It splits gun-handling and telekinetic grabbing across two hands, letting VR finally carry a mainline Half-Life epic”
Our Verdict
A watershed — VR finally got its flagship

To weigh Half-Life: Alyx properly, drop it back into early 2020. Before it, VR lived in an awkward limbo: the hardware kept iterating, but the library never had a true flagship. You got tech demos, or half-hour novelties — VR was the promise that always "had potential" and never quite delivered. Then Alyx arrived and, with a mainline entry that matched a traditional blockbuster in scope, production values and narrative ambition, proved to the whole industry that VR could be the main stage for a top-tier game rather than a side dish.
That's its place in history — a watershed. After it, nobody could glibly claim "there are no real games on VR." It took Best VR/AR at The Game Awards 2020, Immersive Reality Game of the Year at the D.I.C.E. Awards, Game of the Year nods from GameSpot and Easy Allies, and a string of other honours, and had sold past two million copies by 2024. For a game that demanded a then-pricey headset just to launch, that's a genuinely remarkable result — it briefly sold the Valve Index out worldwide. Years on, almost every ambitious VR release is still reviewed in its shadow, measured against the bar it set rather than the ones that came before.
Who should buy it, who shouldn't, and the irreplaceable part

Who it's for first. If you already own a headset, or you'll spend on the hardware for one top-shelf immersive experience, this is close to a mandatory stop — it's the "reason to buy a headset" tier of game. Especially if you've ever wondered whether VR can carry a serious narrative blockbuster, Alyx answers with a resounding yes. It rewards the kind of player willing to slow down and touch a world with both hands. Now the blunt half. If you have no VR gear and don't plan to, the barrier is too high, and forcing it through the NoVR mod throws away half the soul. If you're prone to motion sickness, then for all that its comfort options are an industry model, make sure VR agrees with you before you commit. And if what you want is a flat-screen, fast-twitch, gear-laden, hundred-hour shooter, the disciplined runtime and the sparse loadout may leave you wanting. Its greatness comes with conditions, and that has to be said plainly.
Back to the opening question: what's the part of this game nobody can copy? Not the visuals, not the plot, not even that detonating ending. It's the unique, present-tense duel it manufactures once it splits device-handling and telekinetic interaction across two hands. Every encounter makes you actually move, actually tense, actually be there — an experience rooted so deep in VR that a flat game cannot supply it on principle. Which is why its nearest rival can't close the gap. Boneworks, the physics-first title that beat it to market and proved the potential, lost on polish and pacing — a brilliant physics playground where Alyx is a finished article with every corner squared away. The 93 on Metacritic isn't just "well made"; it's "made an experience only VR can offer, and made it so well it's still hard to beat." That is what being the benchmark of the VR era actually means: not the first to run this track, but the one who ran it into a standard answer.
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