

Half-Life: Alyx
Price 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 93,477 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 · 2026-10-19
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.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
The best thing Valve has made since the Orange Box.Show moreShow less
Stop looking in the negative reviews and buy this game, it's easily one of the best VR games ever created.Show moreShow less
Id like to take a minute of silence for my grandfather, who instilled in me a love for the series but never saw its continuation. They did well, grandpa.Show moreShow less
DISCLAIMER: Not recommended **in its current state** for VR veterans looking for a fully immersive experience. The issues I will describe below are all fixable. I played for slightly more than 3 hours in a row. So far, I like it, but it is not blowing my mind, and it has a lot of issues. I think this game is excellent for newcomers to VR, but will not satisfy people wanting a more complete and innovative experience like Boneworks or The Walking Dead: Saints and Sinners. Let me explain before you lash out at me. Environments, graphics, and atmosphere are amazing. Probably my favourite part of the game so far. The dialogue is a little bit too lighthearted at times (given the circumstances), but it is good as well. My issues mostly stand with gameplay design decisions and lack of customization options. The first thing I tried to do was smash a zombie on the head with a plank and then a metal tube. They just slid off of the zombie, causing no damage and reacting unrealistically. I found myself trying to punch headcrabs multiple times, doing absolutely zero damage. Not being able to use melee attacks was incredibly jarring and disorienting in a game that revolves around physics. Smooth locomotion, which is the way I want to play, is also severely flawed. The walking speed is way too low. Please let me run away from threats. It just feels infuriating when Alyx is casually walking away from combines shooting at her instead of running. There have been situations where I wanted to sprint to cover, only to have Alyx slowly walk towards it. There is no jump mechanic at all. What we get is just a teleportation mechanic that is insultingly called a "jump", without any animation or restriction. In fact, I found myself abusing the "jump" mechanic to navigate long corridors because the walking speed was just too frustratingly low. There are some places in the game where you are forcibly teleported (e.g. going through a window). Smooth turning (which is my preferred way to play) is also bugged: toggling the in-game option doesn't do anything. Also, when you fall from a height you just float like a feather. That is incredibly disorienting for me, and ruins my immersion. Inventory management and weapon handling is also extremely flawed. First of all, I can store infinite full magazines in my backpack, but as soon as I shoot a bullet, I cannot put the magazine back in my backpack. This is, again, infuriating. Let me deal with the consequences of storing a non-full magazine, if I want to. I can also store infinite resin in the backpack, but not a single grenade! This is absolutely an immersion killer. The "wrist slots" are quite inconvenient to use during combat, especially the main hand one. Boneworks and TWD:S&S have an holster system which works much much more nicely. TWD:S&S also has an incredibly well thought-out backpack mechanic where you can hold any items you want with limited space. It is just silly that Alyx can carry hundreds of bullets and resins but only two grenades. Furthermore, you cannot drop your gun at all. It is attached to your hand, even if you're not gripping the controller. Other than being immersion breaking, this means that you cannot switch hand from right to left to fire from a left corner without exposing your entire body. It also means you cannot throw your gun as a last resort to stagger or kill an enemy and so on. Also, you can't obviously dual-wield. Not being able to let your gun go is puzzling, especially since this game was designed for the Knuckles. Before you say "but that would mean that people lose items behind by accident"... think again. Letting a gun go doesn't necessarily mean it needs to fall on the ground. It could be returned to your holster after a few seconds automatically in a non immersion-breaking way, via gravity gloves. Weapons are selected through a menu. A menu! In a VR game! We've had plenty of releases showing how weapons can be stored in holsters attached to your body, or to your back. This is another immersion killer. Finally, getting ammunition from your shoulder is very awkward. Most other games have a pouch either on the hip or the front which makes a lot more sense and is way more comfortable. Another issue with the game is the insane amount of hand-holding and linearity. An invisible wall was blocking me from entering a dark area because I had no flashlight yet. Just let me go in if I want, and suffer the consequences! Invisible walls are the most immersion breaking thing, especially in VR. And no, some voice lines do not make it better. It also seems, so far, that most puzzles and levels have a single possible solution. E.g. grab the yellow keycard, find the blue keycard, and so on. It would have been more interesting if there were multiple ways to progress further, or optional areas with optional puzzles a la Boneworks. Hopefully this gets better further in. This amount of hand-holding is also completely against the spirit of previous Half-Life games. Imagine an invisible wall stopping you from going to the test chamber in Half-Life 1 because you forgot to pick up a HEV Battery from Gordon's locker, and having a scientist telling you that "maybe you forgot something in your locker". Just let me deal with the consequences of my actions, and learn from them! To recap, these are my main problems with the game: * No melee attacks at all. * Smooth locomotion is too slow. * Smooth turning does not work. * "Jumping" is just teleportation in disguise, and can be abused to go faster. * Forced teleportation in many areas of the game. * Inventory management makes no sense (no limits for certain objects, severe limits for others). * Forced to discard non-full magazines. * Getting ammunition from over the shoulder is awkward. * No ammunition pouch on the hip or front of the body. * Weapons are selected through a menu. * No way to holster my guns on my body. * I cannot let go of a weapon. * I cannot use my non-dominant hand to hold a weapon. * Very linear and "hand-holding" gameplay. I understand completely that accessibility to VR newcomers was a priority for this game. However, that doesn't mean that customization options for more experienced players could have not been added. I am very disappointed in seeing that a forward-thinking company like Valve forgot about a sizeable chunk of their fan base who love hardcore and immersive experiences, like their previous Half-Life games. Nevertheless, the game isn't "bad". It's just "good". At the moment, I would give it a 7/10. I cannot recommend it for veterans like me, however, so this is why the review is negative. Hopefully these issues will be addressed in the future and I'll be able to recommend this game and update my review. UPDATE: I played a few more hours, and the experience definitely hasn't improved. Graphics and atmosphere are still top-notch, however the gameplay issues are becoming even more obvious. The smooth locomotion speed is just unacceptable for firefights. Combines were flanking me and I was only able to slowly walk away, resulting in a few deaths. Using the "jump" mechanic to take cover more quickly was almost a necessity in some of the shootouts, which took away from my immersion. The lack of a real "jump" is also starting to show its problems. There was a tripmine low on the ground, and I assumed I could just jump over it. Instead the "jump" mechanic went through the laser and resulted in a frustrating death. I've also encountered a game-breaking bug right after the Nothern Star hotel. I do not know how, but my left hand completely disappeared. I went back and forth to see if it was stuck anywhere, but it wasn't. Then I gave up and reloaded a save file. Even after reloading and completely restarting the game, the save file was corrupted. My left hand was there, but it could not interact with anything. It could not grab objects, or even use gravity gloves. (Continued in comments...)Show moreShow less
10/10 would wait 15 years again. EDIT: Well, this is getting more eyes than expected and that sounded bad. In a nut-shell, I really love this game, here's my experience, spoiler free so far: The first 10 seconds were breathtaking, literally. I've been playing VR since 2018, a lot of games, and while the first moments of it were amazing, the feeling of presence went down a bit as I went along, playing more games. But this, this is something else. The attention to detail is amazing. Performance is fantastic, I don't really know how they manage to pull that quality and achieve steady 90 fps. That's a technical achievement for sure. As for world interaction / controls, they are the best they can possible be. I've played Boneworks and having physics everywhere is kinda interesting, but just as a concept. Going up a ladder in Boneworks or climbing was awful. The rest was good. HL:A merges the best of two worlds. There's physical interactions for moments where they are needed, but they won't get in your way at all. And I really love that, because is just a frigging game, not a simulation. For example, going up a ladder here, is simple. Opening a door too. It won't get smashed in your face, only features necessary collisions. Also I really love how they went all in and gave physic properties to some enemies. That increases immersion by tons! The hacking puzzles, I had my expectations low, but oh boy, I was really wrong. They are quite fun to do, they are challenging but not tiresome. They provide random patterns so the challenge always stay fresh. The sounds are amazing, I had to take my helmet because I thought a rat came into my room. Then I thought it was a faulty hard disk. Nope. It was the game. I believe the sound experiments they did with CS:GO carried over here and it really shows. Character voices were a bit loud tho. The Half-Life winks are amazing. And for someone who played them all, spent 10 years making a HL mod and basically kickstart a game dev career, it was tear inducing. My only complain is the ammo system. While I love the Tresspasser reference ("Two mags left!") I really wish I could store back some pistol ammo. I thought that was going to bit a bit more arcade-y, but it's okay, it really helps to build up some tension. I was going to try the game for a bit, ended up playing like 5 hours straight. Couldn't really put it down. The upgrade system is a nice addition. Also for the different enemy types. It's an evolved Half-Life in every way, and is what I expected and much much more. Now, I will get a bit sad for other companies, because they set the bar incredibly high. AAA VR games will be like this, or better, and can't say how really happy that makes me. Go and play it right now and be part of history as this is the VR break trough everybody expected.Show moreShow less
I'll start this review with a simple statement. I am left-handed. It is not a curse, disease or disability. I just am. Setting this game for left handed play; However; Means that, to put a gun in my left hand I must (as some sick joke or punishment) rewire my entire muscle memory/brain pattern to switch thumbsticks around for movement. I simply can't get past the issues it creates when moving, e.g. blink-jumping into a situation that I only wanted to walk away from. There are no in-game options to change the thumbstick actions. I can't reconfigure them using steam controller profiling, not without bugging out the game. If I want to have what the rest of the world would consider "normal" movement control then I must concede to playing right handed, which is just as impossible as reversed movement control. instead of making the game ambidextrous all the lazy ass Valve coders did was fully invert the left and right touch controls just to change the dominant hand. For a AAA VR title it has let me down badly. Pretty graphics aside, I can't give any review on the story. All I've achieved from my efforts to fix it is wasting my money and time. For all the lefties out there. Save yourself the pain of struggling through the game and just don't buy it.Show moreShow less
This game is highly engaging and you feel like you are in Alyx's world. It is difficult but not too difficult even for a 67 year old gamer like me :)Show moreShow less
I played around 5 hours so far, and although I'm liking it, it didn't live up to the hype of setting a new bar for VR gaming. Even though it has amazing graphics, ambiance and a good story, the gameplay mechanics feel outdated. There are 4-year-old VR games with similar gameplay. Whereas Boneworks has serviceable graphics and a meh story, Alyx has a good story, great graphics, but bad gameplay. Problems: No body - you can't see your arms, torso, legs. No real jumping - want to get on top of a box? You press the vault button and your character transitions to being on top of the box, you don’t actually control your jump. Want to jump over a gap? Press a button, aim a circle at the other side, let go and your character will literally teleport there. Super immersion breaking. No melee combat - really, absolutely no melee combat. You pick up a brick, hit a headcrab with it 100 times and nothing happens. In a series of games where one of the weapons you always had was a crowbar, it doesn’t make sense, especially in a VR title where melee usually feels great. Extremely slow movement speed, no sprinting option. Falling - instead of falling at a normal speed you just float down slowly. It is clear this game was never meant to have smooth locomotion, and that it was added as an aftertought. Bad interactions with the environment: - Going through small spaces such as a window involves pressing a button and filling a circle, then you get teleported inside. Imagine playing Half-Life 2 and instead of pressing space and crouch to jump inside a window, you held it down and then got teleported inside. - Climbing ladders can be done by grabbing the rungs, but when you get to the top you just teleport up. When going down a ladder...you just teleport to the bottom. - Opening doors requires you to always grab the handle, if you smack the handle with an object in your hand the handle won't budge. - Very finicky to pick up small objects. - Large objects feel as if they have no weight, you can just wiggle around a large briefcase like it was made of styrofoam. Awful enemy AI - the combine with the gatling guns just sit in the same spot and shoot you, even if you are behind cover. Need to use menus all the time - there is a menu for your weapons (you can’t take them from a holster in your body). There is another menu for your items. Can’t grab weapons freely. Once you select a weapon, it is nailed to your dominant hand (whichever you selected in the options menu). So, no dual-wielding, no changing weapons hands mid-combat. Hand-holding - there are certain sections where either Alyx or Russell will keep repeating the same line over and over about how you should do something. Bottom-line is: Although it isn’t a bad game, it feels like it was made 3-4 years ago, and I would not recommend it at the current price point.Show moreShow less
About 3 hours in, I need to take a break. Here are my initial thoughts in easily-digestible point-by-point form: The game's tech outperformed even my pretty significant expectations. It's by far the best looking (and sounding) VR game I've played. Crucially, the image quality is fantastic, with absolutely no visible aliasing outside of very extreme cases of fine specular detail. And despite all that it maintains a pretty solid 144 (!!) FPS. Sure, I have a fast PC, but it's still a highly competent showing from the engine. The grabbity gloves are an absolutely amazing mechanic. The first 2 times I tried to use them it was a bit awkward, and my reaction was a slightly disappointed "hmm, that's it?". The third time it felt better. The fourth time it felt absolutely amazing. And from that point on I just grabbed and threw stuff around everywhere without even thinking about it. This is an extremely polished mechanism of interaction. The attention to detail is great. From startling the cat from the first balcony, over the extremely cool looking puzzles to the interactions with NPCs, to the major scenes, all of it looks like it had a lot of care put into it. Even Valve doesn't have access to magic. While the physics are better (more stable and more conducive to smooth gameplay) than anything else I've played, it's still not too hard to make things explode. Headcrabs. ♥♥♥♥ those. Overall, I can already confidently say that everyone who has access to a VR system should absolutely play this game.Show moreShow less
I'm too tall for the game to work rightShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.