Half-Life 2: VR Mod gets a big upgrade ready for the Steam Frame
The community team behind the very highly rated Half-Life 2: VR Mod have pushed out a major upgrade to the game, with it now Steam Frame Verified. Read the full article here:
Developer posts and news about this game.

The community team behind the very highly rated Half-Life 2: VR Mod have pushed out a major upgrade to the game, with it now Steam Frame Verified. Read the full article here:

Greetings everyone! It's been a while - but today we are happy to announce that Half-Life 2: VR Mod has been verified for the Steam Frame. It was not a straight-forward journey; when we began our testing on the Frame, it would not start at all. Then we managed to boot it up, but

Weapon position will no longer be anchored to the wrong hand while pulling the slide in left-handed mode

Hey everyone, this month, we have prepared a new update for you with a number of new features and bug fixes that we hope you'll enjoy! Physical hands Your hands now collide with the environment and will no longer pass through walls. You can also tip over bottles and other objects

Hey everyone, looks like this year, Valve is allowing mods to be nominated for the Steam awards! Or more likely they made a mistake and will remove them again ... But on the off-chance it's not a mistake and you think our efforts might deserve the title, please consider nominatin

Potential fix for a race condition that may have caused crashes on level transitions or loading saves Stop haptic effects when opening the menu Fix shotgun not visually ejecting a shell when pumping

Added a preliminary sight for the AR2. Changed default controller bindings to use triggers for vehicle throttle. This will not affect you if you are using custom bindings. The old vehicle controls are still available as alternative bindings. HUD hints for the airboat reflect the

Work around a crash in AMD Radeon drivers when starting a new game Enemies killed by the crossbow will no longer turn into serverside ragdolls, restoring the ability to pin them to walls Weapon aiming in the vehicle cinema mode will now properly respect the camera orientation

Ready to complete your journey as Gordon Freeman in VR? Good news: Episode Two VR is now available for free and can be downloaded here on Steam! As always, you will need to own the original HL2 episodes. So hop on over and make your way to the White Forest: Episode Two VR on Stea

Fix vehicle handbrake not working if teleport movement was enabled Fix weapon quick reload option producing magazines with the wrong orientation in left-handed mode Stop RPG showing an incorrect partial reload animation when holding it with both hands after a fired rocket explode

Hello everyone, today's update is in part a preparation for tomorrow's release of Episode 2, but also contains a number of bugfixes and new features that we hope you will appreciate :) 2D cinema mode for vehicles If the teleporting camera mode is still too nauseating or disorient

If a reduced movement speed is configured, activating sprint now ensures that you move at least at your max walking speed even if you do not currently have the ability to sprint. This ensures the player can always move as fast as the game expects.

Improved smoothness of smooth turning in first person decoupled mode vehicle camera. Fixed 3rd person vehicle camera height not always being consistent when entering a vehicle. You can now turn the camera in the teleporting vehicle camera mode; the camera orientation will no long

Fixed the issue that loading a save in the game's final map would drop you back to the main menu Reworked vehicle directional controls (in decoupled or 3rd person views) to be less sensitive to steering and less likely to go into reverse Improved shotgun pump responsiveness.

Hello everyone, since the release of Half-Life 2: VR Mod , we have been hard at work behind the scenes to bring the episodes to VR, as well. Today, we can finally bring you Episode One, and we hope you will enjoy the experience as much as we enjoyed preparing it for you! So, with

This is a preparatory release for the release of Episode One later. Not much to see here :) Prevent a possible crash when the Steam API is not reachable Prevent a crash when quitting the game Improve soft particles rendering in VR Make sure players can always leap out of water wh

Revert depth buffer submission as it was not working properly with Oculus runtimes Revert NPC weapon sound updates as they were causing missing sounds Fix soft particle rendering artifacts Automatically crouch player when teleporting into tight spaces Adjust crouch view offset to

Enable roomscale movement in water Do not allow player to physically step over the end of an elevated platform and fall if teleport movement is enabled Submit depth textures to SteamVR Improve credits presentation: they now play at a fixed location in the map and bring you back t

Fixed a potential infinite loop / crash if workshop items could not be successfully loaded Fixed missing weapon sounds

Fixed Breen screens not working Fixed console not being properly sized and positioned when changing the window resolution