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Welcome to the Valve Developer Community. Whether you're building a "Triple-A" commercial project or a MOD for Half-Life® 2, you'll want to sign up as a Valve developer today.

Doublearrow.gif sign up to become part of the community -- it's free!

Valve Technology

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The engine under the hood of Half-Life 2 can make your game a success. Let Source™ do the heavy lifting so that your team can focus on building great games.


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If you're interested in building a product using Source, talk to us about options for distribution on Steam.
 


Source and the Source SDK

Our knowledgebase of technical information about using the engine and all of the related tools is now posted on a community-driven web site called a WIKI. Sign up as a developer to contribute or to ask a question.

For MOD Teams

Doublearrow.gif Why choose the Source Engine for your MOD?
Doublearrow.gif Read "Making a MOD" - building a team through the shipping process.
Doublearrow.gif Already using the SDK? Check the FAQ for some helpful answers.
Doublearrow.gif New to Source coding? Get started with "My First Entity".
Doublearrow.gif Read (or add!) a tutorial on Source development, or any part of the content creation process.


   

Latest News

Source SDK Beta Approaches
Wed November 9th, 2005
Very soon we'll be beginning a beta of the next version of the Source SDK, which will be run in a similar way to how the Steam UI beta was run. When the beta is ready to go we'll have a page here on the VDC that lists the new features available, along with a place to report problems.


Commentary System Documentation
Wed November 9th, 2005
VDC contributor AndrewNeo got the article started on how to author content for the Commentary System that was first demonstrated in Lost Coast. Since then, Valve's Robin Walker has made some useful additions.


New Steam client
Mon October 17th, 2005
Thanks to all the VDC members who helped test the beta version of the new Steam client before its release last week. We appreciate getting this kind of help from the community, and plan to use a similar process for future releases.