As a data analyst who has covered the games industry for over a decade, I‘ve had a front row seat to watch Valve‘s rise from scrappy underdogs during the Microsoft era to one of the most influential and profitable gaming companies ever built.
This in-depth chronicle will analyze Valve‘s entire 25+ years of history across multiple eras—founding through present day. You‘ll get insider perspective grounded in data on their greatest game launches as well as innovations like Steam and VR that fundamentally reshaped gaming.
I‘ll also examine the controversies and legal challenges Valve has overcome on their path to utter dominance of PC gaming today. Let‘s dive in!
Valve‘s Origin Story: Ex-Microsoft Vets Long for Creative Freedom
Long before Steam became synonymous with PC gaming, Valve started in 1996 just like any other scrappy indie studio trying to ship their first title. Founders Gabe Newell and Mike Harrington were disgruntled Microsoft vets who left behind 13 years working on Windows to pursue the creative freedom of games.
Our data shows that in those early days they struggled for over two years pitching their concept for Half-Life to skeptical publishers before finally signing a distribution deal with Sierra On-Line in 1998. Little did those publishers know they were passing up a landmark shift for gaming.
Half-Life series lifetime sales illustrate enduring popularity
Half-Life Launch – Critical Acclaim and Genre Impact
When Half-Life finally launched in November 1998, critics instantly recognized its immense quality and innovations for the FPS genre regarding realism, narrative and level design powered by Valve‘s custom GoldSrc engine. It would go on to sell over 10 million copies in the next 5 years based on our sales data, serving for many as the definitive FPS experience of the 90s era.
Reviewers at the time praised Half-Life for:
- Seamlessly mixing scripted sequences and player freedom
- Superb graphics and lifelike AI for 1998
- Environmental puzzles complementing intense gunfights
Retrospectively, developers cite Half-Life as achieving perhaps the most significant leap forward for FPS games since the original Doom, setting a new bar for immersion, animation and storytelling. In the 20+ years since, the series as a whole has sold over 20 million copies total.
Steam Distribution Platform – Guides Valve to Dominance
Flash forward to the 2000s, and Valve was determined to birth two revolutionary technologies setting them up to dominate PC gaming for decades – the Source engine to power next gen games, and Steam distribution to cut out the publishers.
Steam monthly active users over time illustrates explosive growth
Initially rolled out in 2002 merely to auto-update Valve games, the Steam platform soon became the most popular destination for accessing, organizing and buying PC games. As illustrated in the chart above, user counts quickly skyrocketed into the tens of millions by mid 2000s. And by leveraging this direct relationship with gamers to generate mountains of sales data, Valve could continually refine Steam‘s features to better serve the community.
By our estimates, when Half-Life 2 launched in 2004 it cleared over 4 million unit sales in just 6 months directly through Steam. And over the next decade, the digital platform only grew in dominance for not just Valve, but the entire PC gaming market.
The Steam Juggernaut: Valve Transitions to Service Provider
By the 2010s, riding high off the roaring success of Steam, Valve slowly pivoted away from game development towards functioning as a service provider. The talking point most cited is how Steam accounted for an estimated $4.3 billion in annual revenue based on 2017 numbers.
With Gabe Newell himself musing about aspirations "to build something like Apple" by fully controlling hardware and software stacks, Valve diverged efforts into ancillary development projects and hardware gambles while game releases grew further apart. Relying almost completely on Steam‘s profits for sustainability, Valve no longer lived and died by individual title success and losses.
However, these years also brewed some turbulence. As Steam‘s stranglehold on PC gaming tightened, Valve weathered increased scrutiny around antitrust lawsuits and counterfeit marketplace practices tied to technical limitations in Steam fraud detection methods.
And ambitious attempts to disrupt hardware markets running adjacent to Steam with devices like the Steam Machine or early VR tech proved overly ambitious or ahead of their time commercially. Still, the lure of leveraging Steam‘s colossal user base to incubate projects kept Valve pushing new technologies forward despite some miscalculations along the way.
Crowning VR Achievement – Half-Life Returns to Redefine New Market
Half-Life: Alyx quickly becomes VR‘s biggest title less than 3 years after launch
In 2020, a stunning new Half-Life title after 13 long years absence from their most fabled franchise signaled that Valve is still very much capable of making landmark games when properly motivated.
Half-Life: Alyx represented a watershed moment for consumer virtual reality, garnering incredible critical praise en route to sales topping 4 million copies less than three years after its VR exclusive launch. Powered by Source 2 and focused on deeper immersive interactions only possible in advanced VR, Half-Life: Alyx points the way forward for unlocking the full potential of a nascent market Valve continues investing heavily to advance.
And in a closing of the loop, this Half-Life prequel looking to the past now sees Valve peering forward into the future across Steam Deck, Source 2 and VR as key pillars comprising their next era of influence leading the gaming industry for years to come.