Black Mesa - Hubi
Hello Scientists! We've deployed a hotfix surrounding issues recently reported to improve your experience around the facility.

Changelist:
  • Resolved IVP related crashes in the "Office Complex" chapter when resuming from a save file. This fix potentially safeguards other chapters from having similar crashes.
  • Potentially fixed cases of Alt+Tab related crashes.
Black Mesa - CybrFox
Shift into Something Blue-tiful😎

👮🏻‍♂️HECU Collective Update!

The HECU Collective is hard at work on new chapters for Black Mesa: Blue Shift. While you wait, their latest update shares their current progress, screenshots, behind the scenes animations and audio.

Want to know more about what's coming? Check out the full details on ModDB

🔴LIVE TODAY - SALEM TECHSPERTS PLAYS BLUE SHIFT!

The Greatest Technician that's ever lived, plays Blue Shift!
Join Salem Techsperts as they dive into Black Mesa: Blue Shift TODAY at 2:00 PM EST! Catch the action on their YouTube channel and right here on the Black Mesa Steam store page.

Watch Live on their YouTube or Black Mesa Store Page

💥HISTORIC SALE ALERT!
[Don't miss out - Black Mesa is currently 90% OFF in our "Resonance Decade" Steam Anniversary Sale. This is our deepest discount [b]EVER[/b], celebrating 10 incredible years on Steam!

https://store.steampowered.com/app/362890



Coming Soon: Mark your calendars for May 17th! The Crowbar Collective team will be joining forces with LambdaGeneration for a special community gaming night. Stay tuned to our social channels for more details!
Black Mesa - CybrFox
Black Mesa- Resonance Decade: Celebrating 10 Years on Steam 🎉

We continue to celebrate our Steam Anniversary, by sharing our biggest discount on Black Mesa ever, along with a major update!

BIGGEST SALE EVER - 90% OFF!
To celebrate a decade of unforeseen consequences on Steam, we're offering Black Mesa at its most significant discount ever! Don't miss this historic opportunity to experience the remake that redefined a classic.

https://store.steampowered.com/app/362890/Black_Mesa/

Resonance Decade UPDATE
We're excited to release our major "Resonance Decade" update, bringing substantial improvements to enhance your Black Mesa experience:

• Improved game launching
• Crash minimization fixes
• Overall stability enhancements
• Enhanced Steam Deck and Linux functionality and playability

All the specific patch updates and info can be found here: https://store.steampowered.com/news/app/362890/view/539979243764844460

We'll have events going on ALL month long to celebrate, so be sure to check our Discord for all the latest upcoming events!

Thank you for being part of this incredible journey - here's to another decade of unforeseen consequences!
Black Mesa - Hubi
In celebration of our ten year anniversary on Steam, we’ve pushed our longstanding public beta to mainline. This update includes substantial improvements including:

  • Fixes to startup related crashes
  • Fixes to physics engine related crashes
  • Steam Deck Improvements
  • Linux Improvements
Full patch notes:
  • Relaxed triangle vertex validation in ToGL to accept structurally valid input even when geometry is ambiguous, resolving various graphical issues in Studio MDL models
  • Resolved crashes in Hammer and HLMV when rendering high-quality models by increasing vertex buffer limits to match those defined in the original model format
  • Resolved a crash that occurred during the mortar sequence at the end of the Gargantua chase in the Surface Tension chapter
  • Fixed an issue where func_rotating entities would unexpectedly stop spinning after a certain amount of time on some maps
  • Recompiled all weapon models using the updated Studio Model Compiler to prevent visual glitches caused by incorrect or outdated tangent data
  • Updated bundled DXVK (Windows) to version 2.6.1
  • Added support for models with a total vertex count exceeding 65535, lifting the previous global limit
  • Added hit feedback sound effects during multiplayer combat
  • Removed ALL false positive virus reports (according to VirusTotal)
  • Refined conflict resolution logic for configuration overrides, especially when auto-configuration clashes with cloud-synced settings
  • Shadow Quality Mode can now correctly be set to Ultra, without enabling unsupported features
  • Updated bundled DXVK (Windows) to version 2.6
  • Fixed secondary camera views rendering incorrectly on brush models
  • Adjusted CSM depth bias to improve shadow precision on ToGL
  • Enabled God Rays on ToGL
  • Revised pickup and run mechanics for smoother player interaction
  • Significantly improved ToGL binary shader cache, now enabled by default, resulting in faster load times after the first run
  • Resolved Soft Particles rendering artifacts, which were especially noticeable on ToGL
  • Fixed behavior of Environment Map Masks in ToGL, where all surfaces were forcibly marked as bump-mapped to reduce shader combinations and work around engine limitations
  • Fixed auto-aim logic when the player is unarmed
  • General auto-aim tweaks to improve accuracy and consistency
  • Fixed certain 4-way blended materials appearing black in ToGL
  • Completed a full validation pass to ensure all materials are well-formed and error-free within the Material System
  • Reduced rendering path discrepancies between Intel, AMD, and NVIDIA for improved consistency across GPUs
  • Added dismissable Rogue Point call to action at main menu
  • Improved stability of the Hit Sounds system
  • Fixed incorrectly displayed blinking overlays on brush models in ToGL
  • Suppressed display of God Rays Disks appearing through walls in ToGL
  • Bumped shader cache version for ToGL
  • Added snd_mixahead to auto-config and updated auto-config version
  • Linux build now uses stricter floating-point math for improved stability
  • Improved IVP stability by introducing coordinate sanitization in key areas
  • Fixed Hit Sound system functionality under the Old UI
  • Fixed a regression affecting Model and Particle browsers in Hammer after the Secondary Camera fix
  • Addressed display issues causing waterfall flickering in Xen
  • Introduced a slight vertical offset on teleport to prevent instant ground collision
  • Fixed a crash occurring in the Nihilanth encounter on Linux
  • Improved overall performance on Linux, with noticeable gains in the Lambda Core teleport puzzle
  • Introduced Vulkan layer exclusion rules to prevent certain startup crashes with DXVK
  • StudioMDL now attempts to generate VTX files with legacy indexing for improved tool compatibility
  • Prevented crashes in the New UI when encountering unusual server names
  • Improved runtime stability by reviewing and fixing cases of unsafe use of short-lived data, including uninitialized variables affecting server-side ragdolls.
  • Introduced force limit on gibs from damage to prevent excessive speeds during explosions.
  • Resolved an issue that caused the settings to crash due to concurrent exclusive access to the internal game save file during gameplay.
  • Fixed the missing "_back" cable texture set, addressing visual inconsistencies.
  • Thanks to npc_pigeon, narkvic, and the community for their efforts in identifying the solution. These additional files effectively mitigate the engine's error messages about missing VMT files, enhancing overall performance in scenarios featuring moving ropes. This is particularly noticeable during the rocket elevator sequence in "On A Rail."
  • Aligned the Vertex Format in the Skin GBuffer shader with that of the Prop GBuffer shader to ensure consistency across shaders handling similar data.
  • Updated backup code for statically lit bump-mapped props, ensuring that props are marked as non-statically lit if the static lighting checksum does not match, preventing lighting artifacts.
  • Recompiled all Inbound Tram models using the newer Studio Model Compiler to resolve tangent-related issues and improve visual fidelity.
  • Enhanced the Job Pool to support more than 16 threads, optimizing performance for multithreaded tasks.
  • Updated DX Support Autoconfig to align Intel/AMD GPUs with NVIDIA, ensuring that the game launches at 1080p by default instead of a low 4:3 resolution like 640x480.
  • Introduced functionality to automatically run auto-configuration if the configuration version differs, ensuring that every installation reconfigures itself on the first launch after an update.
  • Addressed various issues within the game, resulting in improvements in several areas. Feedback from players who opted into previous beta tests indicates that the sporadic crashing they experienced has been resolved.
Be sure to let us know how things are working!
Black Mesa - CybrFox
BLACK MESA 10TH ANNIVERSARY ON STEAM CELEBRATION!

Today marks an incredible milestone - 10 years of Black Mesa on Steam! To celebrate this achievement, we're hosting a month-long celebration filled with special events, streams, and activities for our amazing community.

SCHEDULED EVENTS

WEEK 1
May 5 - LIVE STREAM: Brad plays Black Mesa @ 8:30pm EST on Twitch
May 8-11 - PAX EAST: Updates from the CC Team on the show floor

WEEK 2
May 9-17 - Black Mesa Art Competition: More info soon
May 13 - LIVE STREAM: AMA with Black Mesa Devs @ 8:30pm EST
May 17 - Community Game Night with LambdaGeneration

MORE EVENTS TO COME!

HOW TO STAY UPDATED
- Follow our Steam Community Hub
- Join our Discord server
- Follow our social media channels
- Watch us on Twitch

SHARE YOUR MEMORIES!
We want to see YOUR Black Mesa journey! Share your favorite memories, screenshots, fan art, or memorable moments using #Happy10BlackMesa on social media.

Some ideas to share:
- Your favorite screenshots
- Fan art you've created
- Memorable moments in the game
- Stories from your first playthrough
- Mod creations
- Speedrun achievements
- Photo mode captures


Note: All times are in EST (Eastern Standard Time). Some events may be subject to change - keep an eye on our official channels for the latest updates!

Socials:
Twitch
Discord
Twitter/X
Black Mesa - [BMS] Adam-Bomb
Hello again, Scientist!

You’re just in time! We’ve released a new build to the public-beta branch on Steam, and we couldn’t be more thrilled to share the results of our ongoing research and field observations with you.

Since our update last April, the team has been laser-focused on refining stability, improving user-facing systems, and streamlining the experience for both new recruits and returning personnel. With this update, we’re drawing ever closer to promoting the build to the main branch for everyone to enjoy. How invigorating!

If you’ve been considering a return to Black Mesa, or if you've been waiting for just the right moment to tour the facility, now is a splendid time to enter the public-beta (see instructions below). We've optimized, debugged, and eliminated several anomalous behavior patterns that could’ve caused quite a stir in the wrong hands.
https://store.steampowered.com/app/362890/Black_Mesa/

This beta represents one of the most stable iterations of Black Mesa to date. While the patch notes may appear modest in scope, rest assured: the changes improve compatibility with modern hardware and enhance support across Linux systems, both native and through Proton.

Your participation is, as always, invaluable to the facility's success. So don your HEV suit, calibrate your field instruments, and join us in pushing the boundaries of scientific fidelity once more!

And, if you can believe it, next month marks the 10-year anniversary of our initial release on Steam. 10 years! Oh, how the time flies when you’re refining interdimensional teleportation and recalculating resonance cascade probabilities... But I digress! We have grand plans to celebrate this milestone with the community, and we’re quite excited to share more very soon™.


Should you encounter any issues, particularly those of the game-breaking variety, please hop over to our Discord server and let us know. The sooner we can examine the anomaly, the better!

Thank you, as always, for your continued support and for helping us ensure the game is as scientifically sound as possible.

Onward, for science!
Superbus via Inscientiae!




Most Recent Fixes and Improvements
  • Removed ALL false positive virus reports (according to VirusTotal)
  • Refined conflict resolution logic for configuration overrides, especially when auto-configuration clashes with cloud-synced settings
  • Shadow Quality Mode can now correctly be set to Ultra, without enabling unsupported features
  • Updated bundled DXVK (Windows) to version 2.6
  • Fixed secondary camera views rendering incorrectly on brush models
  • Adjusted CSM depth bias to improve shadow precision on ToGL
  • Enabled God Rays on ToGL
  • Revised pickup and run mechanics for smoother player interaction
  • Significantly improved ToGL binary shader cache, now enabled by default, resulting in faster load times after the first run
  • Resolved Soft Particles rendering artifacts, which were especially noticeable on ToGL
  • Fixed behavior of Environment Map Masks in ToGL, where all surfaces were forcibly marked as bump-mapped to reduce shader combinations and work around engine limitations
  • Fixed auto-aim logic when the player is unarmed
  • General auto-aim tweaks to improve accuracy and consistency
  • Fixed certain 4-way blended materials appearing black in ToGL
  • Completed a full validation pass to ensure all materials are well-formed and error-free within the Material System
  • Reduced rendering path discrepancies between Intel, AMD, and NVIDIA for improved consistency across GPUs
  • Added dismissable Rogue Point call to action at main menu

How to Opt Into the public-beta
  • Right-click Black Mesa in your Steam Library
  • Select "Properties"
  • Navigate to "Betas"
  • Select "public-beta" from the dropdown menu

Known Issues
  • Switching from Fullscreen to Borderless while also changing the resolution may cause the new UI to display incorrectly
  • Restarting the game will restore proper UI layout

  • When using DXVK, the mouse cursor may disappear in the main menu. Pressing the console key (`) twice will restore mouse input
  • Falling rocks in FAF currently have no collision due to referencing an incorrect entity name. This may be addressed in a subsequent beta




Cumulative Patch Notes From Previous Betas
Windows
  • Reintroduced DXVK support on Windows.
  • Upgraded DXVK to version 2.4.1 and removed the redundant custom Vendor ID from the configuration file.
  • Improved the Qt runtime setup in the Windows Launcher to preload necessary libraries for ANGLE if needed.
  • Restored throttling policies and their application to game processes under power management.
  • Updated the launcher icon on Windows

Platform Independent
  • Resolved an issue that caused the settings to crash due to concurrent exclusive access to the internal game save file during gameplay.
  • Fixed the missing "_back" cable texture set, addressing visual inconsistencies.
  • Thanks to npc_pigeon, narkvic, and the community for their efforts in identifying the solution. These additional files effectively mitigate the engine's error messages about missing VMT files, enhancing overall performance in scenarios featuring moving ropes. This is particularly noticeable during the rocket elevator sequence in "On A Rail."
  • Aligned the Vertex Format in the Skin GBuffer shader with that of the Prop GBuffer shader to ensure consistency across shaders handling similar data.
  • Updated backup code for statically lit bump-mapped props, ensuring that props are marked as non-statically lit if the static lighting checksum does not match, preventing lighting artifacts.
  • Recompiled all Inbound Tram models using the newer Studio Model Compiler to resolve tangent-related issues and improve visual fidelity.
  • Enhanced the Job Pool to support more than 16 threads, optimizing performance for multithreaded tasks.
  • Updated DX Support Autoconfig to align Intel/AMD GPUs with NVIDIA, ensuring that the game launches at 1080p by default instead of a low 4:3 resolution like 640x480.
  • Introduced functionality to automatically run auto-configuration if the configuration version differs, ensuring that every installation reconfigures itself on the first launch after an update.
  • Addressed various issues within the game, resulting in improvements in several areas. Feedback from players who opted into previous beta tests indicates that the sporadic crashing they experienced has been resolved.

ToGL/Linux
  • Updated ToGL/Linux shaders with the latest GBuffer changes to ensure the application of up-to-date rendering techniques.
  • Cleaned up the shadow filter state in ToGL/Linux, resulting in more accurate and stable shadow rendering.
  • Migrated ToGL/Linux to use the OpenGL 3.3 Compatibility Profile, enhancing compatibility with a broader range of hardware and driver configurations while maintaining access to modern OpenGL features.
  • Introduced an optional experimental Binary Shader Cache for ToGL/Linux, accessible via the -glusebinarycache command line option on Linux and native Steam Deck builds, which improves shader load times on supported platforms.
  • Resolved a half-pixel halo issue in the ToGL/Linux rendering pipeline, improving visual accuracy in rendered scenes.
  • Added per-triangle and optional per-vertex validation for studio models to resolve issues in ToGL/Linux related to static and dynamically lit models. A second pass for per-vertex validation can be enabled via the +r_studio_validate_vertices 1 command line argument.
  • Improved lighting buffer quality on ToGL/Linux to resolve a red hue in specular highlights, ensuring consistent visual output across platforms.
  • Added a missing window icon on ToGL/Linux to address a minor visual issue.
  • Configured default arguments for the Linux launcher to optimize display settings on Steam Deck, ensuring a better out-of-the-box experience for AMD/Intel GPU users.
  • Fixed debug assertions in Havok that leaked into the release build on Linux, preventing potential crashes during runtime

Proton/Linux
  • Forced the shipped DXVK configuration on Proton if no overrides are provided, enhancing compatibility with Proton 9.x and newer versions.

Tools
  • Implemented proper support for mirrored UVs in the Studio Model Compiler, ensuring that newly compiled meshes do not introduce visual bugs due to incorrect tangent data.
Black Mesa - CybrFox
🌼Spring has breached the Black Mesa perimeter... and brought savings!

Black Mesa Spring Sale - 50% OFF!
The perfect time has arrived to experience (or share) the acclaimed Half-Life remake that started it all. Black Mesa is now 50% OFF during Steam's Spring Sale!

Already own Black Mesa? Gift the experience to friends! Let them explore the facility, then settle your scientific disputes in deathmatch!

Take advantage of the sale, March 13th - March 20th !

Get Black Mesa here:
https://store.steampowered.com/app/362890/Black_Mesa/

Crowbar Collective plays w/ LambdaGeneration!

Come join us for some classic deathmatch action! Members from both LambdaGeneration and Crowbar Collective will be playing and live streaming the event.

To watch or join, visit this link:
LamdaGeneration Event Details

Join Our Communities!
Connect with fellow scientists and security personnel:
Join the Crowbar Collective Discord
Join the LambdaGeneration Discord

Report to Sector C for your Spring orientation. 🌼
Black Mesa - CybrFox
UNFORESEEN SALE
A Sale, Dr. Freeman? Is it really that time again?

Black Mesa is now 75% OFF from February 24th through March 3rd
https://store.steampowered.com/app/362890/Black_Mesa/

If you've been waiting to hop in on the re-imagined journey of Gordon Freeman, now's the time!

Public Beta Updates
We've pushed several improvements to the Public Beta branch, and we need your help in testing the changes:

• Fixed several commonly reported customer issues
• Applied polish to various UI elements
• Added a highlight for Crowbar Collective's next game, Rogue Point. This notification can be dismissed by clicking the "X" next to it.

To access the Beta:

Right-click Black Mesa in your Steam Library
Select "Properties"
Navigate to "Betas"
Select "public-beta" from the dropdown menu

How to Provide Feedback
Your insights are crucial for the continued improvement of Black Mesa. Please share your experiences with these new changes in:
• This discussion thread
• Our Discord

Looking Forward
Once we've gathered sufficient community feedback on these changes, we plan to move them to the main branch. Stay tuned for further announcements.

The right man in the wrong place can make all the difference in the world...
Black Mesa - CybrFox
Things are off to a quick start at Crowbar Collective in 2025! Here is what we've been up to:

Second Wind Podcast/Plays Black Mesa 🎮
Tune in to see our friends at Second Wind play some Black Mesa! Crowbar Collective Lead, Adam Engels, will be joining Yahtzee, JM8, and Mikee as they play through a few of their favorite levels.

🔴LIVE on Friday, Jan 25, 2025 @ 1pm EST


ICYMI: Black Mesa x Black Mesa 👀
If you haven't seen our latest YouTube video, Crowbar Collective took a trip to the REAL Black Mesa facility! Be sure to check out what they're doing at Black Mesa, and if it has anything to do with Half-Life...



Be sure to leave us feedback, if you'd like to see more IRL Crowbar Collective videos! ❤

Rogue Point: Dev Briefing #2 📝
Our second Dev Briefing has been posted. As we continue to inform you on what's up and coming, we dig into the game's economy, the "Trooper" SMG, and the "Dead Drop" system.

See the Dev Briefing #2 here:
https://store.steampowered.com/news/app/1843840/view/529835367727104759

Wishlist Rogue Point here:
https://store.steampowered.com/app/1843840/Rogue_Point/

We can't wait to share more soon!
Dec 22, 2024
Black Mesa - CybrFox
❄ The perfect Holiday Gift ❄

Need a last minute holiday gift for a friend, or that special gamer in your life? Black Mesa is here to the rescue!

Black Mesa NOW for 75% OFF during the Steam Winter Sale

Get it here:
https://store.steampowered.com/app/362890/Black_Mesa/
...

Search news
Archive
2025
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002