The Black Mesa facility is proud to announce that we’ve surpassed 60,000 Overwhelmingly Positive Steam Reviews!
From Barney quotes to your love of Houndeyes, your reviews have been a joy to read over the years and we wanted to share our 3 favorites to celebrate this achievement. If you’ve left one of your own or have another you prefer, share it with us in the discussion thread!
But that’s not all we have to celebrate. We’ve also been ranked #106 in Steam’s Top 250 Best Games List, with over 65,000 votes!
So come share in the celebrations with us on Discord, leave your Steam review here and follow us on Facebook, Twitter, and Instagram for the latest game updates and news.
We’ve been working on a number of small fixes to polish the game and prevent rare bugs. Here is a list of what we have been working on:
Fixed on the Developer Build:
Possible fix for huge FPS drop during the rocket raise in On A Rail Fixed missing wall stripe near control room in Unforeseen Consequences Fixed scientist falling speed in Office complex Fixed a small visual issue with the Tau’s sprint animation Fixed weapons being removed if a satchel or snarks are thrown into portal 9 in Lambda Core Adjusted emergency shutters in Lambda Core to prevent players from backtracking where they should not Fixed the HEV chargers giving you the wrong charge amount Fixed female scientists not healing you Fixed text size during HEV bootup sequence on various resolutions Added separate label for gamepad options in menu Added an option to invert the Y axis on controllers Added sensitivity sliders for X and Y axis on controllers Added enable/disable for vibration on controllers Fixed bug with video options when setting presets for quality Implemented a possible fix for the new UI not working on Linux Fixed hangs on Linux when pressing Escape button Updated/fixed translation files based on community feedback
Issues to Fix/Look Into:
Try and replicated the crash in Interloper A Looking into fixing the “No Free Edicts” issue in Interloper Looking into fixing rare softlocks in On A Rail (for the tram elevator by the rocket) Fixing smoke clipping through distant blue haze on Surface Tension cliffside Fixing some values where RPG crates don’t instantly refill the player’s ammo Fix missing props in multiplayer maps Look into fixing the workshop on Linux
The Next Patch Will Break Saves
The Next Patch Will Break Saves. Players caught mid campaign can start a new game at the chapter they left off on, or load a map using the console. Sorry for any future inconvenience! We will warn everyone on our socials before the patch is released!
Steam Summer Sale
Till July 8th at 1pm EST You can grab Black Mesa at 60% off in the Steam Summer Sale! Please share this memo and help us reach as many scientists as we can.
Community Multiplayer Playdates
Sunday, June 27th at 12 PM EST The team will be playing multiplayer Sunday, June 27th at 12PM EST. Come join us for some fun.
Saturday, July 3rd at 2 PM EST We are also planning a playdate for Saturday, July 3rd at 2PM EST (might change due to the U.S. holiday)
Soon™
We have some other Streams and events we would like to do soon, and we’ll be sending out the new patch in the next few months. Other than that, we may be quiet for a while until we can talk about what is next for Crowbar Collective.
Until then, come hang out on our Discord and check out our Twitch to stay in touch!
It's been quite a journey for the science team but today is the 4th and final part of our Xen Museum Mod stream!
To thank all those who have been watching, Black Mesa’s composer, Joel Nielsen, will be joining us to talk about the Xen soundtrack, sound design, and much more.
So join us in 2 hours' time at 1:00 PM CST, on our Twitch channel, for our final playthrough.
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We would like to remind everyone that today, May 1st, is the final full day to acquire an official copy of Black Mesa at a mitigated cost; 50% off. Kindly take note, this anomaly will end officially on May 2nd.
With our recent Xen Museum Update, our Mod Madness celebration and much more, now is the perfect time to step into the Black Mesa science labs!
Looking for some more Black Mesa? You’ve come to the right place.
The team took some time to play a bunch of our community mods, and we were blown away by the quality of the content on the workshop, but first...
Some Reminders
The Dreamies are Friday, April 30th. We’ll be doing a stream beforehand of the Xen Museum. Tune in for some of the inside details behind the maps! 1PM EST.
We’ll then Twitch Raid over to the Dreamies live show.
Sorta related to below, Chon has updated On A Rail Uncut and uploaded it to the workshop. If you want a different take on OAR, check it out!
Like we said above, there is some GREAT content out there. If you are in the mood for some more Black Mesa, or even something that feels very different, here are just SOME of the things on the workshop!
“The transit system had taken Gordon to within a whisker of the surface, and safety. However the military, ostensibly there to rescue the facilities personnel, had cut power to all the surface access doors. The test reactor housed in Area 3's nearby laboratories offered a solution to this predicament. If Gordon could fire it up he should be able to redirect power to the access doors from the control room. The way ahead was dangerous, but with luck this would be the final escapade.
Escapade is the (belated) follow up to my previous maps, Overtime and Quarantine. This will most likely be the conclusion to the series. Building all three has been a big learning experience and any feedback is most welcome.”
“Further Data is a brand new take on Half-Life: Uplink - Valve's demo of Half-Life. It's a personal project of mine featuring new maps, new voice lines, and miscellaneous assets.
To play, press the "Steam Workshop" button on the main menu and Further Data will appear. If you use the old UI, use the command "map fd01".”
“Gordons misadventures in the Black Mesa ventillation system left him trapped within Sector C's chemical research wing. Like many areas of the facility, the wing had gone into quarantine following the resonance cascade in a vain attempt to contain the invading organisms. Gordon would have to find someway, or someone, to lift the lock down if he was to escape.
Quarantine was my first fully complete map (though I must have started, and given up, on dozens). There are certainly things to improve on and any comments or suggestions are welcome.
I nicked a few things from the offical maps, as well as some settings and ideas from Bravado, so thanks to the developers and Maki respectively.”
“Although Gordon managed to survive the resonace cascade and escape the laboratories, the situation was rapidly deteriorating. His only hope of reaching safety was the Black Mesa Transit System. Typically the one available tram was on the far platform. With the bridging offices becoming increasingly overrun with hostile life forms Gordon would have to work overtime if he was to make it.
Overtime is my second Black Mesa map and, in spirit, follows on from where Quarantine left off. I struggled with a few areas of this map and there is a visual bug with the tram that I've been unable to fix so, as always, comments or suggestions are welcome.”
“On his return from activating the track power Gordon was having serious reservations about confronting the gargantuan creature lurking by the trains. Those soldiers who intercepted him must have come from elsewhere. Perhaps it's time for a change in direction?
Uncharted Territory was an entry to the RTSL BlackMesaDoorVille mapping challenge. The goal of the challenge was to pick any locked door from the Black Mesa main campaign and build what was beyond it. Full details and all challenge entries can be found at http://www.runthinkshootlive.com/posts/blackmesadoorville/.
Uncharted Territory originates from the Power Up chapter, specifically a short corridor that opens up after reactivating the power. It's located just after the final HECU battle, between the storage area that explodes and the collapsed stairs, and appears to be where the soldiers came from. The player starts in this short corridor from the main campaign. The doors leading in are now locked, and the previously locked doors at the far end lead to an unexplored area of Black Mesa (my map).”
“The first chapter of the Half-Life: Blue Shift remake, Living Quarters Outbound, is now released!
Relive the Black Mesa Incident as Gordon Freeman's best friend - Barney Calhoun! This first chapter will show you the start of what looked like a typical work day at Black Mesa.
This can be a showcase of our current capabilities in mapping, soundtrack and voice acting. We would also like you to share your opinion on whether you like what we have done or not.”
“Explore a top secret storage facility in a frantic battle to reach the surface!
Access Point HD Edition is a remake of my previous Half-Life map, Access Point. In this map, you'll have to fight your way through various warehouses and maintenence areas to find the last scientist who can open the blast door leading to the surface. But beware, you may not be the only one that have found your way down here…”
“Today we are proud to release the new, better version of the mod. Our team put all their skills and effort to make your experience a lot better and more interesting. Also we are really grateful to Cyvo, who breathed a new life in it with his expansions.”
“Hazard Course Hazard Course features a complete re-creation of Half-Life's training level, including new dialogue and voice acting, HD models, textures, and detailed environments.
Overview Developed by PSR Digital, Hazard Course is an add-on for Black Mesa centered around a completely new take on Half-Life's training level, "Hazard Course", featuring 6 maps, a wealth of new models and textures, an expanded introduction and outro sequence (based on the sequence exclusive to the PS2 version of Half-Life), and tons of new dialogue from the entire Black Mesa voice cast.
This workshop item also includes the Five Nights at the Hazard Course bonus add-on. Originally built for our 2015 April Fools' joke, Five Nights at the Hazard Course is an unofficial minigame set in the Black Mesa Hazard Course, based on the horror game series by Scott Cawthon.”
Some of these mods are short and sweet, others are a bit longer and engrossing. This list doesn’t even touch on content like Juniez's Classic Weapons Pack, which is a great way to add a new twist to Black Mesa.
If there are any other workshop mods you think we should check out, let us know here or on our Discord. We would love to promote even more mods for our game.
Hope everyone is enjoying the game, and this stellar community content!
We also want to share how humbled we are to be a part of Dreamhack's “Dreamies”!
Black Mesa appears in two categories: Wait Worthy and Refreshing Revive. It is an honor to be nominated, and we will be watching with excitement!
You can watch the award show with us on Friday, April 30th on Twitch. We'll be doing a live stream to kick off the event! http://Twitch.tv/DreamHack
Black Mesa Xen Museum
We have an exciting, home-grown addition to the Steam Workshop. As you might have guessed, the Xen chapters went through a lot of iteration. We created a Xen museum so that players can explore many of the early, Work In Progress (WIP) versions of the levels. We also included an art gallery and some unreleased maps that have never before been seen!
You can download the mod through the steam workshop. Simply click the link below, subscribe to the mod, and then launch it via the workshop tab in the game main menu. Click Here to Subscribe to the Mod
Please Note that some of the WIP levels have a lot of issues, as they were unfinished AND the game code has changed a lot since they were made. Expect lots of junk in the WIP maps.
The museum is divided into 3 different hubs: Xen, Gonarch, and Interloper. You can check out different versions of a ton of our maps, using the Intra-dimensional Portals within (Over 56 maps in all!).
Patch Notes
Last but not least, we have put out a patch to fix up a number of UI/Game issues and add translation files. Here are the detailed notes:
Fixed in game Voice Over IP (VOIP) not showing icons on hud. Note: if your input device is not set correctly in windows, there will be no icons in game.
Added ability to change multiplayer character model/skin on new UI client.
Implemented translators credits page!
Experimental Weapon Wheel for controller (hud_fastswitch 2).
Fixed mouse wheel support in options menu.
Fixed “Reset Defaults” setting select weapon to [ ] instead of mouse wheel.
Added support for multiplayer join menu navigation.
Fixed issue with game reloading after video settings change. Game will now save settings if you navigate to another tab.
Updated functionality for UI navigation with controller/keyboard.
Fixed issues related to random selection of UI items.
Implemented support for carousel navigation (New Game menu, Load Game menu, Save Game menu).
Improved support to change game bindings with controller/keyboard.
Added support to change key binding in cell with "A" button (Enter) press.
Fixed problem with option lists not appearing in UI navigation with controller/keyboard.
Update UI navigation functionality. Now users can navigate through alert boxes with controller/keyboard.
Fixed problem with UI navigation being enabled while dev-console is opened.
Fixed UI soft lock issue with disconnecting from single player game.
Fixed UI soft lock issue with disconnecting from multiplayer game.
Disabled default keyboard navigation functionality. It causes scroll over items and prevents custom UI navigation functionality work.
Added highlight to the menu button that has an active state to show user selection when navigating with controller/keyboard.
Update UI navigation logic. Added logic to store selected UI items when navigating to the next level of menu depth (to be able to select it again when the user goes up one level of depth tree).
Additional Translation Files
Arabic Portuguese (Brazilian) Greek Indonesian Japanese Lithuanian Spanish (Mexican) Vietnamese
Supported Languages Now Include:
Arabic Chinese Simplified Chinese Traditional Croatian Czech Danish Dutch English Finnish French Georgian German Greek Hungarian Indonesian Italian Japanese Korean Norwegian Lithuanian Polish Portuguese Portuguese (Brazilian) Romanian Russian Spanish Spanish (Mexican) Swedish Turkish Ukrainian Vietnamese
Hope the winter has treated everyone well. We here at Crowbar Collective are excited for spring and what comes next for us. But first off, we have a beta for testing further controller support, some UI bug fixes, as well as new translations. Please let us know if you see any persisting issues using controllers or with the new UI.
We’ll be back soon to put the patch on the mainline and announce some fun events!
Fixes Pushed to Beta
Added ability to change multiplayer character model/skin on new UI client ( Still needs translation strings).
Implemented translators credits page.
Experimental Weapon Wheel for controller (hud_fastswitch 2).
Fixed mouse wheel support in options menu.
Added support for multiplayer join menu navigation.
Fixed issue with game reloading after video settings change. Game will now save settings if you navigate to another tab.
Updated functionality for UI navigation with controller/keyboard.
Fixed issues related to random selection of UI items.
Implemented support for carousel navigation (New Game menu, Load Game menu, Save Game menu).
Improved support to change game bindings with controller/keyboard.
Added support to change key binding in cell with "A" button (Enter) press.
Fixed problem with option lists not appearing in UI navigation with controller/keyboard.
Update UI navigation functionality. Now users can navigate through alert boxes with controller/keyboard.
Fixed problem with UI navigation being enabled while dev-console is opened.
Fixed UI soft lock issue with disconnecting from single player game.
Fixed UI soft lock issue with disconnecting from multiplayer game.
Disabled default keyboard navigation functionality. It causes scroll over items and prevents custom UI navigation functionality work.
Added highlight to menu button that has active state to show user selection when navigating with controller/keyboard.
Update UI navigation logic. Added logic to store selected UI item when navigating to next level of menu depth (to be able to select it again when the user goes up one level of depth tree ).
Well, this is... Outstanding news! We’re honored to be nominated for the “Outstanding Visual Style” Steam Award!
We are blown away to even be in the mix with the other fantastic candidates.
Thank you to all those who nominated us. If we could ask for yet another favor, please vote for Black Mesa in the “Outstanding Visual Style” category! Voting starts today, and ends January 3rd at 9AM PST.
As a small indie developer, we are beyond floored with the amount of support we have had on Steam. The Art, Design, and Programming team worked extremely hard to make our game look great, and we are very proud of what we have accomplished. The “Outstanding Visual Style” award would mean a lot to all of us at Crowbar Collective.
Oh, and we are 50% off for the Steam Winter Sale, too!