A movie version of Portal is back on track, Star Trek and Lost director J.J. Abrams has said, nearly a decade after we first heard of its existence.

The project still sounds far-off, and there's no word on what has been holding up development - but the wheels now seem to be turning.

"We actually do have a script that's being written for the Portal movie now at [Warner Bros.]," Abrams said today (thanks, IGN) "We're really excited about the take and the pitch, so it feels like that thing's finally on the rails.

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Feb 18, 2021
An update has been released for Portal 2. Improvements:   - Implemented a Vulkan render backend (currently accessible through the -vulkan command line parameter).   - Improved compile time for Perpetual Training Initiative puzzles.   - Improved advanced video settings descriptions.   - Made the game Hi-DPI aware.   - Smarter default video settings.   - Improved resolution of player avatars throughout the game.   - Players can now be invited to play co-op on controller.   - Button text contrast and padding has been improved when using a controller.   - Implemented a 360° Spin action.   - The portalgun is now correctly affected by dynamic lights (projected textures) in the scene.   - Improved client-side prediction for coop play.   - Added the ability for workshop levels to pack particles into their map with a particles/map_manifest.txt   - Misc. rendering optimizations.   - Added an icon to the game on Linux.   - Removed the "Trading Coming Soon" button. Bug Fixes:   - Fixed a crash on startup that could happen on Linux.   - Fixed a crash that could occur in some community test chambers using BEEMod on Linux.   - Fixed the credits being corrupted on Linux.   - Fixed the intro videos for acts 2 and 3 not playing on Linux.   - Fixed the game starting in the top left corner of the screen on Linux.   - Fixed a crash in the PeTI if you placed a light strip above a laser catcher on the floor and linked it to a fizzler.   - Fixed the fizzler not playing the retract animation when turned off in new PeTI maps.   - Fixed being able to copy 'uncopyable' items in the PeTI leading to invalid/broken levels.   - Fixed some items in PeTI not maintaining their portalability state when expanding the chamber boundaries.   - Fixed a crash if PeTI avatars could not be retrieved.   - Fixed Cave Johnson's lines not progressing when playing queued workshop levels.   - Fixed a memory leak that could occur when changing levels.   - Fixed a bug where you could no longer ping/taunt via mouse/keyboard if you have ever used a controller.   - Fixed the ping menu being visible when quick pinging on controller.   - Fixed the game instructor not respecting input types for respective players in split-screen mode.   - Fixed rumble not being respected for respective players in split-screen mode.   - Fixed the wrong avatar being used if playing coop after playing a workshop level.   - Fixed the OnFiredPortal2 output not firing.   - Fixed some text being duplicated on the screen multiple times.
An update has been released for Portal 2 Authoring Tools. - Fixed the Publishing Tool failing to display any workshop item with an ID too large to fit into 32 bits.
Jul 9, 2020
An update has been released for Portal 2. - Fixed issue with recent workshop maps that prevented voting on them or advancing past them in the quick queue. - Fixed workshop map thumbnails not loading in the community map voting dialog. - Removed workshop map download limits for subscribed maps introduced in the last update, and increased the limit for the history queue to 500 by default. The history queue size is also now a convar, cm_max_history_chambers, so it can be increased if desired.
May 1, 2020
An update has been released for Portal 2. - Fixed controller input bugs in Puzzlemaker. - Fixed a graphics bug on some DirectX 10 level hardware. - Updated localization strings.

Over a decade since it was cancelled, Valve's unreleased Portal prequel, F-Stop has been revived via an unusual source: an indie developer.

F-Stop, which began life as a Valve experiment before it was set to be the next Portal game following the release of the Orange Box in 2007, revolved around taking pictures in the game world, with the pictures then used to create in-game objects. Portals and the Portal gun were nowhere to be seen.

F-Stop was eventually canned and Valve went on to release Portal 2 in April 2011. Gameplay of F-Stop was never officially released, with Valve keeping its cards close to its chest in case it fancied returning to the in-game camera mechanic. But now, over a decade later, an indie developer has said it has permission from Valve itself to show off the F-Stop mechanic using F-Stop's source code - and it released a video revealing how it all works.

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Shortly after the release of the famed Orange Box, Valve embarked upon a series of "Directed Design Experiments" that Gabe Newell hoped would spark a new wave of creativity at the studio. One of them, as explained by the Half-Life Wiki, was called F-Stop, and it was enough of an internal hit that it was tapped for full development as a prequel to Portal. For reasons unknown, that prequel never came to be, and the whole thing sunk into obscurity—another Valve mystery, to be occasionally whispered about in Reddit threads.

One of the reasons so little is known about F-Stop is that Valve simply refused to talk about it, apparently out of hope that it would actually turn it into a proper game someday [Half-Life: Alyx stares directly into the camera]. Valve seems to have had a recent change of heart, however, as an upcoming YouTube series called Exposure, being made by indie studio LunchHouse Software, will not just explain how F-Stop was intended to work, but actually show it in action.

"The mechanics are not based on speculation or hearsay. Instead, Exposure uses the original, official code from Valve's own F-STOP, or as it was properly named, Aperture Camera," the video description states. It also notes that Valve has given the studio "explicit permission to continue with our project using their original code."

The "gameplay" in the clip bears more than a passing resemblance to Superliminal, a perception-bending first-person puzzler released in November—a similarity that didn't go unnoticed on Twitter. That may be why Valve is suddenly willing to let this cat out of the bag: There's not much point in keeping your special mechanic a secret if someone else has already turned it into a game, after all. 

And while an unused game mechanic might seem like a thin basis for a multipart video series, LunchHouse's Tristan Halcomb told USgamer that there's enough to it to make more than a dozen videos, although they're aiming to keep it to five or six.

A full release schedule hasn't been set yet: Halcomb said LunchHouse wants to "discuss the future of the project a bit more with Valve to see what opportunities we may have going forward before committing to a follow up, so we're working based on their schedule to some extent." For now, you can follow along with the project at exposure.lunchhouse.software.

Dec 16, 2019
An update has been released for Portal 2. - Fixed a potential RCE exploit when processing voice data. Reported via HackerOne. - Fixed some controller input bugs in authoring tools. - Updated localization strings.
Nov 20, 2019
An update has been released for Portal 2 Windows - Fixed an issue where in-game audio caption language would use the system language setting instead of the Steam language setting. Controller support - Improved camera control through Steam Input – the sensitivity scale has changed so you may need to increase your configuration’s sensitivity. - Add local coop support for one controller player and one Mouse/Keyboard player. - Add local coop support from the community coop map queue. Quickplay is still not supported. - Fix XInput related options being hidden when connecting a Steam Input enabled controller using a Gamepad configuration. - Fix the challenge mode screen not having enough footer buttons available through Steam Input. - Fix several more bugs where the incorrect action set could be set in Steam Input. - Fix several cases where having a controller connected but not active would affect the glyphs and settings screen options.
Oct 1, 2019
An update has been released for Portal 2. - Fixed a write path issue preventing maps from compiling.

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