Author name: Rejus Almole

new-gpt-4-app-can-be-‘life-changing’-for-visually-impaired-people,-say-users

New GPT-4 app can be ‘life-changing’ for visually-impaired people, say users

The first app to integrate GPT-4’s image-recognition abilities has been described as ‘life-changing’ by visually-impaired users.

Be My Eyes, a Danish startup, applied the AI model to a new feature for blind or partially-sighted people. Named “Virtual Volunteer,” the object-recognition tool can answer questions about any image that it’s sent.

Imagine, for instance, that a user is hungry. They could simply photograph an ingredient and request related recipes.

If they’d rather eat out, they can upload an image of a map and get directions to a restaurant. On arrival, they can snap a picture of the menu and hear the options. If they then want to work off the added calories in a gym, they can use their smartphone camera to find a treadmill.

“I know we are in the midst of an AI hype cycle right now, but several of our beta testers have used the phrase ‘life-changing’ when describing the product,” Mike Buckley, the CEO of By My Eyes, tells TNW.

“This has a chance to be transformative in empowering the community with unprecedented resources to better navigate physical environments, address everyday needs, and gain more independence.”

Based on the company’s case studies using 3D modeling, FastRig installed on an Ultrabulk ship carrying biomass from Baton Rouge to Liverpool could save 20% of fuel every year.

Now, SGS is collaborating with the University of Southampton on a project called the Winds of Change, funded by the Department for Transport and Innovate UK in an effort to decarbonise the country’s maritime sector.

“While new wind-assist technologies are being developed, many are not ready for market and their predicted fuel savings have not been independently verified at sea, which is why UK-funded research projects like this are so important,” lead scientist Dr. Joseph Banks, from Southampton’s Marine and Maritime Institute, said in a statement.

FastRig
3D impression of the FastRig sails fitted onto an Ultrabulk ship. Credit: Smart Green Shipping

As part of the two-year development programme, the university researchers will create new software tools that accurately predict how modern vessels perform on the ocean when retrofitted with SGS’s wing sails.

They will also test the impact of a retractable 20 metre-high FastRig fitted to a British 105 metre-long commercial vessel, the Pacific Grebe.

“This will require innovative numerical simulations backed up by experiments conducted in our highly instrumented 138 metre Boldrewood towing tank and RJ Mitchell wind tunnel,” Banks added.

Scientists from Southampton’s Marine and Maritime Institute hope their new tool, which predicts the fuel savings achieved by the wing-sails, will encourage further investment in the UK’s marine technology sector.

“It’s clear that shipping must rapidly reduce emissions in the short term,” SGS’s CEO Diane Gilpin said in a statement. “Wind power harnessed using sophisticated digital software and well-engineered equipment is at present the fastest way for the sector to reduce fuel consumption and related emissions.”

Sailing, reimagined: UK startup bets wind-powered ships will cut carbon emissions Read More »

arthur-releases-productivity-and-display-updates

Arthur Releases Productivity and Display Updates

Arthur, an immersive virtual collaboration platform for enterprise, has recently rolled out its first major set of updates since its “Pro” version launched in 2021. The update brings solutions that are helpful in the platform but that VR in general has needed for a long time.

To learn more about the platform’s growth in the space and the technology coming of age in the enterprise sector, I met in the platform with Arthur Business Development Consultant Lakshman Lattipally. We also showed off our full-body avatars and explored the platform’s many features both old and new.

The Road So Far

Arthur was founded in 2016 but became publicly available in 2020. The platform rolled out its first major updates the following year, which is when ARPost first introduced our readers to the platform. At the time, the company was largely presented as a “virtual real estate company” before that language was adopted by consumer applications in the NFT space.

“We see ourselves as a virtual real estate company. We just provide the office,” Demand Manager Simon Berger told ARPost at the time.

At the time, the company seemed to be doing a new thing – just like everyone else. The main distinguishing feature between Arthur and other solutions in what has since been dubbed “the officeverse” were the avatars featuring a photo-realistic face on a poorly-matched and semi-corporeal frame.

Later that year, the platform’s professional version came out of beta. This version introduced more hosting tools, larger capacity spaces, screen sharing, and other productivity features, and – perhaps the largest differentiator – end-to-end session encryption. The free version still works and you can use it to explore the platform. You can also request a demo of the Pro version.

Recent Improvements

Some of Arthur’s most recent updates are completely new tools, while others are developments building on the platform’s existing tools and features. In either case, all of the updates are great advancements.

New Access Options

Arthur has long had desktop access – a website and an app. The website is a sort of back-end way to manage assets for and from the VR version, similar to an AltspaceVR profile. The app offered many of the conveniences of the website and some of the accessibility of the VR version, similar to the desktop version of ENGAGE.

This update brings an option for users to join virtual environments entirely via browser. There are pros and cons to a browser-based virtual collaboration space over an app. For example, the browser interface allows users to use the platform when they’re away from an office computer with the app installed. But, web users can’t join app sessions. At least, not directly.

VR platform Arthur

One of the big updates that Lattipally showed me was the ability of a VR user to open an Arthur browser window and screen share it with VR users creating an entirely virtual version of a hybrid meeting. The solution was a little disorienting but entirely practical.

Of course, that browser window can be used for other things as well. While the pinboard and note features already provided on the platform can be used to create things like workflows and project management boards, your favorite dedicated tools can exist in-world through browser windows or in some cases through direct app integrations.

Display Updates

After all of the shade thrown on earlier iterations of avatars, they really have gotten a lot better in this most recent update. The avatar creation process still starts with a photograph, but that photograph is better mapped onto a better-proportioned head on a full body – complete with arms and legs. The more responsive faces are even compatible with eye tracking if you’ve got it.

Jon - Arthur VR platform

My favorite update overall might be the MR desk – a feature that I’ve long wanted in every VR productivity app ever. The tool allows you to draw in your physical desktop to appear in your VR space. This process is similar to when you first set up the Quest’s seated play space. However, the desktop isn’t just an opaque rectangle, it’s a passthrough window to your actual desk.

XR Talks with ARPost

Other users can’t see this desk, but you can turn it on and off when you need (or don’t need) to access your computer, notes, or anything else in the physical world while in VR. The obvious downside is that this feature is only as useful as your available passthrough. If you have a Quest 2 (review), this isn’t great. But, if you’re rocking a Quest Pro (info), word is it’s a lot better.

Everything Else Is Still Good

A lot of the quality features that Arthur had before are largely unchanged, and that’s okay. Spaces are still beautiful and easy to set up, complete with private audio zones. The larger main menu is still powerful and navigable, but the smaller menus for things like the notes feature and some basic in-world assets are even easier to use.

Arthur VR

And, maybe this is just me, but I’m a big fan of the desktop user back-end. Taking screenshots in VR is a simple operation and those screenshots are easily accessible from the web profile. Further, user support is great if you need a helping hand.

The New and Improved Arthur

Arthur is holding its own in the developing world of enterprise VR solutions and remains one of the best offerings that I’ve seen in the space.

One of the most enlightening parts of my time in the platform with Lattipally was his stance on the maturity of the space as he says companies are moving from presence to productivity to complete virtual work environments. And Arthur is rising to that challenge.

Arthur Releases Productivity and Display Updates Read More »

psvr-2’s-first-top-download-chart-sees-‘kayak-vr’-&-‘pavlov’-outperform-‘horizon-call-of-the-mountain’

PSVR 2’s First Top Download Chart Sees ‘Kayak VR’ & ‘Pavlov’ Outperform ‘Horizon Call of the Mountain’

PlayStation VR 2 launched late last month alongside more than 40 titles, which included games entirely new to the platform as well existing games from other platforms and upgraded PSVR titles. The headset’s first monthly top download chart has revealed a big shift in which games are taking an early lead in the headset’s growing library.

Taking the top spot across the US & Canada, the EU and Japan is Kayak VR: Mirage, a kayak racing sim initially released on SteamVR headsets in 2022 by Amsterdam-based indie studio Better Than Life.

In it, players race across lush, photorealistic environments including ice caves in Antarctica, tropical locales in Costa Rica, storm waters in Norway, and the stark canyons of Australia. The paddling movement mechanic is also something that works really well in VR too, which we hope more games will make use of thanks to just how immersive it can be.

Horizon Call of the Mountain, undoubtedly a product of sizable investment by Sony, only managed to eke out third place in the US/Canada and the EU, taking second place in Japan, which is probably more than a tad disappointing to the Sony-owned developers Guerilla Games and Firesprite.

Horizon Call of the Mountain is a single-player adventure that showcases some of the best graphics you’ll find anywhere in VR. Combat could be a bit more fluid and climbing could have more interesting challenges, although it certainly stacks up to Half-Life: Alyx in terms of immersion. Check out why we game it a respectable [8.5/10] in our review.

Granted, Horizon Call of the Mountain comes with a premium price tag of $60, which may explain why it underperforms in unit sales in comparison to the cheap and cheerful $25 team shooter Pavlov and $23 Kayak VR: Mirage. There’s also to consider that it was the subject of a hardware bundle, however that included a voucher code and not a physical disk. As the PlayStation blogpost states, the chart is counting downloads and not unit sales.

What’s more, it seems the era of Job Simulator (2016) ruling the PSVR top download charts has come to a definite end—despite it and sequel Vacation Simulator both offering PSVR 2 versions. Job Simulator has ruled the download charts nearly every month without fail since it launched on the original PSVR.

Take note: the February download chart only accounts for the headset’s first week in existence (Feb 22-28). March’s chart should be another fairly interesting read, as we see whether these top spots remain, or falter as more users pick up PSVR 2 headsets. Check out the chart below:

PSVR 2 Games

US & Canada EU Japan
1 Kayak VR: Mirage Kayak VR: Mirage Kayak VR: Mirage
2 Pavlov Pavlov

Horizon Call of the Mountain

3 Horizon Call of the Mountain Horizon Call of the Mountain

The Tale of Onogoro

4 Star Wars: Tales from the Galaxy’s Edge Star Wars: Tales from the Galaxy’s Edge

Dyschronia:Chronos Alternate Episode I

5 PISTOL WHIP Moss: Book II

After the Fall – Complete Edition

6 Moss: Book II PISTOL WHIP

Moss and Moss: Book II Bundle

7 Swordsman VR Job Simulator Puzzling Places
8 Drums Rock Swordsman VR

Star Wars: Tales from the Galaxy’s Edge

9 NFL PRO ERA Drums Rock Drums Rock
10 The Light Brigade After the Fall Job Simulator

Update (12: 00PM ET): Horizon Call of the Mountain was also included in a hardware bundle, however that included a voucher code and not a physical disk. As the PlayStation blogpost states, the chart is counting downloads and not unit sales. We’ve included this information in the article above.

PSVR 2’s First Top Download Chart Sees ‘Kayak VR’ & ‘Pavlov’ Outperform ‘Horizon Call of the Mountain’ Read More »

zeiss-takes-majority-stake-in-ar/vr-optics-creator-tooz-technologies

ZEISS Takes Majority Stake in AR/VR Optics Creator Tooz Technologies

ZEISS, the German optical systems manufacturer, announced it’s acquired majority share of the joint venture Tooz Technologies, an AR/VR optics creator founded by Zeiss and Deutsche Telekom in 2018.

Zeiss and Deutsche Telekom previously had an even 50% stake in Tooz, which has functioned as a sort of AR optics skunkworks for the companies. Zeiss is now sole owner of the startup.

Zeiss says Tooz will continue to exist independently as it focuses on serial production and visual correction in its imaging systems, further calling Tooz its “AR/VR competence center.”

Image courtesy Tooz Technologies, ZEISS Group

Today, Tooz principally creates smart lenses that integrate curved, reflective waveguides and “invisible” combiners that can also be sandwiched into a vision correction layer.

“In the future, tooz will also equip optical systems from other manufacturers of AR/VR optics with prescription lenses to place products with an integrated prescription on the global markets,” the company say in a press statement.

“tooz covers specific competencies and technologies for design, engineering and manufacturing processes, which complement the existing capabilities at ZEISS quite well,” says Gerrit Schulte, Head of Zeiss Ventures. “tooz will benefit in particular from production and process know-how and the significant experience in the approval of medical optics, and is slated to be better positioned on the international market in the future.”

While Zeiss isn’t a household name is VR or AR headsets, the Oberkochen, Germany-based company has produced a number of head-mounted devices in the past, including its Zeiss VR One Plus created in the vein of Samsung Gear VR and Carl Zeiss Cinemizer multimedia glasses. Zeiss also creates aftermarket VR prescription lenses, sold through VR Optician.

ZEISS Takes Majority Stake in AR/VR Optics Creator Tooz Technologies Read More »

92%-of-uk-companies-that-tested-4-day-work-week-decide-to-adopt-it-permanently

92% of UK companies that tested 4-day work week decide to adopt it permanently

If you lived in the 19th century and worked in manufacturing, you’d be looking at a working week of between 60 to 90 hours, according to research from the University of Groningen. These days, thankfully, things look a bit brighter. While working weeks differ across the EU—France famously has a 35-hour week—in general European staff can’t work more than 48 hours per week on average, including overtime.

This means that we are now working between 50% and 125% less than we would have been in the 1800s—and the better news is that workers’ conditions have continued to improve.

Weekly working hours took a dive following World War I, when US car manufacturer Henry Ford famously introduced the five-day, 40-hour work week in 1926. It caught on, and is the foundation upon which most contemporary workers have built their careers upon.

Now though, the times they are a-changin’—again.

Thanks to advocacy platforms such as 4-Day Week Global and think-tank Autonomy, and the sea change that has come about due to remote working during the pandemic, we could be looking at another radical shift in the way we work.

As far back as the 1930s, economist John Maynard Keynes predicted that technological advancements would eventually lead to a 15-hour work week. While his prediction hasn’t (yet) proven true, the results of the world’s largest four-day working week trial were recently published, and they revealed overwhelmingly positive outcomes.

The trial took place in the UK from June to December 2022 and saw 61 companies with approximately 2,900 workers adopt a four-day week adopting 4-Day Week Global’s 100-80-100 model—100% of the pay, for 80% of the time, in exchange for a commitment to delivering 100% of the output.

Definitely want to continue

The results speak for themselves: 92% of participating organisations are continuing with a four-day week, a further 4% are leaning towards continuing, and only 4% of participants are definitely not continuing. Additionally, 90% of employees said they definitely want to continue working four days a week.

Other successes included a revenue rise of 1.4% on average over the trial, and when compared to a similar period from previous years, organisations reported revenue increases of 35%, on average.

Additionally, the number of staff leaving fell by 57%, and 55% of workers reported an increase in their abilities at work. Fifteen percent said that no amount of money would make them accept a five-day schedule at their next job.

The UK-based Everledger, Evolution Money in Manchester, Kent-located Charity Bank and Liverpool’s Stellar Asset Management, all participated in the most recent trial. As part of a previous study in 2021, Atom Bank––a branch-free bank built for smartphones—was, at the time, the largest UK business and the first UK bank to trial a four day week.

The move saw Atom’s team switch to working 34 hours with no loss of pay. “It’s clear that it has been a huge success for our business and our people. We are extremely proud of how our employees have adapted and the benefit it has brought to many,” said Anne-Marie Lister, chief people officer at Atom bank.

Atom found that 91% of workers said they were able to get everything done within four days, and the bank also noticed that its operational productivity increased. It’s a good indicator for other companies who may follow suit. “We believe most organisations can move to a four-day week and we hope Atom’s experiences will encourage more businesses to make the shift permanently,” Lister said.

Not for everyone

While a four-day work week appears to be, on the face of it, a great idea, it isn’t something that can work for all industries or all businesses. Many manufacturing roles, service jobs, or purely customer-facing roles may find it to be unworkable.

Of the 61 companies which participated in the recent study, Professor Juliet Schor of Boston College, the lead researcher on the trial, points out that “Results are largely steady across workplaces of varying sizes, demonstrating this is an innovation which works for many types of organisations.”

But getting there can be a headache. The switch involves huge commitment to change an organisational culture to an 100-80-100 model, and can lead to stress, burnout, disconnect, and scheduling conflicts. Companies also have to choose what works best for them: reduced hours every day for all staff, or Mondays or Fridays off for set teams, to ensure business continuity across the full work week.

Rethinking priorities has to be at the start of any discussion about moving to a four-day week. Companies—and workers—need to look at the optimum end goal and then work backwards to see how it can be achieved with reduced hours.

Scheduling less meetings can be one way to take back time. For example, all public sector employees in Iceland work 35 hours, which was achievable by cutting meetings back in favour of email.

Australia has just gotten on board with the concept too, with its government releasing a recommendation that stated, “The committee recommends the Australian Government undertake a four-day week trial based on the 100: 80: 100 model […]. The trial should be implemented in diverse sectors and geographical locations.”

It is clear that, despite challenges, there is an appetite for new ways of working—whether that’s in terms of allowing employees full flexibility to determine their day, or moving an entire business to a four-day week.

Find a job that suits the way you want to work on the House of Talent Job Board

92% of UK companies that tested 4-day work week decide to adopt it permanently Read More »

sale-of-svb-uk-‘minimises-disruption-to-british-tech,’-says-bank-of-england

Sale of SVB UK ‘minimises disruption to British tech,’ says Bank of England

The British tech sector can rest a little easier tonight after the UK arm of Silicon Valley Bank (SVB) was sold to HSBC for just £1.

The intervention followed last week’s collapse of the subsidiary’s California-based parent company. The Bank of England (BoE) intervened over fears that mass withdrawals in the US would spread to the UK business.

Many of SVB UK’s 3,300 customers, which include numerous VC investors and startups, warned they would go bust if their deposits were lost. The BoE had initially planned to put the bank into insolvency, which would have only guaranteed protection for deposits worth up to £85,000, or £170,000 for joint accounts.

The deal with HSBC supersedes the insolvency plan. Customer deposits can now be protected without requiring taxpayer support.

“This action has been taken to stabilise SVB UK, ensuring the continuity of banking services, minimising disruption to the UK technology sector, and supporting confidence in the financial system,” the BoE said in a statement.

After the deal was announced, SVB UK said it was resuming normal operations.

Following the announcement that @HSBC_UK has acquired SVB UK, we’re resuming normal operations from today. Our clients should not notice any significant changes, however, there may be short delays across the next few days as we return to business as usual. Thanks for the support

— Silicon Valley Bank UK (@SVB_UK) March 13, 2023

TechUK, an industry lobby group, said the sale will be a relief for the British tech ecosystem.

“Without access to their deposits these companies faced the prospect of not being able to pay staff or rent or suppliers — in short many would also be facing insolvency and the many thousands of people working in this part of the tech sector would be very worried about their jobs!” said techUK CEO Julian David.

For HSCB, the acquisition of all SVB UK’s assets for a nominal £1 could be an extremely good deal. The Bank of London, which had also submitted a rescue bid, described the sale as a “missed opportunity.”

“It cannot be right that once again the heritage banks that have provided a poor service to UK entrepreneurs over many years benefit from their already dominant position,” the clearing bank said in a statement.

A statement from @thebankoflondon regarding @SVB_UK (Silicon Valley Bank UK Limited) – 7: 08AM London, March 13 2023. pic.twitter.com/c6gFHucWSI

— The Bank of London (@thebankoflondon) March 13, 2023

Legal experts are already pointing to the lessons for startups. Charles Fletcher, a partner at law firm Mishcon de Reya, recommended several steps that businesses can take to avoid the risks that SVB UK has exposed.

“Key actions include keeping corporate accounts with more than one bank, having an emergency funding plan to avoid cashflow squeezes, separating funds from different sources and taking a strategic approach to managing currencies,” said Fletcher.

“These should accompany fundamental business planning and management steps, such as a detailed risk register and crisis management protocols.”

Sale of SVB UK ‘minimises disruption to British tech,’ says Bank of England Read More »

talespin-and-pearson-usher-in-the-future-of-work-with-ambitious-storyworld

Talespin and Pearson Usher in the Future of Work With Ambitious Storyworld

Talespin is known for using VR in enterprise education – particularly for developing soft skills. Pearson, “the world’s leading learning company,” identified a need – specifically, helping business leaders understand the emerging future of work. Together, the two companies created an elaborate “storyworld” guiding learners through over 30 interactive education modules.

To learn more about “Where’d Everybody Go? The Business Leader’s Guide to the Decentralized Workforce,” we talked with Talespin CEO Kyle Jackson.

The World is Changing

The decentralized workforce is one of those trends that has, to a degree, always been there. With improving connectivity and ever-more portable hardware combined with an increase in the number of “knowledge workers” it’s been growing for a while now. The pandemic accelerated it as businesses that had remained centralized suddenly saw their workforce distributed.

Many workers like the opportunity to work largely when and where they like. Developments in culture and technology generally are making it more appealing and more practical, for example, with new approaches to financial technologies that encourage and facilitate independence – a sort of technologically driven take on rugged individualism.

Some companies have leaned into this massive shift as it can reduce overhead and even increase productivity as well as morale. However, some business leaders have been less able to really attach themselves to the idea which at the same time is becoming increasingly difficult to avoid.

“What we’ve broadly seen in the XR space is lots of single-module learning journeys,” said Jackson. “People just couldn’t do that with this topic.”

Where’d Everybody Go?

To address these challenges, Pearson – with AI analytics company Faethm, which Pearson acquired in 2021 – put together a list of “future human capabilities” that would be required to navigate this new direction in work. Working with Talespin helped to determine the direction of the project early on.

“We looked at that list and overlaid this concept of just how fast work is changing,” said Jackson. “Everybody is leaving jobs and no one can hire anybody – so where did everybody go?”

The experience currently consists of over 30 modules in four thematic tracks:

  • Applying Web3 to Business Strategy and Operations
  • Management and Upskilling
  • Equity and Values of the Modern Workforce
  • Practical Thinking.

There is also an introductory track, which helps learners choose the content that they’re going to work through. The whole experience might take a learner around seven hours to complete, but they don’t need to do it all at once. They don’t even need to do all of it.

“In that intro track you get a kind of choose-your-own-adventure overview,” said Jackson. “If you want to have your leadership team take just one of the tracks, that’s perfectly fine.”

Pearson and Talespin

The “choose-your-own-adventure” aspect comes in through the complex “storyworld” through which the content is delivered. Learners are essentially playing an interactive roleplaying game that helps them practice the topics of each track.

“Learners take on the protagonist’s role of a city commissioner,” reads a release shared with ARPost. “The learner must help local startups and enterprises navigate challenges that real-world businesses face today, like leading hybrid workforces, exploring the adoption of new technology, and instilling equitable workplace practices.”

The experience drew from the expertise and insights of both Pearson and Talespin, who worked closely to create the tracks and modules.

“It’s been very collaborative. Both teams have been in the trenches as a single team,” said Jackson. “We’re definitely more than just the platform in this case where in other cases we’re just the platform and the company is on their own.”

Creating the Experience

The level of involvement from Pearson was no doubt partially enabled by Talespin’s use of their own user-friendly creation tools. These also helped to allow the incredible speed with which the momentous project was realized.

“The idea formed in the middle of last year. Because we built a no-code platform, we really accelerated the product pipeline,” said Jackson. “Our North Star was how do you get the ability to create content into the hands of people who have the knowledge. … The no-code platform was built in service of that but we decided that we had to eat our own dog food.”

Jackson said that for the back-end team that were masters of their previous toolset, using the no-code version was initially frustrating. However, the platform played a large role in launching the experience, which has become a model for future long-form content from Talespin.

“This is the first of several of these that we have coming,” said Jackson. “Even though it’s a new concept to do a storyworld for an immersive learning experience, we’ve had a lot of interest.”

Demystifying Decentralization

Thanks to Talespin, virtual reality – one of the technologies playing a role in the decentralization of work – is helping companies navigate the future of work. This is a big moment for work as we know it, but it’s also a big deal for Talespin, who may have once again revolutionized immersive storytelling as an enterprise education tool.

Talespin and Pearson Usher in the Future of Work With Ambitious Storyworld Read More »

this-‘half-life:-alyx’-mod-brings-a-slice-of-valve-level-action

This ‘Half-Life: Alyx’ Mod Brings a Slice of Valve-level Action

Besides making one of the most influential VR games to date, Valve also made sure Half-Life: Alyx was just as moddable as its other iconic titles. And thankfully there’s no shortage of talented modders out there who have built extended campaigns and new levels for the PC VR shooter.

One such HLA modder is Nate ‘Polygrove’ Grove, an Environment Artist and Designer at game publisher Annapurna Interactive, which is known for titles such as Outer Wilds, Stray, and What Remains of Edith Finch.

Last Friday Grove released their first solo HLA mod project, called ‘Re-Education’, something the environment artist calls a “medium-length campaign (30 minutes to an hour) featuring standard Half-Life Alyx style gameplay with a focus on slower pacing and environmental storytelling.”

You can check out the trailer below:

In Re-Education, the idea is to scavenge, explore, and make the dangerous journey while en route to a safehouse on the outskirts of City 17. There, Alyx finds her commandeered train has been halted by a Combine barricade.

“She must make her way through a long-abandoned school to access the switch that unblocks the tracks, but the task may prove more difficult than expected,” the DLC’s description reads.

The free DLC can be downloaded though Steam Workshops, which of course means you’ll need the base game to play.

This isn’t Grove’s first HLA mod either. You may also recognize the developer’s ‘Polygrove’ handle from the credits in the Half-Life: Incursion mod as well, which included the talents of Maarten Frooninckx (Hammer scripting), Ross Joseph Gardner (script writing), and Joey Bracken (voice over).

There’s a host of great content to explore outside of Re-Education and Incursion too, with one of our top picks being the Half-Life: Alyx ‘Levitation’ mod, which brings around 3-4 hours of Combine-ganking fun in an unofficial chapter that you’d swear is direct from Valve.

This ‘Half-Life: Alyx’ Mod Brings a Slice of Valve-level Action Read More »