Valve did it again..

Asmongold TV| 00:21:30|Apr 1, 2026
Chapters8
Explain Sandbox as a modern, moddable game development environment that blends Source 2, Unity, and Unreal ideas for a scene-based editor.

Garry Newman’s Sandbox licenses Source 2 tech to indie devs, enabling royalty-free standalone Steam releases and a potential rebirth of the Source Mod vibe for a new generation of creators.

Summary

Asmongold breaks down the surprising Valve-Face Punch collaboration that could reshape indie development. Gary Newman and Face Punch have secured a standalone license with Valve, letting Sandbox export fully playable standalone games on Steam with no royalties. This move reframes Sandbox as a modern, accessible game development platform built on a tailored Source 2 branch, combining the best bits of Unity, Unreal, and Valve’s own tech. Newman’s team has heavily customized Source 2 into a high-performance, scene-based editor with hot-loading, Ray Traced-like lighting via V-Rad 3, and a robust, multiplayer-first design that invites a broad range of creators. The philosophy isn’t just “better tools”—it’s about lowering barriers, inspired by Roblox’s metaverse momentum, and empowering the next generation to ship games without Valve or Face Punch taking a slice. For developers, the licensing means you can ship your own games on Steam without paying royalties, while Valve still benefits from Steam sales.” expanded on this future-facing angle, noting that Sandbox is “a full game engine and platform” rather than a mere modding toolkit. The discussion also compares Source 2’s accessibility to Unreal and Unity, emphasizes real-time iteration (hot loading, live editing), and underlines a long-term, creator-centric strategy rather than short-term profits. Finally, the video looks ahead to April 2026, when the first standalone launch—My Summer Cottage—will serve as a proof of concept and could trigger a flood of high-quality Source 2 projects on Steam.

Key Takeaways

  • Sandbox can export standalone, royalty-free Steam games, bypassing Valve’s typical revenue split.
  • Face Punch repurposes a customized Source 2 branch (not vanilla Valve code) to create a consumer-friendly, moddable engine.
  • Rubicon-based physics (box 3D) powers Sandbox’s tactile gameplay, with real-time updates and hot loading during playtesting.
  • Valve’s licensing strategy enables wide adoption while keeping the core engine development behind the scenes at Steam/Valve.
  • The model mirrors Valve’s long-term, creator-first ethos—supportive of indie developers rather than forcing immediate profit maximization.
  • The first major test launch is My Summer Cottage in April 2026, signaling a potential wave of accessible Source 2 titles on Steam.
  • Sandbox aims to blend Unity/Unreal ease of use with Source 2’s familiarity and Valve’s visual polish.

Who Is This For?

Indie developers, modders, and game designers curious about accessible engines and new licensing models. Essential viewing for anyone considering building standalone games on Steam without royalties.

Notable Quotes

""We signed the new license with Valve this week, allowing us to export games from Sandbox's editor and ship them as standalone games on Steam completely royaltyfree.""
Gary Newman announces the royalty-free, standalone export license for Sandbox on Steam.
""Sandbox is a full game engine and platform where you create in a familiar scene-based editor.""
Definition of Sandbox’s scope and its user experience.
""Valve did the BZO. Usually when you license an engine, you are signing away a huge chunk of your wallet.""
Explains the unconventional licensing terms and their appeal.
""This is a long-term project. They aren't looking for a quick win.""
Highlights the strategic, decade-spanning mindset behind Sandbox.
""Box 3D physics... has tons of changes... a customized version of Rubicon""
Details on Sandbox’s physics system and its customizations.

Questions This Video Answers

  • how can I export a standalone Steam game with Sandbox and not pay royalties
  • what is Sandbox SNBOX and how does it relate to Source 2
  • why did Valve license Source 2 to Face Punch instead of releasing it themselves
  • will Sandbox compete with Unreal Engine 5 and Unity for indie developers
  • what is Rubicon physics and how does box 3D differ in Sandbox
Sandbox (SNBOX)Source 2Face PunchGary’s ModRubiconV-Rad 3 lightingRoyalties-free licensingSteam licensingIndie game developmentValve ecosystem
Full Transcript
Val. For over a decade, the gaming world has been chasing a ghost. That ghost is the Source 2 SDK. Since Valve first tease their new engine, developers have been salivating at the thought of getting their hands on the tools. We've seen what Valve can do with it. We've seen the lighting, the Rubicon physics, and the legendary optimization that makes Valve games feel like Valve games. But for 10 years, those tools stayed behind a locked door, unless you were a highlevel partner or a Valve employee. You were stuck on the outside looking in. But while we were all waiting for Valve to drop a traditional SDK, something was happening in the background at Face Punch Studios. Gary Newman, the creator of Gary's Mod and Rust, was building a love letter to Source 2. He called it Sandbox, or as some say, Sandbox. For a long time, people thought Sandbox was just going to be Garry's mod 2, a sandbox where you play other people's creations. But as of March 2026, the entire landscape of indie game development is shifting. The news we have been waiting years for is official. Face Punch has finalized a standalone license with Valve. This means you can now build a game in Sandbox, export it as a standalone executable, and sell it on Steam as your own professional product. What? Holy That's insane. Royaltyree I don't even know what to say. birth of a new modern engine war. This is Valve's new weapon to reclaim the scene from Unity and Unreal. Today we are breaking down why this deal is such big news for gamers and developers. Before we get into the legal deal, we need to understand what Sandbox actually is. According to Face Punch's official description, SNBOX is a spiritual successor to Gary's mod and a love letter to Source 2. It's built to eclipse what was possible before, not just modernize it. We're using Source 2 and everything we've learned from Source One, Gary's Mod, Unity, and Unreal to create a modern, intuitive, moddable game development environment. Just think about that for a second. They aren't trying to make a better GMOD. They are trying to take the best parts of Unity and Unreal and combine them with the Vel feel of Source 2. It's a full game engine and platform where you create in a familiar scene-based editor. But isn't it crazy to just like look at the way that they do things and compare it to the way that like let's say Ubisoft does things or other developers or publishers like or Sony or something like that? Like it's just it's it's like a night and day difference. It's like this is what it must be like whenever you have a small company run by people that are just really passionate, extremely competent, and actually care about their job. That's crazy. Unlike other engines, multiplayer is built in from day one. You create a game and it's instantly playable. As Gary puts it, this is a long-term project. They aren't looking for a quick win. They are building a platform they want to use themselves for the next couple of decades. I think that like also, you know, what probably really was an inspiration for, not really an inspiration, but like was a multiplier for this was Roblox. I think the fact that Roblox accidentally made the first the Roblox accidentally made the first metaverse. I think that what that's really done is that it's given all these other developers with people something like this. They can see, wait a minute, okay, there is a use case for this. It can work. It can be successful and this is how. And I think that's what's happened is that people have seen the success of these other products and now they're thinking about taking it on themselves. With the Steam page already live and a full launch window set for April 2026, we are standing on the edge of a new era. Anyone who has tried out Sandbox already can tell you it has insane potential when it fully launches. The possibilities are essentially endless. So, now let's get into the heart of the new developments. On March 25th, 2026, Gary dropped a bombshell in their news feed. He stated, "We signed the new license with Valve this week, allowing us to allow people to export games from Sandbox's editor and ship them as standalone games on Steam completely royaltyfree." He admitted that this wasn't an easy deal to strike. He called it a bit of a complicated journey. I'm I'm so happy that you have these guys because these are like the old guard computer nerds, you know, like this is like these are the guys that know what, you know, like internet relay protocols are. These are people that understand, you know, like whenever CMD opens up, they don't get scared, they get excited. Like this is like a whole different level of like competency and understanding of computers. And I remember whenever I was in high school and I remember these guys cuz like they were a lot of the older guys in the class at that time and like our teachers and it was like man these dudes really knew their They did the real nerds. Yeah. Required a lot of reassurance and compromises. As Gary famously said, Valve did the BZO. Usually when you license an engine, you are signing away a huge chunk of your wallet. But this allows you to take your sandbox creation, let's say you made a revolutionary tactical shooter, or maybe even a cozy farming simulator, and then you turn it into a standalone game. The player at home doesn't even need to have Sandbox installed to see or play your game. You don't owe Valve or Face Punch a single scent in royalties for using their engine. Sandbox is entering the market and saying, "Keep your money. you owe nothing for using the Source 2 technology. I'm so glad too, like this is another thing is that anytime a company does something that is just purely for the benefit of the players and there's not like a bunch like whenever Sandfall Interactive for example made like the DLC for like uh uh Expedition 33 and they said, "Yeah, it's out now. You can go play it." Like there's something and like I don't expect people to work for free. I I don't I don't think there's anything wrong with with asking for money, but I think that there's something special about people that make things and that people that, you know, are involved with this content and they do it. Obviously, they can make a living at it, but it's not about maximizing revenue and making the most amount of money possible. It's about making something really cool and fun and then having other people appreciate that. And I think that there has been a receding of that. There's been a lot less of that. Royalty means it's exempt from the usual Steam cut, but if not, Valve can still earn money anyway. Oh, I'm sure they'll they'll I mean like sales in the game will probably be subjected to the same Steam agreement that everything else is. But like I think it's like it's basically like they don't want to double tax somebody basicallyed through sandbox. This makes it one of the most financially attractive engines for any developer to launch. And that's the other that and I think that like what you just brought up, I was thinking about it a little bit more. I think that's the genius of a company like Valve is that Valve knows that they are going to make their money back from this because whenever they create these opportunities for people to make a bunch of video games, well, where do you think they're going to be selling the games? Well, they're going to be selling them on your platform that you get 20% from. So, like the idea that, oh, well, it's royalty-free. Yeah, that's great. Obviously, it's amazing, but you're still going to make the money if these people are successful in the long run. And so that's again like the long-term um this is something I think American companies are doing. So is it 30 30% excuse me? Uh yeah they're still going to get their 30% cut from this probably. And I think that what happens is that you know whenever a company has that long-term like longitudinal position rather than thinking about you know maximizing and minaxing a quarterly earnings report or you know the annual income. I think that you can make decisions like this and they will always be the right decisions that are successful in the long run. And I think that's why companies like Nintendo, that's why companies like uh Sony even, I Sony's not great, but they they do make good decisions. Companies like Valve, they they are generational companies. They will always make good decisions because they're led from people that look at things that are not directly in front of them. They're big brain moves. Yeah. They're thinking about the second order effects of the success of their product rather than an immediate payoff. Steam, VVE, and Face Punch are essentially paying it for want to see the next generation of creators succeed without the weight of corporate greed crushing them before they start. But you might be wondering, why is Gary doing this? Why wouldn't he at least take a small cut? He is providing the tools and so much more. In November 2025, when he began the process of open-sourcing sandbox components, he said, "Vove gave me my chance. I'm already rich. I don't want to anyone over." Exactly. Like, yeah. And also that like for a lot of these guys, here's another component is that it's like an ego thing. It's like, I can do this and so I will. expanded on this in further interviews, explaining that his entire 20-year career is thanks to Valve taking a risk on a modder from the UK back in the early 2000s. K's mod gave him more money than he could have ever dreamed of, and now he feels a responsibility to pass that torch. That's my main motivation now is giving people what I've had because I think Valve did it for me. I think we should be the same because everybody benefits. So by making see that that's the mindset that I think that is the that is the sustainable mindset of a winner. That's the right way. That's the way people that are successful are supposed to think. Samblock standalone and royaltyfree Gary is recreating the Gary's Mod moment for everyone else. He is giving us the tools to build the next big game and he's removing every legal barrier that usually stops that from happening. But now we need to clarify something important. The version of Source 2 inside Sandbox isn't just a copy and paste of what Valve uses for Counterstrike 2 or Dota 2. It's a custom higherformance branch that Face Punch has been gutting and rebuilding for years as they also are using C for multiple other systems. So although this isn't the raw source code that Valve uses, it is still a very important part. Just think of it this way. Valve builds Source 2 to make Valve games. That means the raw engine is often full of Valve jank, specific code meant only for Halflife or Counter Strike. Gary and his team took that foundation and essentially translated it for the rest of us. They've replaced the old clunky systems with modern workflows. It's source 2, but it's been face punchified to be fun and easy to use. So, some game devs or even gamers might be wondering, "But why would you pick this over a behemoth like Unreal Engine 5 or Unity?" I think the reason why is actually really simple. It's the same reason why the creation engine is really good for modding for the Elder Scrolls games. It's because it's accessible. Like like obviously Unreal and and Unity are accessible, but this is accessible in a hands-on way that can allow young people that are not familiar with the the they're not familiar with it to kind of understand it. It's kind of like how you guys ever used a program like maybe at work or like in college where you can create like logic loops and then it translates the logic loops directly into programming. A lot of people use that as a way as a foray into programming and people use that as a way to get into it. That's I think the way that something like this can be successful and I think also there are probably more nuts and bolts solutions to things that you're able to access if you know more about it. It's a great crutch. Yeah, it is a great crutch. And like for new people that are, you know, like they're they're spontaneous, they're impulsive, they just want to get involved with it. Uh they want to just intuitively understand it. This can help get them off the ground. Down to three things: physics, fidelity, and friction. For physics, Unreal is known for chaos physics, which is great for cinematic destruction, but it can feel heavy or floaty at times. Source 2 uses Rubicon, which is arguably the most tactile physics engine in gaming. It's why throwing a bottle in Halflife Alex or moving in CS2 feels so precise. For indies making physics-based games, this is the gold standard. So, Sandbox currently uses a customized version of Rubicon, which they call box 3D physics, as they've made tons of changes to it over the years. In terms of visuals, while Unreal has Lumen, it requires a massive amount of hardware power. Sam, people don't care about good graphics. Like, good graphics can maybe get people to watch a trailer, but they won't get people to buy a game. Like, you can look at that 1348 game that that came out and like it had very good I mean, the fact is that Unreal's base graphics are just phenomenal. They're insane. Like they're so good. Like if if you like you can you can generate something that is near photo realistic with it seems to me from what I've seen almost no level of understanding at all or at least a minimal level of understanding. So like Unreal is phenomenal for that. But those things don't really get people like, you know, look at all the the bullshittery games that have come out recently. And they've been massively successful despite being just, you know, shitty like little, you know, flash games basically. Like look at Slay the Spire 2. Slay the Spire 2 is the kind of flash game that you would play on Newgrounds in like 2006. Like but it's it's a game that sold millions of copies and it has hundreds of thousands of concurrent players. So fundamentally players do not make the schedule one mugenics. Like we can go on and on and on and Crimson Desert is a great counter example. People love to see those incredible photorealistic transcendent uh push the limits of graphics games, but that doesn't mean it's mandatory for it to sell a game. Graphics do not make a game successful. box leverages Valve's V-Rad 3 lighting and native Vulcan support. It gives you that crisp, clean Valve look, high-end lighting, and shadows that run smoothly even on mid-range hardware. It's AAA fidelity without the AAA hardware requirement. But then there's also the death of compiled times. In Sandbox with hot loading, you can change the gravity of your world or the fire rate of a gun while you are standing in the game. and it updates the second you hit save. You're not just building a game, you're actually playing with it in real time. And think about how useful that is, especially for people that are not like uh, you know, like artisan developers, right? They're not these are these are people that are new. They don't really know what they're doing. So, this is a really great tool, especially for people that like want to try this out and see what it's like. I already know there's going to be a question that a lot of you are asking. Why doesn't Valve just release their own Source 2 SDK? Why have to go through Face Punch? And well, if you know Valve, you know they are a product first company. They build tools to make their games. So, by licensing the engine to Face Punch, Valve gets all the benefits of Source 2 being widely used without any of the headaches of supporting it. Face Punch They don't Steam doesn't even have a Twitter account, do they? Like they don't like they and this is a strategy that they use that is like really really effective. Nobody complains because they don't know where to go. They do now. Oh, they do now. Right. For a long time they didn't. Yeah. So that's it. They don't know. Yeah. Nobody's mad because nobody knows where to go. acts as the translator. They take the raw, powerful, and often messy internal Valve tools and polish them into a consumerra product. This is likely the only quote unquote Source 2 SDK we will see for a very, very long time. Even though it's not technically only Source 2 and more so just a custom version of it at this point, Valve provided the foundation and Gary provides the accessibility. It's a genius move that keeps the That way also, yeah, they can do all the PR for it. They can do the updates and everything and then Valve all they have to do is work on the back end and that's it. People if we get Steam the uh the what is this here? The company has no vertical structure. The company's org chart is basically a flat line. Well, that's the way I mean the thing is that in a lot of very successful small companies, that's basically the way that things work is that yeah, there's a guy that's like organizing things for you, but there's not like a, you know, military level chain of command where this person tells you what to do and that person tells you what to do. It's like if you want to go up and ask a question to, you know, the president, he's over there. You just go ask him, right? That's it. And so I think that having something like that it's it's something it becomes less feasible at scale. But I think that for a small company and many companies don't need to be big companies. They can be small companies. Uh it's the best way to make decisions. No middle management. Yeah. Well, there's also like no no middle management, no like HR stuff. It's just people that are there to work, right? And they're there to work. And it's a great thing, too. It's not like it's bad or it's like boring or something. like there's a there's a positivity with that ecosystem alive and thriving. So right now we are currently in the home stretch. The technical rollout for standalone exporting is happening as we speak. Gary mentioned that they still have some paperwork to finish. We still have work to do on our end. We need to create a license between Face Punch and the people shipping games, then double and triple check everything is legit. When it's ready, we'll be piloting it with a few select people. The first game expected to launch under this license is My Summer Cottage. When that hits Steam, it will be proof of concept for the game dev industry. Once that's over, the doors are open for everyone with I think that something like this will only pop off whenever a game that comes out goes like viral. So like if there's the Escape from Duck Off or a Fall Guys or you know like a Slay the Spire like as soon as one of those games comes out and it pops off in this engine I think that'll probably increase the usership of it by like 500% or something like then people really start taking it seriously. Fox's full release scheduled for April 2026. We are about to see a flood of highquality Source 2 powered games hitting Steam. If you had these tools in your hands today with zero royalties and the ability to launch on Steam, what is the first game you would build? Are we about to see the return of the classic Source Mod era, but this time with professional standalone releases? I think that you'll probably see a lot more of that actually. And I think really where things are going to go is that like you're going to have more and more of these games come out that are built on these existing engines because most people the way that they want to play games is that they don't want to go into some hyper elaborate, really complex environment or anything else. They just want to play a very simple, very straightforward, easy to understand game. And I think that with a lot of the new games that are very successful, many of them are very straightforward and very obvious. Things like, I mean, Counter Strike, super obvious. Dota 2, not so much. Crimson Desert, not so much. Slay the Spire, pretty obvious. PUBG, pretty obvious. Arc Raiders in the middle. Rust it can be both. Marvel Rivals kind of both. And you have a lot of these games here, right? And basically whenever you have one of these games pop off, they are always simple games. Almost every single time they are simple games that are easy to understand. And I think the reason why is because people don't want to invest, you know, 20 hours into understanding every fundamental, understanding every function, every game, you know, mechanic. That's why something like Fall Guys is allowed to be such a massive viral success and other games really aren't. I think that's the reason, too. Classic example of simple good fun. Yeah, exactly

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