STEAM GROUP
The Alium thealium
STEAM GROUP
The Alium thealium
50
IN-GAME
178
ONLINE
Founded
13 April, 2019
ABOUT The Alium

We have been playing gamemodes without roleplay since 2018


«HOW TO PLAY WITH YOU?»
To play with us, you can join our events simply through the server browser. To receive notifications about when the game starts, just go to the community’s Discord server[discord.com] and pay attention to the notifications in the #events channel.

«HOW DO I JOIN YOU?»
Official membership in the group begins after your application to the Steam group has been approved. To join the group, you need 100 hours in Garry’s Mod, an open and presentable profile, no connections to persona non grata, and no blocks on the general ban list. Once accepted, you will be able to attend meetings, participate in tournaments, comment on posts, vote on community sanctions, etc. For more information, please contact the technical account.
POPULAR DISCUSSIONS
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RECENT ANNOUNCEMENTS
April 2026 Update in Garry's Mod and s&box Release
The game developed by Facepunch, positioned as the spiritual successor to Garry’s Mod under the name s&box, officially released on April 28 in accordance with its development timeline. Before the official release, many players who had access to early builds lost the ability to play and were required to purchase the game at full price.

The game went through a long nine-year development cycle, during which it switched its engine from Unreal Engine 4 to Source 2 and repeatedly emphasized raising the quality standards of development. The creator of Garry’s Mod, Garry Newman, believed that s&box would become the same Garry’s Mod but with past mistakes addressed, new technologies, and closer cooperation with Valve.

Despite broad marketing efforts and calls from the developers to support s&box, the game was heavily criticized by the global community after release. It reached a modest peak of around six thousand concurrent players and roughly half of its reviews on Steam were negative. The game is mainly criticized for its raw state, art style, microtransactions, and a large amount of community content generated with artificial intelligence.

It is worth noting that The Alium Community predicted the unsuccessful launch of s&box in its forecast published on April 25.

On April 29, a planned Garry’s Mod update was released, intended to signal to the community that the development of Garry’s Mod will continue despite the release of s&box.

The update expanded support for ultra-high monitor resolutions for HUD elements. HUD elements were also adjusted for better player comfort, fixing issues that were not present in the original Half-Life 2.

Model color settings for Alyx were updated, the ability to recolor the Arctic Avenger model was added, and eye color customization was introduced for Nova Prospekt guards and shotgun soldiers. Render limits were added to prevent color-based exploits.

Support for installed content from Black Mesa and Military Conflict: Vietnam was added. There had been ongoing speculation around Black Mesa content for several years, but it is now official. Content from Half-Life 2 episodes and Counter-Strike: Source was likely added to the spawnlists of the base game for improved navigation.

The update also adapts many in-game systems to a more modern networking system, which should help servers avoid restarts and improve the overall gameplay experience over extended sessions on the same map.

The Combine APC has been added as a separate vehicle that players can use.

Half-Life: Deathmatch Release
For a long time, our community had been developing a gamemode focused on firefights on Crossfire and, occasionally, on other maps. Today, however, we are ready to announce that development has been completed and the Half-Life: Deathmatch gamemode is officially released.

I, DenDi85, initially started developing this gamemode as a personal project, since I believed it would not require much effort, knowledge, or time to implement. After all, it was just a standard Deathmatch with weapons from the original Half-Life, which had already been created by the developer Upset. Additionally, there were already modes like Quake 3 GMod and Serious Deathmatch, but nothing based on Half-Life. However, development continued, ambitions grew, and as a result, I began spending more and more time polishing the gamemode. In total, active development lasted five months, but due to personal commitments and later dependency on other contributors, the process stretched out to nine months.

Later, I reached out to Sereganeon for help with editing maps from Half-Life Deathmatch: Source, as I originally intended to use those. However, the maps required minor fixes, as their quality in finer details was lacking. I initially planned to release the gamemode in January, but postponed it. After that, Sereganeon proposed creating full ports of the maps from the original Half-Life — a decision he later regretted. Throughout all these stages, the gamemode was tested at various points. Fundamentally, the gamemode did not change, but I actively listened to feedback from community members and fixed the bugs that were discovered.

Many of my more ambitious ideas did not make it into the final version. They require a significant amount of time and the acquisition of new skills. For example, I wanted to port all animations from the original game and even made an initial attempt, but I never reached a complete solution. Perhaps, if I continue supporting the project, I will implement everything I originally planned.

The final version of the gamemode was shaped by contributions from many people. Below is a list of those who provided the most significant help with the release and who are, de facto, part of this project.

379 Comments
1 May @ 2:29pm 
POA
26 Apr @ 5:52am 
s&box DoA🛐
31 Dec, 2025 @ 2:40pm 
:gmod:
31 Dec, 2025 @ 12:56pm 
go hl2dm in 2026:sorryForWhat:
31 Dec, 2025 @ 12:22pm 
:steamfreaky:
26 Oct, 2025 @ 5:21pm 
:steammocking:
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