Half-Life 2: Episode Two Steam key art
Half-Life 2: Episode Two cover art

Steam revenue analysis

Half-Life 2: Episode Two Steam Revenue & Sales Estimates

Valve

$19.4MEst. Gross Revenue

1,044,550 estimated sales, 97% positive reviews, and $14,063,638.38 potentially retained by the developer after Steam's platform fees.

Action97% Positive$19.99

Revenue Overview

$19.4M

Gross Revenue

$14.1M

Developer Revenue

1,044,550

Est. Copies Sold

$19.4M

Revenue / Year (avg. 1 yr)

$15.5MLow estimate
$19.4MBest estimate
$46.6MHigh estimate

How the revenue splits

Gross Revenue
$19,418,185
Steam Platform Fee(27.6%)
−$5,354,546
Developer Revenue
$14,063,638

Developer vs. Steam

Developer: 72.4%($14,063,638)Steam: 27.6%($5,354,546)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$2,354,546
Tier 3 ($50M+) (20%)

More context in the Steam game revenue hub or in the Steam revenue calculator.

How we estimate this

97%positive
41,782Total Reviews
40,529positive (97%)
1,253negative (3%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    41,782 reviews and a 97% positive rating are used as the starting point because Steam review counts correlate strongly with paid ownership.

  2. 2

    Apply a calibrated Boxleiter multiplier

    For Half-Life 2: Episode Two, we use a midpoint multiplier of ×25 and show a wider range from ×20 to ×60 to reflect uncertainty.

  3. 3

    Use a realistic realized sale price instead of only list price

    Rather than relying only on the current price of $20, we estimate a realized average sale price of $19 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 27.6%. That turns an estimated $19,418,185 in gross revenue into roughly $14,063,638 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $19.99

Boxleiter multiplier

×25

Range ×20–×60

Effective Steam fee

27.6%

Tiered 30 / 25 / 20%

Revenue estimates for Half-Life 2: Episode Two use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x25 and a calibrated average sale price of $19 instead of a flat 30x/0.75 model. Factors like age, price tier, discount history, genre, and review profile all affect the true reviews-to-sales ratio.

Platform Comparison

Hypothetical: What would the developer earn at the same gross revenue?

Steam

Gross revenue baseline: $19,418,185

To developer

$14,063,638

To developer: 72.4%

$14,063,638

Platform fee: 27.6%

$5,354,546

Epic Games Store

Gross revenue baseline: $19,418,185

To developer

$17,208,002

To developer: 88.6%

$17,208,002

Platform fee: 11.4%

$2,210,182

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.4%.

GOG

Gross revenue baseline: $19,418,185

To developer

$13,592,729

To developer: 70.0%

$13,592,729

Platform fee: 30.0%

$5,825,455

* Actual sales on Epic and GOG are not estimated. Steam's larger user base typically drives substantially higher sales volumes.

Genre Market Position

Top 21% by revenue in Action
21%

Top 21% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Half-Life 2: Episode Two ranks in the top 21% of 2141 tracked action top-sellers, with estimated revenue 3× this group's median.

Baseline: HelpfulCalculator's curated set of top-grossing Steam games, not the entire Steam catalog. Niche genres may have small samples.

Game Details

Dataset updated: April 18, 2026

DeveloperValve
PublisherValve
Release Date
Years on Market1 year
Current Price$19.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players20
SteamSpy Owners5,000,000 .. 10,000,000

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Frequently Asked Questions

How much has Half-Life 2: Episode Two earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Half-Life 2: Episode Two's total gross revenue on Steam at approximately $19,418,185.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $15,534,548
  • Calibrated midpoint (x25): $19,418,185
  • Optimistic estimate (x60): $46,603,643

The actual revenue may vary due to regional pricing, seasonal discounts, and refund rates.

How many copies has Half-Life 2: Episode Two sold on Steam?

With 41,782 Steam reviews and a 97% positive rating, we estimate Half-Life 2: Episode Two has sold between 835,640 and 2,506,920 copies, with a best estimate of 1,044,550.

This is based on the Boxleiter method, which uses the observation that roughly 1 in every 20 to 60 buyers leaves a Steam review. For the midpoint we do not assume a universal 30x value; we use a calibrated multiplier of x25 that adjusts for the title's age, price tier, genre, and review profile.

How much does Valve earn from Half-Life 2: Episode Two?

After Steam's tiered platform fee of effectively 27.6%, Valve keeps an estimated $14,063,638 from Half-Life 2: Episode Two's gross revenue of $19,418,185.

Here's the breakdown:

  • Gross Revenue: $19,418,185
  • Steam's Fee (27.6%): -$5,354,546
  • Developer Revenue: $14,063,638

Note: This doesn't account for publisher shares, taxes, or development costs.

What percentage does Steam take from Half-Life 2: Episode Two?

Steam uses a tiered revenue sharing model that reduces the platform's cut as a game earns more:

  • First $10 million: 30% to Steam, 70% to developer
  • $10M to $50M: 25% to Steam, 75% to developer
  • Above $50M: 20% to Steam, 80% to developer

For Half-Life 2: Episode Two, with an estimated gross revenue of $19,418,185, this results in an effective rate of 27.6%. Steam keeps approximately $5,354,546 and Valve receives $14,063,638.

How accurate are these revenue estimates for Half-Life 2: Episode Two?

These estimates use the Boxleiter method, a widely-used industry approach that estimates game sales from the number of Steam reviews.

Factors that affect accuracy:

  • Review-to-purchase ratio varies by genre
  • Discount history - games with frequent deep sales may have higher ratios
  • Regional pricing - different prices in different markets are not captured
  • Refunds - Steam's return policy means some counted sales were refunded
  • Bundled sales - keys sold through third-party bundles may not generate reviews

We provide a confidence range ($15,534,548 to $46,603,643) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x25) and a calibrated ASP of $19.

What would Half-Life 2: Episode Two earn on Epic Games Store instead?

If Half-Life 2: Episode Two generated the same gross revenue on the Epic Games Store, Valve would keep approximately $17,208,002 - that's $3,144,364 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $2,210,182. Epic charges 0% on the first $1 million in annual per-app revenue and then 12% on the remaining amount. On GOG (30% cut), the developer would earn approximately $13,592,729.

Note: This is a hypothetical comparison. Actual sales volumes differ significantly between platforms, and Steam's larger user base typically drives substantially higher sales.