Half-Life Deathmatch: Source Steam key art
Half-Life Deathmatch: Source cover art

Steam revenue analysis

Half-Life Deathmatch: Source Steam Revenue & Sales Estimates

Valve

$1.6MEst. Gross Revenue

171,465 estimated sales, 75% positive reviews, and $1,127,039.45 potentially retained by the developer after Steam's platform fees.

Action75% Positive$9.99

Revenue Overview

$1.6M

Gross Revenue

$1.1M

Developer Revenue

171,465

Est. Copies Sold

$1.6M

Revenue / Year (avg. 1 yr)

$920KLow estimate
$1.6MBest estimate
$2.8MHigh estimate

How the revenue splits

Gross Revenue
$1,610,056
Steam Platform Fee(30.0%)
−$483,017
Developer Revenue
$1,127,039

Developer vs. Steam

Developer: 70.0%($1,127,039)Steam: 30.0%($483,017)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$483,017
Tier 2 ($10M–$50M) (25%)
Tier 3 ($50M+) (20%)

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

How we estimate this

75%positive
4,899Total Reviews
3,674positive (75%)
1,225negative (25%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    4,899 reviews and a 75% 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 Deathmatch: Source, we use a midpoint multiplier of ×35 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 $10, we estimate a realized average sale price of $9 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 30.0%. That turns an estimated $1,610,056 in gross revenue into roughly $1,127,039 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$9.39

List price $9.99

Boxleiter multiplier

×35

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Half-Life Deathmatch: Source use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x35 and a calibrated average sale price of $9 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: $1,610,056

To developer

$1,127,039

To developer: 70.0%

$1,127,039

Platform fee: 30.0%

$483,017

Epic Games Store

Gross revenue baseline: $1,610,056

To developer

$1,536,850

To developer: 95.5%

$1,536,850

Platform fee: 4.5%

$73,207

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 4.5%.

GOG

Gross revenue baseline: $1,610,056

To developer

$1,127,039

To developer: 70.0%

$1,127,039

Platform fee: 30.0%

$483,017

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

Genre Market Position

Top 90% by revenue in Action
90%

Top 90% 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 Deathmatch: Source ranks in the top 90% of 2141 tracked action top-sellers.

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

Playtime & Engagement

6.3h avg0.2h median

6.3h

Average Playtime

0.2h

Median Playtime

0.6h

Recent Activity (2 Weeks)

A median playtime of 0.2h and average of 6.3h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity10% still active

Game Details

Dataset updated: April 18, 2026

DeveloperValve
PublisherValve
Release Date
Years on Market1 year
Current Price$9.99
Calibrated Avg. Selling Price$9.39
GenreAction
Peak Players43
SteamSpy Owners5,000,000 .. 10,000,000

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Frequently Asked Questions

How much has Half-Life Deathmatch: Source earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Half-Life Deathmatch: Source's total gross revenue on Steam at approximately $1,610,056.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $920,032
  • Calibrated midpoint (x35): $1,610,056
  • Optimistic estimate (x60): $2,760,097

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

How many copies has Half-Life Deathmatch: Source sold on Steam?

With 4,899 Steam reviews and a 75% positive rating, we estimate Half-Life Deathmatch: Source has sold between 97,980 and 293,940 copies, with a best estimate of 171,465.

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 x35 that adjusts for the title's age, price tier, genre, and review profile.

How much does Valve earn from Half-Life Deathmatch: Source?

After Steam's tiered platform fee of effectively 30.0%, Valve keeps an estimated $1,127,039 from Half-Life Deathmatch: Source's gross revenue of $1,610,056.

Here's the breakdown:

  • Gross Revenue: $1,610,056
  • Steam's Fee (30.0%): -$483,017
  • Developer Revenue: $1,127,039

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

What percentage does Steam take from Half-Life Deathmatch: Source?

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 Deathmatch: Source, with an estimated gross revenue of $1,610,056, this results in an effective rate of 30.0%. Steam keeps approximately $483,017 and Valve receives $1,127,039.

How accurate are these revenue estimates for Half-Life Deathmatch: Source?

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 ($920,032 to $2,760,097) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x35) and a calibrated ASP of $9.

What would Half-Life Deathmatch: Source earn on Epic Games Store instead?

If Half-Life Deathmatch: Source generated the same gross revenue on the Epic Games Store, Valve would keep approximately $1,536,850 - that's $409,810 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $73,207. 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 $1,127,039.

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

How long do players spend in Half-Life Deathmatch: Source?

According to SteamSpy data, players spend an average of 6.3 hours in Half-Life Deathmatch: Source, with a median playtime of 0.2 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.