Half-Life: Opposing Force Steam key art
Half-Life: Opposing Force cover art

Steam revenue analysis

Half-Life: Opposing Force Steam Revenue & Sales Estimates

Gearbox Software · Valve

$2.1MEst. Gross Revenue

920,196 estimated sales, 95% positive reviews, and $1,481,515.56 potentially retained by the developer after Steam's platform fees.

Action95% Positive$4.99

Revenue Overview

$2.1M

Gross Revenue

$1.5M

Developer Revenue

920,196

Est. Copies Sold

$78.4K

Revenue / Year (avg. 27 yr)

$1.2MLow estimate
$2.1MBest estimate
$3.5MHigh estimate

How the revenue splits

Gross Revenue
$2,116,451
Steam Platform Fee(30.0%)
−$634,935
Developer Revenue
$1,481,516

Developer vs. Steam

Developer: 70.0%($1,481,516)Steam: 30.0%($634,935)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$634,935
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

95%positive
25,561Total Reviews
24,283positive (95%)
1,278negative (5%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    25,561 reviews and a 95% 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: Opposing Force, we use a midpoint multiplier of ×36 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 $5, we estimate a realized average sale price of $2 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 $2,116,451 in gross revenue into roughly $1,481,516 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$2.30

List price $4.99

Boxleiter multiplier

×36

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Half-Life: Opposing Force use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x36 and a calibrated average sale price of $2 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: $2,116,451

To developer

$1,481,516

To developer: 70.0%

$1,481,516

Platform fee: 30.0%

$634,935

Epic Games Store

Gross revenue baseline: $2,116,451

To developer

$1,982,477

To developer: 93.7%

$1,982,477

Platform fee: 6.3%

$133,974

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 6.3%.

GOG

Gross revenue baseline: $2,116,451

To developer

$1,481,516

To developer: 70.0%

$1,481,516

Platform fee: 30.0%

$634,935

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

Genre Market Position

Top 85% by revenue in Action
85%

Top 85% 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: Opposing Force ranks in the top 85% 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

22.2h avg3h median

22.2h

Average Playtime

3h

Median Playtime

0.4h

Recent Activity (2 Weeks)

A median playtime of 3h and average of 22.2h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity2% still active

Game Details

Dataset updated: April 18, 2026

DeveloperGearbox Software
PublisherValve
Release DateOctober 31, 1999
Years on Market27 years
Current Price$4.99
Calibrated Avg. Selling Price$2.30
GenreAction
Peak Players74
SteamSpy Owners2,000,000 .. 5,000,000

Features

Single-playerMulti-playerCustom Volume ControlsAdjustable DifficultyPlayable without Timed InputSave AnytimeValve Anti-Cheat enabledFamily Sharing

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Frequently Asked Questions

How much has Half-Life: Opposing Force earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Half-Life: Opposing Force's total gross revenue on Steam at approximately $2,116,451.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $1,175,806
  • Calibrated midpoint (x36): $2,116,451
  • Optimistic estimate (x60): $3,527,418

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

How many copies has Half-Life: Opposing Force sold on Steam?

With 25,561 Steam reviews and a 95% positive rating, we estimate Half-Life: Opposing Force has sold between 511,220 and 1,533,660 copies, with a best estimate of 920,196.

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 x36 that adjusts for the title's age, price tier, genre, and review profile.

How much does Gearbox Software earn from Half-Life: Opposing Force?

After Steam's tiered platform fee of effectively 30.0%, Gearbox Software keeps an estimated $1,481,516 from Half-Life: Opposing Force's gross revenue of $2,116,451.

Here's the breakdown:

  • Gross Revenue: $2,116,451
  • Steam's Fee (30.0%): -$634,935
  • Developer Revenue: $1,481,516

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

What percentage does Steam take from Half-Life: Opposing Force?

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: Opposing Force, with an estimated gross revenue of $2,116,451, this results in an effective rate of 30.0%. Steam keeps approximately $634,935 and Gearbox Software receives $1,481,516.

How accurate are these revenue estimates for Half-Life: Opposing Force?

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 ($1,175,806 to $3,527,418) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x36) and a calibrated ASP of $2.

What would Half-Life: Opposing Force earn on Epic Games Store instead?

If Half-Life: Opposing Force generated the same gross revenue on the Epic Games Store, Gearbox Software would keep approximately $1,982,477 - that's $500,961 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $133,974. 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 $1,481,516.

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: Opposing Force?

According to SteamSpy data, players spend an average of 22.2 hours in Half-Life: Opposing Force, with a median playtime of 3 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.