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

Steam revenue analysis

Half-Life: Source Steam Revenue & Sales Estimates

Valve

$4.8MEst. Gross Revenue

529,848 estimated sales, 69% positive reviews, and $3,371,422.82 potentially retained by the developer after Steam's platform fees.

Action69% Positive$9.99

Revenue Overview

$4.8M

Gross Revenue

$3.4M

Developer Revenue

529,848

Est. Copies Sold

$4.8M

Revenue / Year (avg. 1 yr)

$2.9MLow estimate
$4.8MBest estimate
$8.8MHigh estimate

How the revenue splits

Gross Revenue
$4,816,318
Steam Platform Fee(30.0%)
−$1,444,896
Developer Revenue
$3,371,423

Developer vs. Steam

Developer: 70.0%($3,371,423)Steam: 30.0%($1,444,896)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$1,444,896
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

69%positive
16,056Total Reviews
11,079positive (69%)
4,977negative (31%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    16,056 reviews and a 69% 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: Source, we use a midpoint multiplier of ×33 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 $4,816,318 in gross revenue into roughly $3,371,423 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$9.09

List price $9.99

Boxleiter multiplier

×33

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Half-Life: Source use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x33 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: $4,816,318

To developer

$3,371,423

To developer: 70.0%

$3,371,423

Platform fee: 30.0%

$1,444,896

Epic Games Store

Gross revenue baseline: $4,816,318

To developer

$4,358,360

To developer: 90.5%

$4,358,360

Platform fee: 9.5%

$457,958

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 9.5%.

GOG

Gross revenue baseline: $4,816,318

To developer

$3,371,423

To developer: 70.0%

$3,371,423

Platform fee: 30.0%

$1,444,896

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

Genre Market Position

Top 57% by revenue in Action
57%

Top 57% 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: Source ranks in the top 57% 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

12.2h avg1.1h median

12.2h

Average Playtime

1.1h

Median Playtime

A median playtime of 1.1h and average of 12.2h suggest a dedicated core community playing this action game well beyond the typical player.

Game Details

Dataset updated: April 18, 2026

DeveloperValve
PublisherValve
Release Date
Years on Market1 year
Current Price$9.99
Calibrated Avg. Selling Price$9.09
GenreAction
Peak Players27
SteamSpy Owners2,000,000 .. 5,000,000

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Frequently Asked Questions

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

Based on our analysis using the Boxleiter method, we estimate Half-Life: Source's total gross revenue on Steam at approximately $4,816,318.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $2,918,981
  • Calibrated midpoint (x33): $4,816,318
  • Optimistic estimate (x60): $8,756,942

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

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

With 16,056 Steam reviews and a 69% positive rating, we estimate Half-Life: Source has sold between 321,120 and 963,360 copies, with a best estimate of 529,848.

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 x33 that adjusts for the title's age, price tier, genre, and review profile.

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

After Steam's tiered platform fee of effectively 30.0%, Valve keeps an estimated $3,371,423 from Half-Life: Source's gross revenue of $4,816,318.

Here's the breakdown:

  • Gross Revenue: $4,816,318
  • Steam's Fee (30.0%): -$1,444,896
  • Developer Revenue: $3,371,423

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

What percentage does Steam take from Half-Life: 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: Source, with an estimated gross revenue of $4,816,318, this results in an effective rate of 30.0%. Steam keeps approximately $1,444,896 and Valve receives $3,371,423.

How accurate are these revenue estimates for Half-Life: 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 ($2,918,981 to $8,756,942) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x33) and a calibrated ASP of $9.

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

If Half-Life: Source generated the same gross revenue on the Epic Games Store, Valve would keep approximately $4,358,360 - that's $986,937 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $457,958. 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 $3,371,423.

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: Source?

According to SteamSpy data, players spend an average of 12.2 hours in Half-Life: Source, with a median playtime of 1.1 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.