Day of Defeat: Source
AppID: 300Current Price
$9.99
Estimated Owners
800.6K
Total Reviews
22.9K
Net Revenue
$2,882,142
Revenue Breakdown
| Gross Revenue (Est.) | $7,998,244 |
| Regional Pricing (15%) | -$1,199,737 |
| Discounts (25%) | -$1,699,627 |
| Est. Refunds (5%) | -$254,944 |
| Steam Fee (30%) | -$1,453,181 |
| VAT & Taxes (15%) | -$508,613 |
| Net Revenue (Est.) | $2,882,142 |
Revenue estimates use the Boxleiter Method with a confidence score of 95/10. Actual revenue may vary significantly.
Frequently Asked Questions
How much revenue has Day of Defeat: Source generated?
Since its release, Day of Defeat: Source is estimated to have generated approximately $7,998,244 in gross revenue on Steam as of Aug 26, 2025. After accounting for platform fees, refunds, and regional pricing adjustments, the developer's estimated net revenue comes to around $2,882,142.
How many copies has Day of Defeat: Source sold?
We estimate Day of Defeat: Source has sold approximately 800.6K copies worldwide on Steam as of Aug 26, 2025. This translates to an estimated revenue of $7,998,244 in gross revenue.
What game engine does Day of Defeat: Source use?
Day of Defeat: Source was developed using the Source Engine game engine.
How much did it cost to develop Day of Defeat: Source?
The estimated development cost for Day of Defeat: Source was around Estimated $1-2 million to develop. This budget covered everything from art and design to programming and marketing.
How many developers worked on Day of Defeat: Source?
The development team size for Day of Defeat: Source varied throughout development:
- Small team, likely under 10 core developers - 2005–2006 (Development and Release)
- Minimal maintenance, likely 1–5 developers intermittently - Post-release (2006 onward)
Review Statistics
Positive
21.0K
Negative
1.9K
Game Information
Game Engine
Source Engine
Genres
Production Cost
Day of Defeat: Source (2005)
Estimated $1-2 million
Team Size
2005–2006 (Development and Release)
Small team, likely under 10 core developers
Post-release (2006 onward)
Minimal maintenance, likely 1–5 developers intermittently