
Yes. Players rate it highly.
The average Coilr player has put 3h into Half-Life Deathmatch: Source, and at $9.99 that's about 3.33 per hour. Steam reviews are mostly positive.
Automated estimate from Coilr-tracked playtime and Steam reviews (Coilr doesn't verify individual reviews), not a paid placement. How this is calculated
Players now
19
24h peak
36
Peak (tracked)
70
Coilr players
8
Positive
76%
Total reviews
5,581
Pos / Neg
4,216 / 1,365
% positive by month
What players actually get for the price, based on real tracked playtime.
Cost per hour
$3.89
at $9.99
Avg playtime
3 h
across 8 players
Total tracked
20 h
No verified owner has reported a time for Half-Life Deathmatch: Source yet.
Sign in to be the firstHow many tracked owners still play, something raw concurrent counts can't tell you.
Active (2 weeks)
0%
0 of 8 owners
Played last 7 days
0
Hours trend (2wk)
▲ Rising
Last time owners played
Country distribution of Coilr players who own this game.
Inferred from when Half-Life Deathmatch: Source is busiest each day. A rough estimate of the global playerbase from player-count patterns, not exact player locations.
Most active in Europe & Africa, but spread across regions.
Players online by hour (UTC)
Busiest around 19:00 with about 34 people in game — 1.7× as many as at 06:00, the quietest hour.
As of September 2026, about 19 people are playing Half-Life Deathmatch: Source on Steam right now, with a 24-hour peak of 36 concurrent players.
Yes. Players rate it highly. The average Coilr player has put 3h into Half-Life Deathmatch: Source, and at $9.99 that's about 3.33 per hour. Steam reviews are mostly positive.
Half-Life Deathmatch: Source costs $9.99 on Steam (USD). The average Coilr player has put 3 hours in, about 3.33 per hour.
Across 8 tracked owners on Coilr, the average playtime in Half-Life Deathmatch: Source is about 3 hours.
Half-Life Deathmatch: Source's player activity peaks around 19:00 UTC, which points to its largest audience being in the Europe & Africa region, an estimated 30% of active players, followed by Russia & CIS. (Estimated from global player-count patterns, not exact player locations.)