How Much Money Has Valve Made From the CS2 Armory Pass?

~ $1,199,115,722October 2, 2026

The Counter-Strike 2 Armory Pass was introduced on October 2, 2024, as an evolution of the Operations system that Valve had previously used. Priced at $15.99 USD, each pass allows players to earn up to 40 Armory Credits by playing on official servers and earning XP.

Since its launch, the Armory has become a significant source of revenue for Valve. According to estimates compiled by BetterArmory (us), based on data collected from the community, the system has generated more than $1 billion, with a minimum estimate of approximately $1.199 billion as of September 2026.

This figure is not based on official data from Valve: the company does not publish a breakdown of its revenue generated by the Armory, and a portion of CS2 inventories cannot be publicly tracked. Therefore, actual revenue is considerably higher.

Active Collections

Spy Tech Collection background

Spy Tech Collection

Spy Tech Collection icon
$13,110,0008,193,750 openings
Fruits And Veggies Stickers background

Fruits And Veggies Stickers

Fruits And Veggies Stickers icon
$154,500386,250 openings
Auto Racing Stickers background

Auto Racing Stickers

Auto Racing Stickers icon
$303,750759,375 openings
Arabesque Collection background

Arabesque Collection

Arabesque Collection icon
$25,532,49915,957,812 openings
Missing Link Community Charms background

Missing Link Community Charms

Missing Link Community Charms icon
$5,125,5004,271,250 openings
Dr Boom Charms background

Dr Boom Charms

Dr Boom Charms icon
$4,349,2503,624,375 openings
2025 Community Stickers background

2025 Community Stickers

2025 Community Stickers icon
$1,133,7142,834,286 openings
Fever Case background

Fever Case

Fever Case icon
$550,046,875167,187,500 openings
Small Arms Charms background

Small Arms Charms

Small Arms Charms icon
$6,555,3745,462,812 openings
Overpass 2024 Collection background

Overpass 2024 Collection

Overpass 2024 Collection icon
$127,000,00079,375,000 openings
Missing Link Charms background

Missing Link Charms

Missing Link Charms icon
$5,246,2504,371,875 openings

Discontinued Collections

AK-47 | Aphrodite background

AK-47 Aphrodite

AK-47 | Aphrodite icon
$11,600,000232,000 openings
Sugarface 2 Stickers background

Sugarface 2 Stickers

Sugarface 2 Stickers icon
$227,000567,500 openings
M4A1-S | Solitude background

M4A1-S Solitude

M4A1-S | Solitude icon
$14,440,0001,444,000 openings
Train 2025 Collection background

Train 2025 Collection

Train 2025 Collection icon
$68,000,00042,500,000 openings
XM1014 | Solitude background

XM1014 Solitude

XM1014 | Solitude icon
$1,440,000240,000 openings
Gallery Case background

Gallery Case

Gallery Case icon
$153,190,62546,562,500 openings
Graphic Design Collection background

Graphic Design Collection

Graphic Design Collection icon
$37,500,00023,437,500 openings
Character Craft Stickers background

Character Craft Stickers

Character Craft Stickers icon
$4,714,00011,785,000 openings
Desert Eagle | Heat Treated background

Desert Eagle Heat Treated

Desert Eagle | Heat Treated icon
$12,380,0001,238,000 openings
Sport & Field Collection background

Sport & Field Collection

Sport & Field Collection icon
$152,615,38495,384,615 openings
Elemental Craft Stickers background

Elemental Craft Stickers

Elemental Craft Stickers icon
$4,451,00011,127,500 openings

Frequently Asked Questions

What data sources are used to calculate the estimates?

The revenue estimates are calculated using publicly available community data. The following sources are used:

  • CSFloat — Used to estimate the number of existing skins and the number of charms applied to skins.
  • CS2 Sticker Application Tracker — Used to determine how many stickers have been applied to skins.
  • CSGOSKINS — Used to estimate the number of items currently listed across public marketplaces.
  • CSROI — Used to obtain the estimated drop probabilities for items from cases and collections.

These data sources are combined to produce a conservative minimum revenue estimate. Since Valve does not publish official sales figures, the actual revenue is likely higher.

How accurate are the estimates?

The accuracy of the estimates depends on the type of item being analyzed. Since Valve does not publish official data, every figure should be considered a conservative minimum estimate based on publicly available information.

  • Weapon collections and limited-time items — Estimates are based on items found in public inventories. Items stored in private Steam inventories cannot be accessed and are therefore not included, meaning the actual totals are likely higher.
  • Charms and stickers — The estimates are based on the number of items applied to weapons and the number currently listed across public marketplaces. Unlike weapon skins, there is no comprehensive public database that tracks every existing charm or sticker in public inventories.
  • Cases — Estimates are based only on the number of cases redeemed and opened. There is no reliable way to determine how many unopened cases remain in either public or private inventories. As a result, only the items generated from opened cases can be used to estimate the minimum number of case openings.

Overall, these limitations mean that the calculated values represent the minimum amount of revenue Valve is estimated to have earned. The actual figures are likely higher.

How are the estimates calculated for each collection?

The estimates are based on the relationship between the number of existing items and their estimated drop rates. By combining these two values, it is possible to estimate the minimum number of times a case or collection must have been opened to produce the observed supply.

For weapon collections, the calculation is based on a Covert skin, as it provides the most reliable estimate for total openings.

For charms and stickers, the estimate combines:

  • The number of items applied to weapons.
  • The number of items currently listed across public marketplaces.

Unlike weapon skins, there is no comprehensive public database that tracks every existing charm or sticker across public Steam inventories. Combining applied and marketplace-listed items provides the closest available minimum estimate.

The formula used is:

Minimum Openings ≈ Existing Item Count ÷ Estimated Drop Rate

Once the minimum number of openings has been estimated, the minimum revenue is calculated using the cost required to open each collection.

For collections, the minimum revenue is calculated by multiplying the estimated number of openings by the number of stars required to redeem the collection and the price per star.

Formula:

Minimum Revenue = Minimum Openings × (Stars Required × Star Price)

For cases, the calculation also includes the cost of the key required to open each case.

Revenue from redeeming the case:

Case Revenue = Minimum Openings × (Stars Required × Star Price)

Total minimum revenue:

Minimum Revenue = Case Revenue + (Minimum Openings × Key Price)

This methodology provides a conservative minimum estimate of the revenue generated by each collection. Since Valve does not publish official sales figures and some items cannot be fully tracked, the actual revenue is likely higher.

Why is the revenue for discontinued collections being updated?

Revenue is updated when items from private inventory become publicly available or are put up for sale. These items may not have been previously recorded in the database, so the revenue is adjusted once the new data is incorporated.