How it works

Four steps. None of them needs your Steam login or password.

  1. Paste your SteamID

    A profile link or the raw ID. We immediately show a live preview of the card: how many commends the profile has now and how it will look after the order.

  2. Pay — roubles or crypto

    Pick a package, pay by card, SBP or crypto. Likes land on the balance tied to your Steam account: 1 like = 1 commend.

  3. Join our server and stay on it

    After placing the order you get a connect string — paste it into the CS2 console. You are put into spectator: no need to play, just be on the server while delivery runs.

  4. Commends land in real time

    Starting takes 1 to 5 minutes, then roughly 20 commends per 5 minutes. Progress is visible on the order page as the counter grows.

Why you have to join the server

CS2 only lets you commend someone you shared a match with. Our server is that match: you join — and the commends start landing in your profile. Without your presence the game simply will not count them — that is why the step is mandatory, and why we say it before you pay rather than after.

While you are off the server, delivery is paused and undelivered likes stay on your balance.

If something went wrong

The server does not let me inAccess is open only to the SteamID in the order. Join from the same account you ordered for.
I left the server halfwayDelivery pauses and resumes when you come back. Undelivered likes are not lost.
The counters in my profile did not changeThe in-game profile card does not refresh instantly. Restart the game and look again.
Nothing helpedMessage support with a link to your order page — it shows the full delivery status.

What we never ask for

Your Steam password
Steam Guard codes or email access
Access to your account
Item trades or a trade link

All we need is your SteamID and your presence on the server while delivery runs.

What to know before ordering

Why it has to be our server, not "just send it to a SteamID"

A commend in CS 2 is not a profile action but a matchmaking request, and the game accepts it only from someone who was in a match with you. It can check that: a client claiming "I was on the server" is not enough, presence is confirmed by the game server itself. We tested this directly — a send without your presence goes out and achieves nothing, the counters stay where they were. So the connect string is not a formality or a way to make your life harder: it is the only route by which a commend arrives at all.

Why this takes hours, not minutes

A single profile takes in about twenty commends per five-minute window — we measured that across three runs on live orders, and pushing harder does not speed delivery up, it drops part of it. A thousand-commend package therefore means something like four hours of being on the server. Plan the order so you do not need to leave: you can minimise the game and get on with your day, but the client has to stay connected.

How many accounts one order uses

As many as the commends you ordered. The sender-target pair fires once and permanently, so the same account cannot commend you twice — not today, not next month. An order for 500 commends is 500 distinct accounts that join the server, give one commend each and leave. The ceiling follows from the same rule: for any profile it equals the number of accounts that have not commended it yet.

What happens if delivery does not finish

Undelivered likes stay on your balance — they do not expire and do not "get lost in the system". Most often the cause is leaving the server early: of the orders that have gone through the service, 117 closed in full and 56 closed partially, almost always for that reason. You can come back and collect the rest whenever you like, and it does not cost anything extra.

What you see while delivery runs

The order page updates itself as delivery goes: it shows how many commends have landed, how many are left and which counter is being worked on. The link keeps working after it finishes — that is your receipt. Your profile inside the client updates more slowly than the panel does: the player card is cached on the game's side, so seeing the new numbers with your own eyes usually takes a restart of CS 2. The two can only differ in timing, not in substance.