# Into the Radius VR

> ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title.

- Steam appid: 1012790
- Developer: CM IMMERSIVE
- Released: 2020 · Genre: Action · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $4.9k to $7.3k per month (mid $6.1k)
- Opportunity score: $7.9k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 290.6k · Est. lifetime net revenue: $1.9M
- Review sentiment: 94% positive across 11284 reviews (9688 from Steam purchases)
- Review velocity: 37.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 0 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 34 months ago
- Last discounted 0 months ago, 10 sales in the last 12 months

## Where a gross dollar goes (monthly, at current velocity)

| Stage | USD/month |
|---|---|
| Gross storefront sales | $11.0k |
| After VAT / sales tax (-13% blended) | $9.6k |
| After refunds (-9.5% median) | $8.7k |
| Net to developer (after Steam 30%) | $6.1k |

## Monthly review counts, oldest to newest (24 months)

80, 46, 46, 71, 81, 86, 69, 61, 63, 46, 49, 48, 43, 23, 41, 49, 38, 60, 44, 34, 41, 37, 37, 33

## Estimated acquisition range

$145.7k to $291.4k (2-4x the trailing net annuity of $72.8k/year). Same error range applies.

## Analyst notes (AI-assisted)

Into the Radius VR is a tactical first-person looter-shooter set in a post-Soviet anomaly zone, built ground-up for VR with manual gear management and atmospheric exploration.

This title has quietly become a pillar of the high-end VR catalog, generating $1.87M lifetime on modest sales (290k units) and still earning $6,070/mo residual revenue. The 93.5% positive rating, active developer (posts monthly), and strong replay loops suggest durable demand in a niche but growing market. Acquisition or publishing expansion makes sense for buyers seeking reliable VR IP with minimal marketing overhead and proven mod/platform extensibility.

- Most realistic play: acquisition
- Risk (market): VR installed base remains constrained; growth depends on Meta/Valve hardware cycles and price sensitivity in the $15-30 range where the game competes.
- Risk (tech): Current build is 34 months old; upgrading to next-gen engines or expanding to console VR may require substantial reengineering by a new owner.
- Risk (other): Studio is single-title, so acquisition bundles execution risk; succession and team retention post-close are critical unknowns.

What players are asking for:
- Sequel or DLC expansion (players reference ITR2 as existing title; demand for fresh content or crossover features)
- Performance optimization on lower-end hardware (Quest 2, PCVR rigs with marginal specs)
- QoL improvements to inventory/base management (core loop is praised but tedium acknowledged by power players)

Suggested first moves:
1. Validate IP ownership and studio contracts (confirm CM Immersive owns all assets, engine code, and mod tools outright; check for any third-party engine or middleware encumbrances).
2. Map the sequel/DLC roadmap and player acquisition channel (developer posts monthly, so interview them on canonical plans, mod platform reach, and cross-promotion with ITR2).
3. Run a platform-agnostic port audit (assess effort to bring ITR1 to console VR, Apple Vision Pro, or standalone Quest; prioritize highest-ROI target given hardware TAM growth in next 12-24 months).

Generated 2026-08-20 from public signals and player reviews. Directional, not diligence.

## Methodology

Units are estimated from Steam-purchase reviews times a release-cohort multiplier (Boxleiter method, 20-75x by year). Revenue uses an effective price (lifetime discounts and regional pricing) and nets out VAT (~13%), refunds (~9.5%) and Steam's 30% cut: roughly 55% of gross reaches the developer.

Source: https://residualplay.com/game/1012790
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
