# Blood Trail

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

- Steam appid: 1032430
- Developer: Electrovore
- Released: 2019 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $12.7k to $19.0k per month (mid $15.8k)
- Opportunity score: $21.4k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 285.2k · Est. lifetime net revenue: $1.5M
- Review sentiment: 80% positive across 7580 reviews (7130 from Steam purchases)
- Review velocity: 118.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio quiet across its whole catalog
- Last build shipped 15 months ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 4 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $28.8k |
| After VAT / sales tax (-13% blended) | $25.0k |
| After refunds (-9.5% median) | $22.6k |
| Net to developer (after Steam 30%) | $15.8k |

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

226, 118, 99, 152, 162, 150, 94, 102, 89, 104, 145, 136, 100, 91, 101, 119, 136, 173, 108, 117, 110, 147, 114, 112

## Estimated acquisition range

$380.3k to $760.6k (2-4x the trailing net annuity of $190.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

Blood Trail is a VR action sandbox built on impressive physics and gore mechanics, dormant since May 2025 with $15.8k/mo residual revenue.

Blood Trail generates solid monthly residual income ($15.8k/mo mid-estimate) and maintains 80% positive reviews despite 15+ months without developer communication. The core gameplay loop (physics, gunplay, melee) resonates strongly with players who compare it favorably to Blade and Sorcery. However, Electrovore's studio status is fading, the title is stuck in early access after 7 years, and the developer has zero public footprint. This is a acquisition target for a VR-focused publisher or studio willing to invest in polish, content, and community rebuilding; revival is viable only if IP ownership can be secured cleanly.

- Most realistic play: acquisition
- Risk (tech): Game has been in early access for 7 years with physics-heavy codebase; modernizing engine or fixing legacy bugs (aim issues, crashes, calibration) may require substantial engineering investment.
- Risk (other): Developer has been radio-silent for 15 months; unclear if Electrovore is unreachable, defunct, or in dispute; acquisition due diligence on IP chain and underlying contractual obligations is critical.
- Risk (market): VR market remains niche and price-sensitive; $24.99 is at ceiling for early-access sandbox titles; player churn risk is high without meaningful content pipeline post-acquisition.

What players are asking for:
- Regular updates and developer communication (mentioned in 12+ reviews)
- Story mode or narrative progression (multiple players reference missing campaign)
- Additional enemy types, weapons, and maps to reduce content repetition
- VR calibration and control customization improvements (height, seated mode, aim tuning)

Suggested first moves:
1. Conduct immediate IP ownership audit: verify Electrovore's legal status, identify any co-developer or publisher contracts, and clarify whether founder is reachable for negotiation or if company is dissolved.
2. Commission technical assessment of physics engine, codebase age, and cost to patch aim systems, calibration flows, and reported crash bugs; scope 3-6 month stabilization roadmap.
3. If acquisition is viable, plan 90-day post-launch comms blitz (developer blog, patch notes, roadmap reveal, Discord revival) to re-engage the 118 reviews/month cohort and reset refund sentiment before major content drops.

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/1032430
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
