# Call of the Sea

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

- Steam appid: 1042490
- Developer: Out of the Blue Games
- Publisher: Raw Fury
- Released: 2020 · Genre: Adventure · List price: $19.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $6.9k to $10.3k per month (mid $8.6k)
- Opportunity score: $12.9k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 134.2k · Est. lifetime net revenue: $576.7k
- Review sentiment: 88% positive across 6342 reviews (4474 from Steam purchases)
- Review velocity: 80.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 3 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 5.2 years ago
- Last discounted 1 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.7 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $15.6k |
| After VAT / sales tax (-13% blended) | $13.6k |
| After refunds (-9.5% median) | $12.3k |
| Net to developer (after Steam 30%) | $8.6k |

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

32, 41, 26, 22, 53, 28, 25, 32, 107, 43, 62, 88, 55, 29, 43, 32, 45, 90, 39, 88, 81, 90, 84, 99

## Estimated acquisition range

$206.7k to $413.4k (2-4x the trailing net annuity of $103.3k/year). Same error range applies.

## Analyst notes (AI-assisted)

A narrative adventure game set in Lovecraft's mythos where players explore a mysterious Pacific island, solving puzzles to uncover the fate of a lost expedition.

Call of the Sea holds 87.8% positive sentiment and generates $8.6k/mo residual revenue on a four-year-old title with minimal marketing friction. The core appeal, accessible puzzle design paired with literary atmosphere, resonates durably with story-first players who tolerate slow pacing. For a publisher or acquisition-minded studio, this represents a quiet catalog asset with room for revival via modern platform ports, VR adaptation (thematically suited), or international localization beyond the current 14 languages.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Game draws directly from H.P. Lovecraft's mythos; confirm whether Out of the Blue Games holds sublicense or operates under Lovecraft IP holder tolerance, as Lovecraft Estate licensing terms can be restrictive and costly.
- Risk (market): Velocity data shows high variance (11–107 sales/mo over 24m); spikes correlate with discounts or external coverage, suggesting limited organic discovery and inelastic pricing power.
- Risk (other): Recurrent player complaint about slow movement speed and unintuitive late-game puzzles hints at UX friction that may suppress replay and word-of-mouth despite narrative strength.

What players are asking for:
- Sequel or expanded universe content (players mention Call of the Elder Gods spin-off positively)
- Quality-of-life updates: faster movement toggle, puzzle hint system, accessibility options
- Port to Switch, VR, or mobile platforms to reach adventure/story audiences outside PC

Suggested first moves:
1. Audit Lovecraft IP licensing status and renewal cost; confirm Raw Fury holds sublicense and whether it transfers with acquisition or requires renegotiation.
2. Conduct A/B test price sensitivity and discount elasticity (1.67x) by running a 50% flash sale and tracking conversion uplift; data suggests untapped revenue on platforms like GOG or TikTok Shop.
3. Scope VR port feasibility: first-person puzzle-exploration on Meta Quest 3 or PlayStation VR2 would align with the game's atmospheric design and high-touch storytelling, potentially unlocking 30–50% new revenue.

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/1042490
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
