# Astalon: Tears of the Earth

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

- Steam appid: 1046400
- Developer: LABS Works
- Publisher: DANGEN Entertainment
- Released: 2021 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $997 to $1.5k per month (mid $1.2k)
- Opportunity score: $2.3k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 31.4k · Est. lifetime net revenue: $156.3k
- Review sentiment: 90% positive across 1533 reviews (980 from Steam purchases)
- Review velocity: 10.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 22 months
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 4.5 years ago
- Last discounted 0 months ago, 8 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.3k |
| After VAT / sales tax (-13% blended) | $2.0k |
| After refunds (-9.5% median) | $1.8k |
| Net to developer (after Steam 30%) | $1.2k |

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

9, 11, 3, 7, 8, 5, 3, 4, 6, 9, 7, 9, 4, 12, 15, 12, 13, 9, 11, 4, 10, 5, 11, 19

## Estimated acquisition range

$29.9k to $59.8k (2-4x the trailing net annuity of $15.0k/year). Same error range applies.

## Analyst notes (AI-assisted)

Astalon: Tears of the Earth is a 2021 indie Metroidvania with punishing difficulty, tight controls, and a retro-inspired aesthetic that earned a 90% positive score across 1,533 Steam reviews.

This title sits in a curious middle ground: strong critical reception (90%+), steady $1,246/mo residual revenue, and genuine player affection, yet it operates under a studio with only one title and no dev engagement in 22+ months. The IP is original, the design is well-regarded, and the game remains evergreen-adjacent despite the publisher-developer silence. For a small publisher or experienced indie studio seeking a proven Metroidvania engine with loyal community and zero licensing overhead, this represents undervalued catalog depth that could scale with modest marketing or a console port.

- Most realistic play: acquisition
- Risk (other): Studio status listed as 'fading' with only one title and no documented developer communication in 22 months; IP and code control clarity unclear.
- Risk (market): Extremely niche: 31,360 lifetime units, $156k net lifetime, and only 8 sales in the past 12 months suggest saturated Metroidvania market and player fatigue; revival would require fresh positioning.
- Risk (tech): Game is 54+ months old; engine and codebase maturity unknown, and platform fragmentation (10 language support suggests console ports exist but case file does not detail them).

What players are asking for:
- Healing mechanics or difficulty tuning (multiple reviews cite punishing spike design and lack of item recovery).
- Console ports or wider platform availability.
- Quality-of-life UI improvements and fewer backtracking slog sections.

Suggested first moves:
1. Confirm IP ownership, source code custody, and whether LABS Works or DANGEN Entertainment holds exclusive publishing rights; clarify console port status and any dormant localization deals.
2. Audit current sales channels (Steam 64% of revenue per key_share_pct) and run a low-cost repositioning test (e.g., seasonal sale, console launch, YouTube influencer seeding) to measure elasticity (1.49) and lift potential.
3. If acquisition is viable, model a post-launch patch roadmap focused on difficulty modes, quality-of-life, and a single meaningful content drop (e.g., new character, optional boss) to reactivate community and justify price repositioning.

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/1046400
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
