# Pilgrims

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

- Steam appid: 1049280
- Developer: Amanita Design
- Released: 2019 · Genre: Adventure · List price: $6.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.9k to $2.9k per month (mid $2.4k)
- Opportunity score: $3.6k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 221.8k · Est. lifetime net revenue: $333.2k
- Review sentiment: 96% positive across 6272 reviews (5545 from Steam purchases)
- Review velocity: 63.3 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (9 titles tracked), so this one may welcome a partner
- Last build shipped 3.4 years ago
- Last discounted 1 months ago, 10 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.3k |
| After VAT / sales tax (-13% blended) | $3.8k |
| After refunds (-9.5% median) | $3.4k |
| Net to developer (after Steam 30%) | $2.4k |

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

47, 72, 32, 108, 85, 81, 54, 92, 39, 63, 77, 77, 168, 214, 106, 62, 63, 54, 75, 62, 42, 58, 79, 64

## Estimated acquisition range

$57.1k to $114.2k (2-4x the trailing net annuity of $28.5k/year). Same error range applies.

## Analyst notes (AI-assisted)

A wordless, hand-drawn point-and-click adventure where players solve puzzles by bartering characters and items across surreal scenarios.

Pilgrims is a quiet earner from a respected indie studio, generating $2.4k/mo on just $7 with minimal ongoing marketing. The 96% positive rating and passionate community (fans buying the physical board game) suggest untapped licensing and adaptation potential. For publishers seeking low-risk catalog depth or studios exploring IP expansion, this is worth evaluating, though the 1-2 hour play time limits mainstream appeal and DLC runway.

- Most realistic play: licensing
- Risk (market): One-hour play sessions and reported shortness complaints limit audience size and sequel justification without major scope expansion.
- Risk (other): Developer posted 1.6 months ago but last deep sale was 0.7 months ago, suggesting possible price experimentation or clearing inventory ahead of new work.

What players are asking for:
- DLC or sequel expansion
- Longer campaign or repeat play value
- More puzzle difficulty or challenge modes
- Physical board game integration or cross-promotion

Suggested first moves:
1. Audit IP ownership and franchise rights held by Amanita Design; confirm feasibility of board game licensing expansion or tabletop adaptation deals.
2. Analyze the $3.6k/mo opportunity gap: test seasonal discounting, bundle offers, or regional pricing to shift velocity toward the high residual estimate.
3. Commission a prototype or design doc for a 3-5 hour sequel or spiritual successor; validate whether community appetite for 'more Pilgrims' can sustain a full-scale revival project.

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/1049280
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
