ResidualPlaybeta Open the radar

The Suicide of Rachel Foster

ONE-O-ONE GAMES · 2020 · $17.99 · Adventure · deal grade B

Measured on 2026-10-02 07:18 UTC, 4 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $1.4k to $2.1k per month
  • Opportunity: $2.7k per month at x1.60 dormancy
  • Estimated lifetime owners: 213.0k
  • 68% positive across 6909 reviews · 17.7 reviews/month

Why it's flagged

  • Developer silent for 4.4 years
  • Studio active elsewhere (2 titles tracked), so this one may welcome a partner
  • Last discounted 0 months ago, 11 sales in the last 12 months
  • Proven demand elasticity: x1.4 review velocity during past deep sales

Analyst notes (AI-assisted)

Note written 2026-08-22; the live figures above take precedence over any numbers in it.

A 2020 narrative adventure set in an abandoned hotel where a woman investigates her family's dark secrets through exploration and environmental storytelling.

The Suicide of Rachel Foster sits in an unusual position: it has accrued 159k lifetime units and $615k net lifetime revenue on modest monthly marketing (11 discounts in 12 months), yet generates $2.3k/mo residual income from a dormant 51-month-old title with zero active developer posts. The 68% positive rating and 35% still-playing rate suggest strong word-of-mouth on niche audiences. However, heavy creative controversy around narrative content (pedophilia framing) divides the community and creates reputational risk for any acquirer. Best suited for a publisher with appetite for mature indie catalog diversification or a revival partner willing to reframe messaging around craft and atmosphere. Most realistic play: watch.

  • Risk: 68% positive rating masks polarized sentiment: multiple reviews cite narrative choices around adult-child relationships as morally objectionable and unresolved thematically, creating potential brand-association friction.
  • Risk: Developer studio status is marked inactive with zero posts in 51 months; any post-acquisition support, patching or sequel development would require external team engagement.
  • Risk: Median playtime of 5.2 hours and player complaints about pacing, movement speed, and unclear puzzle logic suggest design friction that discourages replay or recommendation to broader audiences.

This case as Markdown · Estimates carry ±30-50% error per title.