# UNSIGHTED

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

- Steam appid: 1062110
- Developer: Studio Pixel Punk
- Publisher: Balor Games
- Released: 2021 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.7k to $2.5k per month (mid $2.1k)
- Opportunity score: $3.1k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 59.0k · Est. lifetime net revenue: $294.3k
- Review sentiment: 93% positive across 2215 reviews (1845 from Steam purchases)
- Review velocity: 16.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Last build shipped 4.7 years ago
- Last discounted 1 months ago, 7 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 | $3.8k |
| After VAT / sales tax (-13% blended) | $3.3k |
| After refunds (-9.5% median) | $3.0k |
| Net to developer (after Steam 30%) | $2.1k |

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

36, 23, 11, 16, 29, 19, 32, 19, 19, 13, 18, 23, 31, 16, 26, 15, 22, 16, 11, 21, 14, 14, 21, 19

## Estimated acquisition range

$49.8k to $99.7k (2-4x the trailing net annuity of $24.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2021 action-adventure metroidvania with a time-management core mechanic where NPCs have limited lifespans, forcing consequential player choices.

Unsighted sits in an uncommon strategic position: 93% positive sentiment, $2,077/mo residual revenue, and strong player attachment (16.7 reviews/mo for a 4.7-year-old title) despite negligible recent marketing and modest sales velocity. The game's signature mechanic, irreversible NPC deaths tied to player resource allocation, creates high replay value and word-of-mouth legs. For a revival campaign or indie catalog acquisition, this title offers proven design, minimal technical debt, and upside from console ports, merchandise licensing, or soundtrack/art-book bundling that the original publisher has not pursued.

- Most realistic play: revival
- Risk (market): Indie action-adventure market is crowded; discoverability on Steam has likely plateaued despite strong reviews.
- Risk (other): Developer is single-title studio with 1.8 months since last public communication; unknown capacity or appetite for post-launch support.
- Risk (tech): Player complaints center on puzzle/traversal friction and one-way-door navigation design; these are foundational systems and difficult to revise without full replay testing.

What players are asking for:
- Quality-of-life improvements to traversal and puzzle design (reduce friction on backtracking)
- Console versions (Switch, PlayStation, Xbox)
- Accessibility options for the core timer mechanic
- Expanded lore and soundtrack release

Suggested first moves:
1. Secure rights and conduct console certification prep (Switch is highest ROI); target 2025 launch window to capitalize on indie resurgence cycle.
2. Conduct lightweight UX audit on traversal systems and map out minimal-friction design patches; prioritize player feedback from top 100 Steam reviews.
3. Explore IP extensions: licensed soundtrack on Bandcamp, art book via Kickstarter or print-on-demand, and licensing soundtrack to indie game publishers as promotional tie-ins.

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/1062110
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
