# Down in Bermuda

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

- Steam appid: 1107300
- Developer: Yak & Co
- Released: 2021 · Genre: Adventure · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.8k to $2.7k per month (mid $2.3k)
- Opportunity score: $3.4k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 50.9k · Est. lifetime net revenue: $253.9k
- Review sentiment: 89% positive across 1654 reviews (1592 from Steam purchases)
- Review velocity: 18.3 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 7 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 3.9 years ago
- Last discounted 1 months ago, 8 sales in the last 12 months
- Proven demand elasticity: x1.9 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.1k |
| After VAT / sales tax (-13% blended) | $3.6k |
| After refunds (-9.5% median) | $3.3k |
| Net to developer (after Steam 30%) | $2.3k |

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

21, 13, 52, 20, 25, 18, 9, 15, 6, 12, 23, 21, 7, 7, 25, 12, 27, 28, 7, 17, 15, 31, 22, 18

## Estimated acquisition range

$54.8k to $109.7k (2-4x the trailing net annuity of $27.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

A cozy isometric puzzle-adventure with collectible photography mechanics and a charming cartoon art style.

Down in Bermuda has quietly sustained $2.3k/mo residual revenue on modest lifetime sales (51k units, $254k net), driven by 89% positive sentiment and consistent review velocity (18/mo). The game's casual accessibility and relaxing tone position it well for bundling into cozy-game subscription catalogs or expansion into regional markets where it remains unpenetrated. Upside is modest but stable; downside is minimal given Yak & Co's continued operation and recent discount activity.

- Most realistic play: publishing
- Risk (market): Casual puzzle-adventure segment is densely populated; differentiation rests entirely on art and tone, both easily replicated.
- Risk (other): Player feedback splits sharply on difficulty balance: casual players praise relaxation; hardcore puzzle fans dismiss it as "guess-what-to-click-next" without real challenge.

What players are asking for:
- More substantial puzzle difficulty or a hard-mode toggle
- Deeper narrative or less reliance on weak writing
- Longer campaign beyond 8-10 hours

Suggested first moves:
1. Audit regional sales concentration: identify untapped territories (e.g., Asia-Pacific, MENA) where puzzle-adventure penetration is lower and test targeted localized discount campaigns.
2. Explore bundling into Apple Arcade, Netflix Games, or Playdate catalog deals where cozy, short-form puzzle games command premium per-title rates without direct sales pressure.
3. Commission a lightweight post-launch content pack (3-5 new puzzle sets + story epilogue) at <$50k dev cost to revive review velocity and justify seasonal re-marketing push.

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/1107300
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
