# Gedonia

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

- Steam appid: 1114220
- Developer: Kazakov Oleg
- Released: 2022 · Genre: RPG · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.3k to $2.0k per month (mid $1.6k)
- Opportunity score: $2.1k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 115.8k · Est. lifetime net revenue: $433.0k
- Review sentiment: 87% positive across 3930 reviews (3620 from Steam purchases)
- Review velocity: 17.5 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 6 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 20 months ago
- Store page localized in only 2 language(s)
- Last discounted 1 months ago, 8 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.0k |
| After VAT / sales tax (-13% blended) | $2.6k |
| After refunds (-9.5% median) | $2.3k |
| Net to developer (after Steam 30%) | $1.6k |

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

30, 23, 29, 17, 53, 33, 10, 23, 32, 28, 18, 27, 21, 18, 17, 27, 25, 22, 12, 19, 14, 16, 15, 29

## Estimated acquisition range

$39.2k to $78.5k (2-4x the trailing net annuity of $19.6k/year). Same error range applies.

## Analyst notes (AI-assisted)

Gedonia is a solo-dev open-world fantasy RPG with satisfying combat and extensive content that has quietly accumulated 116k lifetime sales.

This passion project has crossed $433k lifetime revenue on a $14.99 price point with 87% positive reviews, yet generates only $1.6k/mo residual income and minimal review activity (17.5/mo). The game has real mechanical strengths (combat, ability depth, achievement design) but suffers from weak narrative, writing quality and mid-late-game repetition that caps its ceiling. Acquisition makes limited sense, but a publishing or licensing play could unlock modest upside by addressing known polish gaps and expanding the modding ecosystem a solo dev cannot maintain alone.

- Most realistic play: publishing
- Risk (market): Open-world fantasy RPG category is saturated; Gedonia has no franchise or IP moat.
- Risk (tech): Unity codebase has documented technical issues (save system, audio loops, cutscene FPS) that required fan patches; maintainability unknown.
- Risk (other): Solo developer with two titles; production capacity and long-term availability uncertain, especially if studio status changes.

What players are asking for:
- End-game content expansion and story depth
- Bug fixes and polish (cutscene performance, audio loops, save system reliability)
- Late-game combat variety and class balancing
- Official mod support or curated mod tools

Suggested first moves:
1. Audit the Unity codebase and document remaining technical debt (FPS, save, audio); estimate cost to productize fan patches into an official 1.1 patch.
2. Conduct narrative review with sample players to quantify writing/localization as a barrier to sequel or expanded content play; consider light rewrite or hiring a narrative contractor.
3. Engage the modding community (Nexusmods activity, Discord) to understand appetite for a published mod-kit or content creation partnership that the solo dev cannot scale.

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/1114220
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
