# DAVIGO: VR vs. PC

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

- Steam appid: 1116540
- Developer: Davigo Studio
- Released: 2023 · Genre: Action · List price: $24.99
- 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: $4.5k/month at x2.15 dormancy multiplier
- Est. lifetime owners: 38.0k · Est. lifetime net revenue: $236.7k
- Review sentiment: 86% positive across 1391 reviews (1187 from Steam purchases)
- Review velocity: 13.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 19 months
- Studio quiet across its whole catalog
- Last build shipped 18 months ago
- Store page localized in only 1 language(s)
- No Steam discount in 4.0 years (deepest tracked: -0%)

## 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)

34, 25, 22, 54, 52, 35, 27, 26, 22, 18, 13, 23, 10, 10, 19, 16, 18, 17, 13, 21, 16, 10, 7, 14

## Missed seasonal-sale revenue (modeled)

Skipped 12 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$23.1k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$50.5k to $100.9k (2-4x the trailing net annuity of $25.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

DAVIGO: VR vs. PC is a competitive split-screen action game where one player uses VR headset and the other plays on monitor, released in 2023.

The title has generated $236k lifetime on modest sales (38k units) and maintains $2.1k/mo residual revenue with 86% positive reviews and 13.5 reviews/mo, indicating a small but engaged community. The VR-asymmetric gameplay concept is genuinely differentiated, but the single-studio, single-title publisher shows no dev activity in 18+ months and zero sales velocity in the past year. This is a low-volume indie breakout with clear product-market fit in a niche (local multiplayer VR enthusiasts) that could be revived through modest marketing or bundled into a larger VR platform play, but only if IP and engine ownership are clean.

- Most realistic play: revival
- Risk (tech): Built for VR on PC; long-term compatibility with headset firmware and driver updates is uncertain given developer inactivity since mid-2024.
- Risk (market): Local multiplayer VR is a small addressable market; growth is capped without console ports or new asymmetric game modes.
- Risk (other): Davigo Studio shows zero post-launch communication (18.6 months) and zero sales in past 12 months despite $24.99 price; studio status flagged as fading.

What players are asking for:
- Console ports (PlayStation VR2, Meta Quest) to reach wider VR installed base
- Additional game modes and maps to extend replay value
- Online multiplayer support, not just local split-screen
- Performance optimizations and bug fixes for newer headset generations

Suggested first moves:
1. Confirm IP ownership and codebase access by contacting Davigo Studio principals (or liquidation trustee); if clean, acquire code and branding for low three-figure sum given zero current revenue.
2. Audit engine (Unreal/Unity assumed), VR framework compatibility, and port feasibility to Quest 3 and PSVR2 to quantify revival cost relative to upside in co-op VR market.
3. Pilot a soft relaunch: bundle into VR subscription service (Meta Play, PlayStation Plus Extra) or bundle with headset sales for 60-90 days, track engagement and player acquisition cost to justify content expansion.

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/1116540
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
