# In Sound Mind

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

- Steam appid: 1119980
- Developer: We Create Stuff
- Publisher: Black Lantern Collective
- Released: 2021 · Genre: Action · List price: $34.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $10.1k to $15.1k per month (mid $12.6k)
- Opportunity score: $18.9k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 173.5k · Est. lifetime net revenue: $1.5M
- Review sentiment: 95% positive across 6929 reviews (5423 from Steam purchases)
- Review velocity: 57.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 10 months ago
- Last build shipped 3.9 years ago
- Last discounted 0 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.3 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $22.8k |
| After VAT / sales tax (-13% blended) | $19.9k |
| After refunds (-9.5% median) | $18.0k |
| Net to developer (after Steam 30%) | $12.6k |

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

238, 99, 68, 67, 79, 95, 66, 88, 69, 81, 54, 83, 52, 52, 49, 147, 83, 86, 52, 84, 63, 50, 50, 47

## Estimated acquisition range

$301.9k to $603.7k (2-4x the trailing net annuity of $150.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2021 first-person psychological horror adventure where a therapist explores the fractured minds of past patients, blending narrative-driven exploration with puzzle-solving and light combat.

In Sound Mind has generated $1.51M lifetime revenue on 173k units with a 95% positive rating and sustained 57 reviews/month, indicating strong word-of-mouth and emotional resonance despite zero mainstream marketing push. The game's core strength is storytelling around mental health themes with a devoted niche audience, but it sits quiet on publisher radar: perfect for a studio seeking IP with proven emotional depth and a foundation for sequel or transmedia expansion. For revival-focused buyers, the low monthly residual ($12.6k/mo mid-case) and 10-month dev silence suggest opportunity to reactivate via cosmetic DLC, console ports, or narrative extensions.

- Most realistic play: revival
- Risk (market): Niche psychological horror positioning makes broad AAA repositioning difficult; audience is highly engaged but capped by genre and mental-health subject matter specificity.
- Risk (tech): Player reviews mention hit-box issues and occasional control complaints; technical debt may limit port feasibility without fresh investment.
- Risk (other): Developer We Create Stuff operates as single-title studio; no track record on post-launch support or sequels raises execution risk for expansion plans.

What players are asking for:
- Sequel or expanded narrative content (multiple players invoke character Agent Rainbow by name, requesting more of this persona)
- Console versions, especially Switch for accessibility and reach
- Cosmetic DLC or player-customization options
- Remaster or visual polish (framerate, art-style coherence mentioned in mixed reviews)

Suggested first moves:
1. Audit developer's post-launch roadmap (last dev post 10 months ago) and acquire or negotiate publishing rights to reissue with bug fixes, QoL patches, and console roadmap; exploit 1.28 elasticity to test pricing tiers.
2. Commission cosmetic DLC pack (character skins, weapon themes) or narrative epilogue featuring Agent Rainbow character, which players name-drop as franchise vehicle; launch via seasonal event to reactivate email list.
3. Explore indie-to-console porting (Nintendo Switch, PlayStation) via external studio; psychological horror + narrative depth + accessible difficulty options align with Nintendo's indie catalogue strategy and will tap console-exclusive audience at $8-12k/mo new revenue.

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/1119980
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
