# Receiver 2

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

- Steam appid: 1129310
- Developer: Wolfire Games
- Released: 2020 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.3k per month (mid $1.9k)
- Opportunity score: $3.9k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 85.3k · Est. lifetime net revenue: $366.5k
- Review sentiment: 91% positive across 3065 reviews (2843 from Steam purchases)
- Review velocity: 17.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 4.1 years
- Studio inactive: no public activity across 4 tracked titles
- Last build shipped 4.6 years ago
- Store page localized in only 4 language(s)
- Last discounted 1 months ago, 4 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.4k |
| After VAT / sales tax (-13% blended) | $3.0k |
| After refunds (-9.5% median) | $2.7k |
| Net to developer (after Steam 30%) | $1.9k |

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

19, 14, 17, 11, 16, 17, 12, 19, 25, 35, 55, 24, 33, 20, 23, 13, 25, 37, 15, 16, 20, 15, 14, 25

## Estimated acquisition range

$45.1k to $90.2k (2-4x the trailing net annuity of $22.6k/year). Same error range applies.

## Analyst notes (AI-assisted)

A hardcore first-person shooter built on hyper-realistic gun mechanics and psychological resilience themes, wrapped in a roguelike structure.

Receiver 2 has generated $366K lifetime on 85K units at a B-grade and maintains $1,880/mo residual revenue with 90.6% positive sentiment, despite developer silence for 49 months. The niche appeal (gun mechanics enthusiasts, immersive-sim fans) and thematic weight (mental health, gun safety) suggest staying power rather than abandonment. For a publisher or developer seeking a quiet earner with cult credibility and minimal ongoing support burden, this is a floor asset; for a studio wanting to build a franchise, the question is whether the designer's vision can scale beyond the current audience or whether the game has reached its natural ceiling.

- Most realistic play: watch
- Risk (market): Gun-mechanics niche is small and self-selecting; mainstream appeal appears capped despite 90% positive ratio.
- Risk (tech): No developer communication in 49 months raises questions about engine maintenance, compatibility, and whether technical debt is accumulating.
- Risk (other): Game contains thematic content (suicide prevention messaging, mental health) that some players report intensifies psychological distress rather than alleviating it; sensitivity and messaging clarity are ongoing perception risks.

What players are asking for:
- Clarity on gun-reliability and malfunction mechanics (players unsure when/why firearms fail)
- Difficulty balancing or progression tuning (spike in enemy density at higher levels frustrates completion)
- Better onboarding/tutorial for early-game systems discovery

Suggested first moves:
1. Audit developer IP ownership and publishing rights to confirm clear title and any ongoing obligations (Wolfire Games status unclear despite 'ghost' flag).
2. Commission a sensitivity review of mental-health messaging and difficulty-curve design with a psychologist or game-design ethics consultant, given contradictory player feedback on therapeutic vs. harmful impact.
3. Test a modest content update (difficulty modes, tutorial expansion, reliability-mechanic clarity) against the existing player base to measure engagement lift and retention without major engineering cost.

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/1129310
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
