# Cyber Hook

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

- Steam appid: 1130410
- Developer: Blazing Stick
- Publisher: Graffiti Games
- Released: 2020 · Genre: Action · 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: $3.4k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 92.7k · Est. lifetime net revenue: $298.7k
- Review sentiment: 95% positive across 4177 reviews (3090 from Steam purchases)
- Review velocity: 20.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.7 years
- Studio inactive: no public activity across 1 tracked titles
- Last build shipped 3.9 years ago
- Last discounted 0 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales

## 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)

40, 39, 225, 63, 60, 49, 36, 58, 24, 19, 43, 50, 30, 27, 18, 13, 21, 16, 24, 27, 21, 15, 21, 14

## Estimated acquisition range

$39.3k to $78.6k (2-4x the trailing net annuity of $19.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

A grappling-hook action platformer built around fast, skill-based movement and speedrun-friendly level design.

Cyber Hook has quietly earned $299k lifetime on 93k units with a 95% positive rating and steady speedrunning engagement, yet sits dormant under a ghost studio. The game's mechanics are tight, the community vocal, and residual revenue stable at $1.6k/mo. This is a clean acquisition target for a publisher seeking a proven, low-maintenance catalog title with immediate revival upside: community plainly wants more content (longer story, additional levels), and the current 80% discount suggests the publisher is either liquidating or testing floor price.

- Most realistic play: acquisition
- Risk (tech): Developer (Blazing Stick) inactive 44+ months; code handoff, engine stability, and platform certification drift (especially console ports) will require audit.
- Risk (market): Hardcore speedrun/movement title with niche appeal; expansion content must hit design bar or risk diluting the core 95% sentiment.
- Risk (other): Velocity is choppy and declining (24-month trend: 225 units down to 14); $3.4k/mo opportunity assumes modest marketing lift, not organic recovery.

What players are asking for:
- More levels and story expansion (mentioned explicitly in multiple reviews)
- Longer campaign depth beyond short, speedrun-focused stages
- Console/mobile ports to reach movement-game audiences outside Steam

Suggested first moves:
1. Audit code, engine (likely GodotEngine or Unity), and IP chain; confirm no third-party asset licenses or revenue-share traps.
2. Reach out to active speedrun community (likely Discord/Twitch) to gauge interest in funded expansion (10-15 new levels, 2-3 story beats); use feedback to scope revival campaign ROI.
3. Model console ports (Nintendo Switch, PlayStation) using elasticity (1.44) and current $2.99 price point; speedrun titles often see 2-3x lift on handheld; evaluate against porting 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/1130410
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
