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I Was a Teenage Exocolonist

Northway Games · 2022 · $24.99 · Indie · deal grade A

Measured on 2026-10-05 05:03 UTC. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $5.4k to $8.1k per month
  • Opportunity: $8.8k per month at x1.30 dormancy
  • Estimated lifetime owners: 178.0k
  • 96% positive across 4863 reviews · 43.5 reviews/month

Why it's flagged

  • Developer active, last post 0 months ago
  • Studio active elsewhere (2 titles tracked), so this one may welcome a partner
  • Store page localized in only 1 language(s)
  • Last discounted 0 months ago, 7 sales in the last 12 months
  • Proven demand elasticity: x1.3 review velocity during past deep sales

Analyst notes (AI-assisted)

Note written 2026-08-27; the live figures above take precedence over any numbers in it.

A narrative-driven deckbuilding game about growing up on an alien colony, where branching choices across 29 possible endings shape your relationships and survival.

This indie title has delivered exceptional lifetime performance (solid-to-mid six-figure residuals) with 96%+ positive reception and maintains quiet but consistent monthly revenue through a devoted community. The 29-ending structure and high replay value position it as an evergreen catalog asset, though the small current playerbase and single-language localization suggest untapped market potential. Best suited for a publisher seeking reliable long-tail revenue or a developer exploring sequel/IP expansion within a proven indie-game portfolio. Most realistic play: publishing.

  • Risk: Niche positioning (visual novel plus deckbuilding hybrid) limits mainstream appeal; word-of-mouth drives visibility, making organic discovery volatile.
  • Risk: Single-language Steam release (English only) despite Brazilian Portuguese reviews suggesting demand for localization; untranslated content may cap growth in non-English regions.
  • Risk: Very small concurrent playerbase (75 now, 75 in last 30 days) indicates no multiplayer or live-service anchor; all revenue derives from single-player sales and replay.

This case as Markdown · Estimates carry ±30-50% error per title.