# Azur Lane Crosswave

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

- Steam appid: 1150080
- Developer: IDEA FACTORY
- Publisher: Idea Factory International
- Released: 2020 · Genre: Action · List price: $39.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.4k to $2.1k per month (mid $1.8k)
- Opportunity score: $3.3k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 196.0k · Est. lifetime net revenue: $1.7M
- Review sentiment: 69% positive across 7428 reviews (6534 from Steam purchases)
- Review velocity: 8.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 23 months
- Studio active elsewhere (37 titles tracked), so this one may welcome a partner
- Last build shipped 5.9 years ago
- Store page localized in only 4 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.3k |
| After VAT / sales tax (-13% blended) | $2.8k |
| After refunds (-9.5% median) | $2.6k |
| Net to developer (after Steam 30%) | $1.8k |

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

8, 10, 8, 6, 21, 11, 14, 6, 4, 7, 11, 11, 9, 9, 10, 4, 4, 14, 7, 4, 6, 10, 10, 13

## Estimated acquisition range

$43.0k to $86.0k (2-4x the trailing net annuity of $21.5k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2020 action game spinoff of the popular Azur Lane mobile gacha franchise, featuring shipgirl characters in combat scenarios.

Azur Lane Crosswave sits in a quiet zone: it cleared $1.68M lifetime on modest volume (196k units) with stable 69% positive sentiment and $1.79k/mo residual revenue. The game operates under Yostar's IP umbrella and benefits from an active, loyal mobile fanbase that treats it as supplementary canon rather than replacement. For a mobile-game publisher or IP holder seeking to expand console/PC engagement with zero acquisition friction, this is a low-risk catalog hold; for a third party, revival economics are marginal unless bundled with sequel rights or cross-promotion deals.

- Most realistic play: watch
- Risk (market): Azur Lane mobile gacha remains the primary revenue engine; console spinoff sits perpetually in its shadow with no new content in 23+ months.
- Risk (tech): 71 months post-launch with no reported updates; player technical friction risk if Steam runtime environment shifts.
- Risk (other): Yostar controls the IP and likely retains publishing rights; third-party acquisition of the title alone is probably not feasible.

What players are asking for:
- Long Island and other character merchandise collaboration
- Narrative alignment and canon continuity with mobile gacha events
- Quality-of-life features and UI refinements from console perspective

Suggested first moves:
1. Confirm IP rights holder (likely Yostar) and whether publishing rights permit sequel, port or merchandise integration without renegotiation.
2. Map residual $1.79k/mo revenue against support cost; if net-positive cashflow, consider holding as low-touch catalog title and tag for bundling in platform multi-title licensing deals.
3. If Yostar controls rights, pitch co-marketing window around next major mobile gacha event to drive console player trials and social proof for franchise newcomers.

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/1150080
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
