# Aragami 2

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

- Steam appid: 1158370
- Developer: Lince Works
- Released: 2021 · Genre: Action · List price: $34.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.9k to $5.9k per month (mid $4.9k)
- Opportunity score: $7.9k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 110.7k · Est. lifetime net revenue: $966.0k
- Review sentiment: 76% positive across 4621 reviews (3460 from Steam purchases)
- Review velocity: 22.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.5 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 9 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $8.9k |
| After VAT / sales tax (-13% blended) | $7.8k |
| After refunds (-9.5% median) | $7.0k |
| Net to developer (after Steam 30%) | $4.9k |

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

33, 27, 15, 21, 38, 32, 14, 33, 28, 18, 24, 59, 37, 25, 30, 23, 28, 38, 13, 22, 20, 21, 27, 32

## Estimated acquisition range

$117.8k to $235.6k (2-4x the trailing net annuity of $58.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

Aragami 2 is a stealth-action game with co-op play and Sekiro-adjacent combat, developed by Lince Works and released in 2021.

Aragami 2 has generated ~$966k lifetime net revenue on ~111k units sold, earning $4.9k/mo residually with a 75.8% positive rating. The title sits quietly off mainstream radar (not tracked by ITAD, no sales recorded in last 12 months), but player feedback suggests a polished stealth experience with strong combat and art direction. Revival or publishing-partnership play could unlock dormant interest through co-op stability fixes and controller support parity, given the core loop retains engagement (median 21-42h session depth).

- Most realistic play: revival
- Risk (multiplayer): Multiple players report co-op progression breaking permanently mid-campaign, making the co-op selling point unplayable for half the playerbase.
- Risk (tech): Controller support advertised (Dualsense) but not delivered; unresolved for years per player reports, limiting console-crossover appeal.
- Risk (market): No recorded sales in past 12 months and developer has posted no public update in 42 months; community may perceive title as inactive.

What players are asking for:
- Fix co-op progression bugs that lock players out of multiplayer permanently
- Implement actual Dualsense haptic support as advertised
- Restore or clarify shadow-painting mechanic from first game
- Port to console or improve cross-platform stability

Suggested first moves:
1. Audit co-op backend for progression persistence bugs; scope a one-month stability patch to re-enable multiplayer and relaunch with 'co-op fixed' messaging.
2. Verify Dualsense haptic implementation feasibility; if viable, add to patch and market as 'console update' to reach PlayStation ecosystem.
3. Run a modest paid-media campaign ($5-10k) targeting stealth-action audiences (Sekiro, Dishonored fans) and co-op players, emphasizing 42h median playtime and 75%+ positive ratio.

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/1158370
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
