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The Black Grimoire: Cursebreaker

Olipa Games · 2024 · $14.99 · Adventure · deal grade B

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

  • Estimated net residual revenue: $1.2k to $1.9k per month
  • Opportunity: $2.0k per month at x1.30 dormancy
  • Estimated lifetime owners: 35.6k
  • 83% positive across 978 reviews · 14.1 reviews/month

Why it's flagged

  • Developer active, last post 0 months ago
  • Store page localized in only 1 language(s)
  • Last discounted 0 months ago, 9 sales in the last 12 months

Analyst notes (AI-assisted)

Note written 2026-09-02; the live figures above take precedence over any numbers in it.

A single-player, turn-based RuneScape-inspired MMORPG-lite with skill progression, questing, and no multiplayer pressure, released in late 2024 by solo indie studio Olipa Games.

Cursebreaker sits in a narrow but underserved niche: nostalgia-driven, low-commitment grind with polish and Linux support. The game has shipped fresh, holds an 84% positive rating, attracts a stable cohort (still_playing_pct near 95), and generates solid four-figure monthly residuals with zero promotional spend. The risk is execution debt: emerging performance issues and control-mapping friction suggest the studio is scaling support faster than the code is stabilizing. For a publisher or revival-focused buyer, this is a product that solves a real player problem but needs either a stability pass or a content roadmap to justify retention marketing. Most realistic play: watch.

  • Risk: Multiple recent reviews cite micro-stutters, freezing on area load during combat, and performance regression since launch; Unity backend optimization appears incomplete for the target install base.
  • Risk: Audience is explicitly RuneScape veterans seeking low-pressure alternatives; competition includes OSRS, Legends of Idleon, and upcoming RuneScape mobile, all with larger communities and financial backing.
  • Risk: Tutorial and opening story sequence reports indicate weak onboarding; players who push past initial 2-3 hours report deep engagement, but refund churn in early hours is visible.

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