# Growing Up

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

- Steam appid: 1191120
- Developer: Vile Monarch
- Released: 2021 · Genre: Adventure · List price: $14.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.4k to $3.5k per month (mid $2.9k)
- Opportunity score: $6.2k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 110.0k · Est. lifetime net revenue: $411.1k
- Review sentiment: 88% positive across 3696 reviews (3437 from Steam purchases)
- Review velocity: 31.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.1 years
- Studio active elsewhere (4 titles tracked), so this one may welcome a partner
- Last build shipped 4.4 years ago
- Last discounted 0 months ago, 10 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.3k |
| After VAT / sales tax (-13% blended) | $4.6k |
| After refunds (-9.5% median) | $4.2k |
| Net to developer (after Steam 30%) | $2.9k |

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

49, 18, 31, 37, 46, 22, 26, 30, 19, 29, 29, 34, 20, 29, 14, 30, 42, 24, 34, 31, 29, 35, 29, 31

## Estimated acquisition range

$70.6k to $141.3k (2-4x the trailing net annuity of $35.3k/year). Same error range applies.

## Analyst notes (AI-assisted)

A narrative life-simulation game where player choices across a single 4-hour playthrough branch into different outcomes, with replayability built through character progression across multiple lives.

Growing Up maintains solid residual revenue of $2,943/mo against a small but devoted audience (31.5 reviews/mo, 87.8% positive), driven by high replayability and emotional storytelling around life choices. The game is approaching four years since launch with minimal post-launch support (25.6 months since last dev update), suggesting opportunity for a publishing partner to unlock DLC demand that players are explicitly requesting, or for a smaller studio to acquire and expand the catalog. The low velocity and mainstream positioning constraint mean this is a niche-audience hold rather than a breakout candidate.

- Most realistic play: publishing
- Risk (market): Genre is crowded (Chinese Parents, Volcano Princess, Lakeburg Legacies); differentiation relies on narrative quality and player perception of character depth, both of which can decay without active community engagement.
- Risk (other): Developer has shipped only four titles; uncertainty around bandwidth for post-launch content or ongoing live ops if title is revived.
- Risk (tech): Replayability mechanic (genealogical carryover) is unique but may hit content ceiling quickly; expansion requires new storylines and character arcs, not incremental features.

What players are asking for:
- DLC or sequel extending gameplay into adulthood and continuing family line
- Additional storylines and character arcs
- Expanded cosmetic/customization options
- Quality-of-life improvements to reduce perceived grind

Suggested first moves:
1. Audit player telemetry to identify which character arcs and choice branches drive longest session times and highest re-engagement; prioritize DLC storylines accordingly.
2. Survey inactive players (via Steam announcement or email) on barriers to return: cost, content fatigue, or platform availability; low-cost cosmetics or a single new life chapter could re-activate tail.
3. Evaluate porting to mobile (iOS/Android) via third-party middleware; life-sim genre performs well on mobile, and 4-hour playtime profile fits commute/casual sessions.

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/1191120
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
