ResidualPlaybeta Open the radar

Killing Floor

Tripwire Interactive · 2009 · $19.99 · Action · deal grade A

Measured on 2026-09-24 10:29 UTC, 11 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $5.3k to $7.9k per month
  • Opportunity: $10.5k per month at x1.60 dormancy
  • Estimated lifetime owners: 3.0M
  • 95% positive across 68960 reviews · 61.3 reviews/month

Why it's flagged

  • Developer silent for 6.2 years
  • Studio active elsewhere (6 titles tracked), so this one may welcome a partner
  • 42% of reviews come from key activations (excluded from revenue estimates)

Analyst notes (AI-assisted)

Note written 2026-08-25; the live figures above take precedence over any numbers in it.

A 2009 co-op wave-survival FPS where players fight procedurally-spawned zed hordes across industrial maps, leveling distinct perks with class-locked loadouts.

Killing Floor remains a quiet profit engine: solid mid-four-figure monthly residuals on zero promotional activity, 95%+ positive sentiment, and a devoted core still posting modded content to workshop. The core franchise has moved to KF2/KF3, making KF1 acquisition unlikely; however, it's a textbook candidate for a publisher seeking durable co-op IP with minimal maintenance overhead or for a studio licensing the formula for region-locked or IP-adjacent projects. Risks center on aging tech (uncapped menu framerate issues reported), sparse player discovery (DDoS griefing cited), and sequels cannibalization, not quality or community health. Most realistic play: licensing.

  • Risk: Menu rendering bug causing system overheating is documented in recent reviews; server stability issues (DDoS vulnerability on aged infrastructure) flagged by active players.
  • Risk: Player base fragmentation across difficulty modes and modded servers creates high friction for new entrants; most public lobbies are either dead or hardcore-tuned, limiting on-ramp.
  • Risk: KF2 and KF3 established dominance in the franchise; any acquisition or revival must justify existence vs. mainline sequels rather than compete within them.

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