# Fishing: North Atlantic - Enhanced Edition

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

- Steam appid: 1264250
- Developer: Misc Games
- Released: 2020 · Genre: Simulation · List price: $34.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.8k to $2.7k per month (mid $2.3k)
- Opportunity score: $4.1k/month at x1.80 dormancy multiplier
- Est. lifetime owners: 76.0k · Est. lifetime net revenue: $571.3k
- Review sentiment: 77% positive across 2771 reviews (2532 from Steam purchases)
- Review velocity: 12.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 0 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 30 months ago
- No Steam discount in 4.0 years (deepest tracked: -0%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.2k |
| After VAT / sales tax (-13% blended) | $3.6k |
| After refunds (-9.5% median) | $3.3k |
| Net to developer (after Steam 30%) | $2.3k |

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

11, 22, 19, 17, 10, 18, 7, 20, 24, 29, 24, 20, 12, 14, 18, 12, 18, 16, 13, 10, 11, 14, 9, 16

## Missed seasonal-sale revenue (modeled)

Skipped 12 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$17.9k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$54.9k to $109.8k (2-4x the trailing net annuity of $27.5k/year). Same error range applies.

## Analyst notes (AI-assisted)

Fishing: North Atlantic is a simulation game where players manage commercial fishing operations in the Atlantic, released in 2020 and still generating modest monthly revenue.

This title sits in a quiet but stable niche: $2.3k/mo residual revenue on a $571k lifetime base with 77% positive reviews, suggesting genuine fan attachment despite acknowledged technical debt. The game trades at $35 with zero discounting strategy and minimal marketing post-launch, making it attractive for a small publisher or sim-enthusiast acquirer willing to patch stability issues and reactivate community engagement. However, the developer remains active (post within the last 10 days) and the title shows no signs of forced liquidation, so acquisition would require negotiation rather than distressed purchase.

- Most realistic play: acquisition
- Risk (tech): Multiple players report save-breaking crashes and worker/dredge freezes; patches appear infrequent, and older-build status suggests engine or dependency rot.
- Risk (market): Niche sim audience; comparison-shopper reviews suggest players actively seeking newer alternatives, indicating limited growth ceiling without content expansion.
- Risk (other): Developer statement of abandonment in favor of a new title may signal IP focus shift; verify developer's roadmap and IP claims before structuring deal.

What players are asking for:
- Time compression or faster ship transit mechanics to reduce downtime
- Stability patches for crash and freeze bugs affecting saves
- Promised features from pre-launch roadmap
- New ship types or fishing mechanics to refresh endgame

Suggested first moves:
1. Audit the codebase for crash vectors and dependency issues; prioritize a stability patch as proof of intent to the community.
2. Inventory the promised feature backlog from launch communications and estimate effort to deliver 2-3 high-impact quality-of-life improvements (e.g., time compression, ship handling tuning).
3. Engage the developer directly to clarify IP ownership, current resource allocation, and appetite for partnership vs. full acquisition; confirm whether new title competes or complements this one.

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/1264250
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
