Melvor Idle
Games by Malcs · 2021 · $9.99 · Adventure · deal grade A
Measured on 2026-09-23 10:46 UTC, 12 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $4.0k to $6.0k per month
- Opportunity: $6.8k per month at x1.35 dormancy
- Estimated lifetime owners: 586.0k
- 90% positive across 16251 reviews · 80.7 reviews/month
Why it's flagged
- Developer silent for 17 months
- Studio quiet across its whole catalog
- Last discounted 1 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.3 review velocity during past deep sales
Analyst notes (AI-assisted)
Note written 2026-08-25; the live figures above take precedence over any numbers in it.
Melvor Idle is a browser-based, offline-playable skill progression idle game inspired by RuneScape's training loops, with cross-platform saves and mod support.
Melvor Idle holds solid residual revenue and a fiercely loyal playerbase despite being in a quiet development phase. The core tension is architectural: a single-player idle game that requires always-online authentication creates genuine friction that has cost it momentum and generated vocal churn. For a publisher or acquirer, the opportunity lies in either licensing the IP cleanly for mobile/web expansion or acquiring the title to unlock offline-mode architecture and reignite casual player acquisition. The franchise signal (Melvor 2 in development) and cross-platform monetization suggest runway, but server dependency is the primary risk. Most realistic play: acquisition.
- Risk: Always-online authentication requirement for a single-player idle game has driven repeated negative reviews and platform fragmentation; offline-mode retrofit could be expensive.
- Risk: Server infrastructure cost and reliability directly impact player experience; cloud outages have triggered review brigades and account loss incidents in hardcore mode.
- Risk: Idle game genre is saturated; Melvor 2 is under development but timeline and feature parity across platforms remain undefined, creating uncertainty around sequel cannibalization.
This case as Markdown · Estimates carry ±30-50% error per title.