# SILT

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

- Steam appid: 1325890
- Developer: Spiral Circus Games
- Publisher: Fireshine Games
- Released: 2022 · Genre: Adventure · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.9k per month (mid $1.5k)
- Opportunity score: $2.9k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 24.9k · Est. lifetime net revenue: $93.1k
- Review sentiment: 79% positive across 977 reviews (778 from Steam purchases)
- Review velocity: 16.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio quiet across its whole catalog
- Last build shipped 4.0 years ago
- Last discounted 1 months ago, 8 sales in the last 12 months
- Proven demand elasticity: x1.6 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.8k |
| After VAT / sales tax (-13% blended) | $2.4k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.5k |

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

7, 5, 6, 4, 21, 13, 19, 11, 34, 11, 21, 23, 10, 8, 23, 22, 18, 24, 12, 7, 20, 17, 14, 29

## Estimated acquisition range

$37.0k to $74.0k (2-4x the trailing net annuity of $18.5k/year). Same error range applies.

## Analyst notes (AI-assisted)

SILT is a hand-drawn, atmospheric puzzle-adventure with minimalist UI and an alien deep-sea setting that trades narrative clarity for visual and environmental storytelling.

SILT has generated $93k lifetime on ~25k units at $14.99, with 78.9% positive reviews and a steady 16.5 reviews/mo, suggesting a small but loyal audience. At $1.5k/mo residual revenue, it's not a commercial anchor, but its unique visual identity, low marketing spend footprint (20% key share), and art-forward positioning make it an interesting candidate for a publisher seeking dormant catalog titles with high replay or localization upside. Spiral Circus is a one-title studio; any revival play requires external capital and marketing push.

- Most realistic play: publishing
- Risk (market): Genre saturation: puzzle-adventure titles face intense Steam discovery pressure; 78.9% positive score is solid but not exceptional enough to break through algorithmic favor without active marketing.
- Risk (other): Content critique: top reviews consistently cite excessive ambiguity in narrative and world-building as a friction point; some players feel cheated by short runtime (~4 hours) at $14.99, limiting word-of-mouth expansion.
- Risk (tech): Animation and collision bugs reported in negative reviews (enemy clipping); unknown if post-launch patches addressed these, but lack of developer post in 14.7 months suggests dormancy.

What players are asking for:
- Narrative clarity or in-game lore explainers to contextualize the alien/deep-sea setting and player agency
- Longer playtime content or chapter expansion packs to justify the $14.99 price point
- Bug fixes for enemy collision and animation clipping, especially in later chapters
- Localization beyond 10 languages (e.g., additional Asian and European language coverage)

Suggested first moves:
1. Audit post-launch patch history and current bug status (especially collision/animation reports); if unfixed, prioritize a technical polish pass before marketing revival.
2. Commission player telemetry review: time-to-completion, chapter drop-off rates, and repeat-play signals to validate the 4-hour claim and identify whether players are getting stuck on specific puzzles.
3. Test a modest content expansion (1-2 new chapters + optional narrative codex/lore items) at $3-5 price point; gauge willingness-to-pay via a small cohort email campaign to existing owners and wishlist followers.

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/1325890
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
