# F.I.S.T.: Forged In Shadow Torch

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

- Steam appid: 1330470
- Developer: TiGames
- Publisher: Astrolabe Games
- Released: 2021 · Genre: Action · List price: $15.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.5k to $5.2k per month (mid $4.3k)
- Opportunity score: $6.5k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 211.7k · Est. lifetime net revenue: $844.1k
- Review sentiment: 86% positive across 7207 reviews (6616 from Steam purchases)
- Review velocity: 43.3 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 9 months ago
- Last build shipped 3.7 years ago
- Last discounted 0 months ago, 7 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $7.8k |
| After VAT / sales tax (-13% blended) | $6.8k |
| After refunds (-9.5% median) | $6.2k |
| Net to developer (after Steam 30%) | $4.3k |

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

26, 71, 47, 51, 33, 46, 28, 46, 38, 31, 20, 30, 39, 23, 29, 24, 77, 89, 56, 45, 22, 27, 59, 51

## Estimated acquisition range

$103.7k to $207.3k (2-4x the trailing net annuity of $51.8k/year). Same error range applies.

## Analyst notes (AI-assisted)

F.I.S.T. is a 2D metroidvania action platformer built around a mechanized chinchilla protagonist, combat-heavy exploration, and equipment-swapping mechanics.

F.I.S.T. sits in a profitable quiet zone: $4.3k/mo residual revenue on $844k lifetime net and 86% positive reviews, yet mainstream awareness remains low and developer engagement has cooled (9 months since last post). The game has durable bones (well-designed world, solid combo system, 20-27h playtime depth) but carries perception wounds around story, backtracking friction, and late-game difficulty tuning. For a publisher or studio seeking a proven catalog performer with immediate revenue and modest marketing uplift potential, this represents watchable risk; for acquisition as standalone IP, limited appeal unless bundled into a larger metroidvania portfolio play.

- Most realistic play: watch
- Risk (tech): Multiple player reports of late-game performance degradation and final boss stability issues that may resurface at scale if revisited.
- Risk (market): Metroidvania saturation and niche audience cap mean ceiling growth is constrained; story weakness cited consistently across positive and negative reviews.
- Risk (other): TiGames shows only one title in portfolio; studio dev velocity and capacity for post-launch support or sequel unknown.

What players are asking for:
- Quality-of-life improvement to fast-travel and backtracking systems to reduce friction.
- Story expansion or better ending payoff, especially narrative closure.
- Final boss tuning and difficulty balance options for hardcore players.
- Performance stabilization for late-game sections.

Suggested first moves:
1. Audit the 12-month sales velocity tail and last deep sale timing (0.4 months ago) to confirm whether current $4.3k/mo holds or reflects sale-driven spike.
2. Conduct small survey of top 50-100 recent reviews to isolate which cohorts (speedrunners, completionists, story-first players) retain longest and spend most; target revival messaging accordingly.
3. If pursuing publishing or revival: scope a focused patch addressing final-boss tuning, performance, and fast-travel density as low-cost goodwill move; measure review lift and sales bump before larger marketing push.

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/1330470
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
