# We Were Here Forever

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

- Steam appid: 1341290
- Developer: Total Mayhem Games
- Released: 2022 · Genre: Adventure · List price: $17.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $13.9k to $20.9k per month (mid $17.4k)
- Opportunity score: $22.6k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 516.4k · Est. lifetime net revenue: $2.3M
- Review sentiment: 91% positive across 18759 reviews (16137 from Steam purchases)
- Review velocity: 155.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (4 titles tracked), so this one may welcome a partner
- Last build shipped 19 months ago
- Last discounted 0 months ago, 9 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $31.6k |
| After VAT / sales tax (-13% blended) | $27.5k |
| After refunds (-9.5% median) | $24.9k |
| Net to developer (after Steam 30%) | $17.4k |

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

186, 215, 148, 279, 226, 380, 232, 224, 178, 152, 171, 176, 123, 154, 164, 83, 156, 239, 116, 213, 141, 119, 167, 175

## Estimated acquisition range

$417.6k to $835.2k (2-4x the trailing net annuity of $208.8k/year). Same error range applies.

## Analyst notes (AI-assisted)

We Were Here Forever is a co-op puzzle-adventure that demands communication between two players separated by asymmetric information, designed for headset play.

This franchise entry has quietly accrued $2.3M lifetime revenue on 516k units with a 90.5% positive rating and still generates $17.4k/mo residual income. The core mechanic, forcing collaborative problem-solving through communication barriers, resonates strongly with its niche audience, but design friction (pacing, platform cross-play bugs, puzzle inconsistency) and limited mainstream marketing leave significant room for a targeted revival. Best suited for a publisher with co-op/social gaming expertise or a studio looking to acquire proven IP and polish it for console expansion.

- Most realistic play: acquisition
- Risk (market): Co-op puzzle games have high player drop-off if initial communication overhead is not smoothed; some reviewers cite tedium and pacing bloat between puzzles.
- Risk (tech): Cross-platform play with PS5 is reportedly broken, and proximity chat alongside walkie-talkie mechanics is absent, technical debt that limits potential audience reach.
- Risk (other): Franchise fatigue risk: players compare favorably to prior entries in the series, but demand for a true sequel suggests this iteration may plateau without significant creative refresh.

What players are asking for:
- Proximity voice chat as alternative or supplement to walkie-talkie mode
- Cross-platform (PS5) stability and parity fixes
- Better save/checkpoint system to track progress mid-session
- Sequel with deeper lore and story focus (noted by 18h+ players)

Suggested first moves:
1. Audit cross-platform code and proximity-chat implementation to unblock console expansion; PS5 parity fix alone could unlock 15-25% audience growth given console install base.
2. Conduct cohort analysis of 12h+ vs. 6h players to isolate which puzzle types and pacing structures retain engagement; map findings into a design roadmap for a refreshed entry or DLC.
3. Evaluate sequel IP optionality and cost-to-produce; at current $17.4k/mo residual and 155 reviews/mo velocity, a console-optimized follow-up targeting co-op gaming communities (Discord, Twitch streamers) could 2-3x lifetime revenue within 18-24 months.

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/1341290
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
