# Deliver Us Mars

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

- Steam appid: 1345890
- Developer: KeokeN Interactive
- Publisher: Frontier Foundry
- Released: 2023 · Genre: Action · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.9k to $4.4k per month (mid $3.7k)
- Opportunity score: $7.0k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 72.3k · Est. lifetime net revenue: $540.5k
- Review sentiment: 75% positive across 3010 reviews (2259 from Steam purchases)
- Review velocity: 19.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.1 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 19 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $6.7k |
| After VAT / sales tax (-13% blended) | $5.8k |
| After refunds (-9.5% median) | $5.3k |
| Net to developer (after Steam 30%) | $3.7k |

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

43, 32, 35, 22, 32, 36, 21, 28, 26, 23, 25, 37, 24, 11, 21, 13, 24, 35, 17, 23, 17, 23, 18, 20

## Estimated acquisition range

$88.2k to $176.5k (2-4x the trailing net annuity of $44.1k/year). Same error range applies.

## Analyst notes (AI-assisted)

A story-driven sci-fi exploration game set on Mars, sequel to Deliver Us the Moon, blending climbing puzzles with narrative-focused gameplay.

Deliver Us Mars has generated $541k lifetime revenue on 72k units at a $30 price point, with steady monthly residuals of $3.7k/mo and a 75% positive review rate, but is experiencing minimal sales velocity (zero units in trailing 12 months) and player complaints center on tedious climbing mechanics and tonal inconsistency versus the original. The game is a clear fit for publishing support (marketing refresh, seasonal events, potential price adjustment) or a revival campaign targeting lapsed Deliver Us the Moon fans; acquisition value is modest but defensible if Frontier Foundry is willing to divest.

- Most realistic play: publishing
- Risk (market): Zero sales in past 12 months despite a full-price posture ($29.99, no discounts) suggests the title has saturated its addressable audience; elasticity of -1 indicates price cuts may not recover volume.
- Risk (tech): Player reports of frequent crashes and character model/animation glitches (floating hair, odd proportions) hint at underlying stability and polish issues that may deter new buyers even if gameplay is improved.
- Risk (other): Divided player sentiment on tone and difficulty (seen as too kid-friendly by some, tedious by others) suggests the sequel lost core fans without fully capturing a broader market.

What players are asking for:
- Performance optimization and crash fixes, especially on lower-end hardware
- Streamline or skip climbing sequences, or make them optional
- Tonal consistency and stronger character writing (less 'on rails' narrative feel)

Suggested first moves:
1. Audit player drop-off patterns (session length, chapter completion) via telemetry to identify which climbing/exploration sequences trigger churn, then prioritize patches that skip or accelerate those segments.
2. Test a limited-time 40-50% discount ($15-18) on Steam and key storefront partners to determine if the -1 elasticity assumption holds or if price was the only barrier to new acquisitions.
3. If publisher retains rights, commission a 'Game Pass' or 'Deck Verified' push bundled with Deliver Us the Moon to rekindle franchise mindshare; if IP can be acquired cleanly, consider a director's cut edition that addresses the three player asks above.

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/1345890
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
