# In Silence

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

- Steam appid: 1361000
- Developer: Ravenhood Games
- Released: 2021 · Genre: Action · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $963 to $1.4k per month (mid $1.2k)
- Opportunity score: $2.5k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 302.4k · Est. lifetime net revenue: $753.2k
- Review sentiment: 74% positive across 11955 reviews (9449 from Steam purchases)
- Review velocity: 19.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 4.9 years
- Studio inactive: no public activity across 1 tracked titles
- Last build shipped 4.9 years ago
- Last discounted 1 months ago, 9 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 | $2.2k |
| After VAT / sales tax (-13% blended) | $1.9k |
| After refunds (-9.5% median) | $1.7k |
| Net to developer (after Steam 30%) | $1.2k |

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

36, 34, 24, 35, 51, 56, 22, 20, 26, 27, 31, 32, 22, 28, 37, 24, 32, 31, 16, 21, 29, 23, 15, 12

## Estimated acquisition range

$28.9k to $57.8k (2-4x the trailing net annuity of $14.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2021 asymmetrical multiplayer horror title where one player hunts others in a silent, dark environment.

In Silence generated $753k lifetime on 302k units with a 74% positive rating, but has drifted into dormancy: no developer posts in 58+ months, zero sales velocity in the past year, and mounting technical debt (loading crashes, collision bugs). The $1.2k/mo residual stream and 19 reviews/month suggest a small but stubborn audience. Acquisition makes little sense given studio status, but a revival partner with multiplayer expertise could address core stability issues and capitalize on the underlying asymmetrical-horror niche, which has aged better than this title has.

- Most realistic play: revival
- Risk (tech): Active player reports of loading-screen hangs and collision/hitbox failures indicate code rot; modern engine maintenance and backend stability would be table-stakes for relaunching.
- Risk (multiplayer): Asymmetrical matchmaking and player retention are notoriously difficult; without a concurrent-player floor, queue times will kill signups.
- Risk (market): Release was 2021; the asymmetrical-horror wave (Dead by Daylight, Propnight, Project Winter) has matured and fragmented, raising the bar for re-entry.

What players are asking for:
- Fix loading-screen crash on startup
- Patch monster collision and hitbox detection
- Regular content updates and developer communication
- Balance tweaks to hunter speed/detection mechanics

Suggested first moves:
1. Audit codebase and build stability baseline: prioritize loading and hitbox bugs; estimate 6-8 week patch cycle.
2. Survey remaining monthly reviewers (19/mo) and Discord/community channels to map true DAU and retention cohorts; validate whether $1.2k/mo comes from new purchases or repeat whale spend.
3. Evaluate server backend and matchmaking performance; if architecture is peer-to-peer or legacy, factor full rebuild into P&L.

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/1361000
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
