# Teamfight Manager

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

- Steam appid: 1372810
- Developer: Team Samoyed
- Released: 2021 · Genre: Indie · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.8k per month (mid $1.5k)
- Opportunity score: $2.4k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 180.9k · Est. lifetime net revenue: $450.7k
- Review sentiment: 87% positive across 5885 reviews (5654 from Steam purchases)
- Review velocity: 23.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 19 months
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 25 months ago
- Last discounted 1 months ago, 3 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.7k |
| After VAT / sales tax (-13% blended) | $2.3k |
| After refunds (-9.5% median) | $2.1k |
| Net to developer (after Steam 30%) | $1.5k |

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

35, 28, 34, 28, 17, 35, 25, 19, 29, 19, 21, 23, 31, 23, 35, 21, 31, 30, 24, 18, 21, 40, 28, 11

## Missed seasonal-sale revenue (modeled)

Skipped 9 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$7.0k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$35.4k to $70.7k (2-4x the trailing net annuity of $17.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

Indie esports management sim where you run a League of Legends team through seasons of drafting, coaching, and competitive play.

Teamfight Manager has generated $450k lifetime on modest $9.99 pricing with 87% positive sentiment and stable monthly revenue of $1.5k, despite developer radio silence for 19 months. The game occupies a narrow but durable niche (esports management) with minimal competition; recent negative review noise appears tactical rather than structural. For a publisher or platform seeking catalog depth in simulation/management, this is a low-risk hold that needs only light community tending and seasonal content to arrest the fading studio signal.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Game requires active license from Riot Games for League of Legends IP, characters, and competitive lore; rights termination or renegotiation could force delisting or reskin.
- Risk (other): Developer (Team Samoyed) is single-title studio with no public updates in 19 months, raising questions about post-acquisition support capacity and franchise roadmap.
- Risk (market): Esports management is narrow genre with seasonal/cyclical engagement; player base may thin if competitive scene shifts or League of Legends popularity declines.

What players are asking for:
- Quality-of-life improvements to UI (team management screens, draft interfaces)
- Expanded roster customization and player personality mechanics
- Cross-seasonal narrative arcs and rivalry systems
- Integration or parity with actual LCS/pro team rosters and schedules

Suggested first moves:
1. Secure or audit Riot Games IP license and renewal terms immediately; clarify any covenant requirements around seasonal updates or League alignment.
2. Conduct player cohort analysis on the recent negative-review cluster to determine if it is organized review bombing, natural churn after plateau, or legitimate balance/feature complaint.
3. Post a public update (even 200 words) from new publisher within 30 days: roadmap for H1 2025, commitment to seasonal balance patches, and clarification that the title is active, not dormant.

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/1372810
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
