# Luck be a Landlord

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

- Steam appid: 1404850
- Developer: TrampolineTales
- Released: 2023 · Genre: Indie · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.1k to $3.2k per month (mid $2.7k)
- Opportunity score: $3.5k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 326.3k · Est. lifetime net revenue: $812.8k
- Review sentiment: 93% positive across 11520 reviews (10197 from Steam purchases)
- Review velocity: 42.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 10 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 20 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.8k |
| After VAT / sales tax (-13% blended) | $4.2k |
| After refunds (-9.5% median) | $3.8k |
| Net to developer (after Steam 30%) | $2.7k |

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

90, 171, 73, 93, 107, 95, 51, 87, 74, 59, 50, 84, 152, 90, 65, 36, 51, 65, 38, 43, 39, 65, 30, 42

## Estimated acquisition range

$64.0k to $128.0k (2-4x the trailing net annuity of $32.0k/year). Same error range applies.

## Analyst notes (AI-assisted)

A roguelike deck-building game where players gamble with slot-machine mechanics to generate rent money and defeat their landlord.

Luck be a Landlord has generated $812k lifetime on a $9.99 price point with 93% positive reception and consistent 42 reviews/mo, indicating strong organic word-of-mouth and evergreen appeal. The title is currently quiet (no dev posts in 9.5 months, no sales recorded in the last year) but still earning $2.67k/mo residual, suggesting dormant but resilient demand. This is a consolidation play for a publisher seeking proven indie IP with low maintenance overhead and an engaged, smaller audience that values replayability and deck-building depth.

- Most realistic play: acquisition
- Risk (market): Roguelike and deck-building categories are saturated; growth is capped unless tied to a broader revival campaign or franchise expansion.
- Risk (other): Achievement design heavily criticized for grinding and RNG dependency, suggesting content completionists may churn; low developer engagement (9.5 months inactive) raises questions about support continuity.

What players are asking for:
- Quality-of-life improvements to achievement design (less RNG, more skill-based challenges)
- New content, levels, or cosmetics to extend endgame replay value
- Cross-platform or mobile support to broaden accessibility

Suggested first moves:
1. Audit IP ownership and publishing rights with TrampolineTales to confirm acquisition feasibility; confirm studio capacity and availability for post-acquisition support or content roadmap.
2. Map player cohort willingness to pay for cosmetics, battle passes, or seasonal content; test 1-2 low-cost cosmetic drops to measure monetization elasticity beyond current $9.99 price.
3. Explore mobile port (iOS/Android) or console (Switch) as distributor-adjacent revival path; roguelike deck-builders perform well on portable platforms (see Slay the Spire, Inscryption catalogs).

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/1404850
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
