# STASIS: BONE TOTEM

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

- Steam appid: 1426010
- Developer: THE BROTHERHOOD
- Released: 2023 · Genre: Adventure · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.4k to $2.1k per month (mid $1.7k)
- Opportunity score: $2.9k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 64.4k · Est. lifetime net revenue: $321.2k
- Review sentiment: 93% positive across 2652 reviews (2014 from Steam purchases)
- Review velocity: 14.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 22 months
- Studio quiet across its whole catalog
- Last build shipped 22 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.2k |
| After VAT / sales tax (-13% blended) | $2.8k |
| After refunds (-9.5% median) | $2.5k |
| Net to developer (after Steam 30%) | $1.7k |

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

138, 52, 28, 39, 31, 47, 17, 37, 23, 22, 23, 19, 11, 16, 24, 31, 20, 27, 16, 16, 16, 14, 10, 12

## Estimated acquisition range

$41.9k to $83.7k (2-4x the trailing net annuity of $20.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

A narrative-driven adventure game with retro pre-rendered aesthetics that prioritizes atmosphere and science-fiction storytelling over intuitive puzzle design.

STASIS: BONE TOTEM has generated $321k lifetime on a small install base (64k units), maintains 93% positive sentiment, and still earns $1.7k/mo residually despite zero discounting in 12 months and no developer communication in 22 months. The IP is original and owned outright by THE BROTHERHOOD. The core tension, however, is real: critical acclaim for writing and world-building masks significant friction in core loop design (obtuse puzzle logic, counterintuitive progression), which limits mainstream appeal and repeat marketing leverage. This is a strong acquisition candidate for a publisher seeking atmospheric indie IP with established cult appeal, but a revival play requires either accepting the niche or substantial UX redesign.

- Most realistic play: acquisition
- Risk (market): Gameplay usability is a repeated complaint; puzzles feel arbitrary rather than logical, which caps ceiling on casual-to-mainstream expansion without significant redesign.
- Risk (other): Developer has posted nothing in 22 months despite game being only 22 months old; studio status is listed as 'fading' with three titles total, suggesting potential resource or morale constraints post-launch.
- Risk (other): AI art is flagged as a notable friction point in player feedback, which may require remediation for reputational reasons if the game is revisited or expanded.

What players are asking for:
- Better in-game guidance or hints for puzzle progression without full walkthrough dependency
- Clearer logic chains linking items to actions and characters to objectives
- Quality-of-life UI improvements to reduce trial-and-error friction

Suggested first moves:
1. Conduct a detailed UX audit of the puzzle/progression system to assess the cost and feasibility of adding optional hint layers or rebalancing logic chains without diluting artistic intent.
2. Verify IP ownership clearance and secure documentation of all third-party audio/visual assets, especially any AI-generated content, to mitigate legal or reputational exposure.
3. Reach out directly to THE BROTHERHOOD to understand why developer posting ceased 22 months post-launch and whether they are open to acquisition, licensing, or a collaborative post-launch support roadmap.

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/1426010
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
