# ElecHead

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

- Steam appid: 1456880
- Developer: NamaTakahashi
- Released: 2021 · Genre: Action · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.1k to $1.7k per month (mid $1.4k)
- Opportunity score: $3.0k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 44.4k · Est. lifetime net revenue: $110.5k
- Review sentiment: 97% positive across 1433 reviews (1386 from Steam purchases)
- Review velocity: 23.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 4.7 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 4.7 years ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.6k |
| After VAT / sales tax (-13% blended) | $2.3k |
| After refunds (-9.5% median) | $2.0k |
| Net to developer (after Steam 30%) | $1.4k |

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

9, 4, 22, 8, 23, 15, 11, 15, 8, 13, 18, 14, 35, 17, 81, 27, 49, 39, 7, 25, 19, 17, 31, 39

## Estimated acquisition range

$34.4k to $68.7k (2-4x the trailing net annuity of $17.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

ElecHead is a puzzle-platformer where a detachable electrified head powers objects to solve environmental puzzles across a short, tightly-designed campaign.

A quietly successful indie title with exceptional review sentiment (96.6% positive, 1,433 reviews) earning $1.4k/mo in residual revenue nearly three years post-launch. The core mechanic is lean, the level design is praised for clarity despite wordless communication, and the developer's back catalog (Ooo) suggests reliable craft. Not a blockbuster, but a candidate for catalog acquisition by publishers seeking proven indie IP with replay value through secrets and speedrun appeal, or a licensing partner looking to adapt the mechanic to adjacent formats.

- Most realistic play: acquisition
- Risk (other): Solo developer studio status and 56+ months without developer communication signal limited bandwidth for post-acquisition support, patching, or platform transitions.
- Risk (market): Game is short (4-8h average completion) and heavily discounted (55% off at $4.49), suggesting sales velocity has stabilized and pricing power is limited.
- Risk (other): Player complaints about obscure collectible placement and ambiguous dead-ends suggest design clarity gaps that may frustrate new audiences in revival campaigns.

What players are asking for:
- Clearer hints or optional guides for hidden collectibles and secret areas
- Longer campaign or additional content to extend 4-8 hour playtime
- Better UI feedback for state changes (e.g., distinguishing exiting from progress loss)

Suggested first moves:
1. Audit IP ownership and publishing rights with NamaTakahashi to confirm acquisition feasibility; confirm whether Ooo and any other titles are bundled or separate.
2. Model revival opportunity via a Switch port, mobile adaptation, or bundle with Ooo; calculate breakeven assuming 20-30% uplift in monthly residual ($280-430/mo baseline).
3. Engage a small QA sweep to validate and document the hidden collectible/secret economy; assess whether guided-mode or hint-system DLC could extend engagement without diluting design intent.

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/1456880
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
