# Aliens: Fireteam Elite

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

- Steam appid: 1549970
- Developer: Cold Iron Studios
- Released: 2021 · Genre: Action · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $17.1k to $25.6k per month (mid $21.3k)
- Opportunity score: $40.6k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 689.2k · Est. lifetime net revenue: $5.2M
- Review sentiment: 80% positive across 26992 reviews (21538 from Steam purchases)
- Review velocity: 114.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.3 years
- Studio quiet across its whole catalog
- Last build shipped 28 months ago
- Last discounted 1 months ago, 10 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $38.7k |
| After VAT / sales tax (-13% blended) | $33.7k |
| After refunds (-9.5% median) | $30.5k |
| Net to developer (after Steam 30%) | $21.3k |

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

140, 371, 163, 180, 202, 200, 81, 167, 208, 427, 236, 174, 146, 227, 152, 140, 113, 133, 86, 111, 104, 117, 136, 131

## Missed seasonal-sale revenue (modeled)

Skipped 1 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$16.8k 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

$512.2k to $1.0M (2-4x the trailing net annuity of $256.1k/year). Same error range applies.

## Markets by review language

- german: 4%
- koreana: 3% (game NOT localized in this language)
- russian: 9%
- japanese: 1% (game NOT localized in this language)
- schinese: 5%
- french: 2%
- english: 72%
- spanish: 3% (game NOT localized in this language)
- brazilian: 2%

## Analyst notes (AI-assisted)

A three-player cooperative wave-shooter set in the Alien universe, combining horde-survival gameplay with class-based squad mechanics and licensed IP tie-ins.

Fireteam Elite has generated $5.15M lifetime on 689K units at $29.99, with 79.7% positive sentiment and still earning $21.3K/mo in residual revenue despite minimal developer engagement (28 months silent). The title faces a critical inflection point: multiplayer dependency and platform fragmentation (Nintendo Switch shutdown cited in top reviews) have created player churn, yet core mechanics and IP authenticity earn praise from engaged survivors who log 100+ hours. For a publisher with live-service expertise and Aliens IP access, this represents a salvage opportunity with proven demand and low execution risk, conditional on server stability and community trust repair.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Aliens franchise owned by Disney/20th Century Studios; any revival requires active licensing agreement and IP holder sign-off on content roadmap.
- Risk (multiplayer): Server dependency and player-base attrition (reviews cite 'less than 200 active' concurrent players) create chicken-and-egg problem for re-engagement; single-player bots cannot fully substitute.
- Risk (market): Wave-shooter saturation and 'entry-level' genre positioning limit ceiling growth; community expectations for narrative depth exceed what the game delivers.
- Risk (tech): Platform fragmentation (Switch offline, cross-play gaps) and controller input bugs documented in reviews signal backend neglect that revival buyer must absorb.

What players are asking for:
- More mission variety and level count to reduce perceived repetition
- Queen Xenomorph and narrative depth beyond wave mechanics (AvP2 spiritual successor positioning)
- Cross-play stability and controller configuration fixes
- Post-launch content roadmap and live-service commitment signal

Suggested first moves:
1. Secure Aliens IP renewal and Disney/20th Century approval for content roadmap before acquisition; confirm licensing terms do not require exclusivity constraints that limit platform strategy.
2. Conduct server cost audit and player retention cohort analysis against $21.3K/mo residual to identify break-even live-service model (e.g., seasonal battle pass, cosmetic DLC, server consolidation to F2P tier).
3. Commission community trust audit via Discord/Reddit sampling; prioritize public commitment to Switch/cross-play fixes and 12-month content calendar as first communication to rebuild confidence and stem further churn.

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/1549970
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
