# Hamidashi Creative > ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title. **Measured 3 hours ago.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 1604380 - Developer: madosoft - Publisher: TamaMako gaming - Released: 2022 · Genre: Adventure · List price: $29.99 - Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $4.0k to $6.1k per month (mid $5.0k) - Opportunity score: $6.6k/month at x1.30 dormancy multiplier - Est. lifetime owners: 74.8k · Est. lifetime net revenue: $559.2k - Review sentiment: 95% positive across 2510 reviews (2337 from Steam purchases) - Review velocity: 27.0 reviews/month (6-month average) ## Why it's flagged - Developer active, last post 0 months ago - Studio active elsewhere (5 titles tracked), so this one may welcome a partner - Store page localized in only 1 language(s) - Last discounted 2 months ago, 8 sales in the last 12 months ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $9.2k | | After VAT / sales tax (-13% blended) | $8.0k | | After refunds (-9.5% median) | $7.2k | | Net to developer (after Steam 30%) | $5.0k | ## Monthly review counts, oldest to newest (24 months) 47, 78, 54, 88, 77, 76, 77, 95, 57, 53, 52, 48, 48, 41, 53, 53, 41, 49, 56, 60, 37, 29, 23, 62 ## Missed seasonal-sale revenue (modeled) Skipped 3 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$13.9k 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 $121.1k to $242.3k (2-4x the trailing net annuity of $60.6k/year). Same error range applies. ## Markets by review language - japanese: 0% (game NOT localized in this language) - schinese: 99% - english: 1% (game NOT localized in this language) - koreana: 0% (game NOT localized in this language) ## Analyst notes (AI-assisted) _Note written 2026-08-27 from that day's data; the figures in the header are live and supersede any numbers here._ A 2022 visual novel from madosoft featuring character-driven narrative and anime-style aesthetics, published by TamaMako Gaming. Hamidashi Creative sustains solid four-figure monthly residuals on a mid-sized owner base without active marketing intervention, indicating a quiet but stable niche market. The 94.8% positive sentiment and steady review velocity suggest a loyal, engaged audience in visual-novel and anime-adjacent communities. This title is worth monitoring as a catalog anchor for a publisher seeking low-maintenance IP with predictable recurring revenue, particularly one positioned in the East Asian market where the majority of engagement concentrates. - Most realistic play: watch - Risk (market): Visual-novel genre faces cyclical trends and niche audience ceiling; mainstream discovery appears unlikely given current marketing posture. - Risk (other): Heavy linguistic concentration in Simplified Chinese reviews (88% of non-English cohort) suggests regional economic dependency; currency and regional-pricing shifts could materially affect residuals. - Risk (tech): Single-language localization (English only) leaves potential Western upside on table and limits geographic diversification. What players are asking for: - Additional story content or epilogue material (players reference Tosu DLC as welcome but brief) - Character customization or branching romance variety to deepen replay value - Localization into additional languages, especially traditional Chinese and Korean Suggested first moves: 1. Audit the developer's other four titles for similar revenue patterns and community overlap; assess whether TamaMako's catalog is a coherent IP portfolio or unrelated experiments. 2. Obtain regional revenue breakdown (by currency and geography) to quantify Chinese-market dependency and stress-test residual forecasts under localization-spend scenarios. 3. Survey player feedback on sequel, prequel, or spin-off appetite; visual-novel franchises with stable fanbases can support episodic releases or related titles with minimal marketing lift. Generated 2026-08-27 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/1604380 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.