# Monster Energy Supercross - The Official Videogame 5

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

- Steam appid: 1610460
- Developer: Milestone S.r.l.
- Released: 2022 · Genre: Racing · List price: $39.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $864 to $1.3k per month (mid $1.1k)
- Opportunity score: $2.1k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 15.7k · Est. lifetime net revenue: $156.7k
- Review sentiment: 69% positive across 578 reviews (491 from Steam purchases)
- Review velocity: 4.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.1 years
- Studio active elsewhere (43 titles tracked), so this one may welcome a partner
- Last build shipped 33 months ago
- Last discounted 1 months ago, 9 sales in the last 12 months
- Proven demand elasticity: x1.7 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.0k |
| After VAT / sales tax (-13% blended) | $1.7k |
| After refunds (-9.5% median) | $1.5k |
| Net to developer (after Steam 30%) | $1.1k |

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

4, 3, 5, 5, 4, 7, 8, 3, 6, 7, 7, 8, 1, 6, 8, 4, 6, 6, 1, 9, 3, 4, 1, 8

## Estimated acquisition range

$25.9k to $51.8k (2-4x the trailing net annuity of $13.0k/year). Same error range applies.

## Markets by review language

- brazilian: 6%
- french: 5%
- german: 5%
- english: 76%
- russian: 1% (game NOT localized in this language)
- spanish: 5%
- japanese: 1% (game NOT localized in this language)
- schinese: 1% (game NOT localized in this language)

## Analyst notes (AI-assisted)

Monster Energy Supercross 5 is a licensed motocross racing sim targeting the niche supercross competitive calendar.

This title has shipped 15.7k units lifetime and holds a quiet $1.08k/mo residual revenue stream despite being 33 months old and absent meaningful developer engagement for 37 months. The 69% positive rate and $39.99 price point suggest a stable, if small, roster of committed sim racers. For a publisher with motorsports franchise infrastructure or a studio building motorcycle IP, the dormant community and consistent velocity data (4–9 sales/month) indicate opportunity to re-engage through seasonal content, esports partnership, or bundling rather than ground-up revival.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Game carries Monster Energy brand and official Supercross series license; rights renewal terms with Feld Entertainment and/or AMA are not public and may constrain resale, delisting, or sequel development.
- Risk (tech): No developer patch in 37 months; unresolved AI balancing complaints and career-mode UX issues suggest the codebase is in maintenance-only mode, raising risk of obsolescence on next console generation.
- Risk (market): Supercross is a distinctly North American seasonal niche (peak summer engagement); localization gap of 2.5% in Simplified Chinese indicates weak Asian penetration despite $2.05k/mo opportunity ceiling.

What players are asking for:
- Clearer career progression and onboarding flow (distinct from MotoGP/WSBK expectations)
- AI difficulty tuning and per-opponent behavior variance
- Quality-of-life updates to match modern sim-racing standards

Suggested first moves:
1. Audit Monster Energy and Feld Entertainment license agreements to confirm renewal windows and competitive-content rights (esports, team partnerships, seasonal cosmetics).
2. Run cohort analysis on the 1.4M residual opportunity: identify whether velocity lift follows real-world Supercross calendar peaks (May–September), signaling seasonal reacquisition campaigns.
3. Evaluate AI and career-mode fixes via minimal dev spend ($20–50k) as a proof-of-concept for community re-engagement; bundle with publisher's 2024–2025 motorcycle IP roadmap if present.

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/1610460
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
