# No Straight Roads: Encore Edition

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

- Steam appid: 1726190
- Developer: Metronomik
- Publisher: Fireshine Games
- Released: 2021 · Genre: Action · List price: $24.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.6k to $2.5k per month (mid $2.1k)
- Opportunity score: $4.3k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 57.8k · Est. lifetime net revenue: $360.1k
- Review sentiment: 89% positive across 2083 reviews (1806 from Steam purchases)
- Review velocity: 13.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 17 months
- Studio quiet across its whole catalog
- Last build shipped 4.8 years ago
- Last discounted 12 months ago, 1 sales in the last 12 months
- Proven demand elasticity: x1.9 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.7k |
| After VAT / sales tax (-13% blended) | $3.2k |
| After refunds (-9.5% median) | $2.9k |
| Net to developer (after Steam 30%) | $2.1k |

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

55, 33, 27, 30, 48, 25, 36, 32, 31, 24, 29, 34, 62, 37, 23, 18, 28, 14, 14, 11, 17, 16, 11, 10

## Estimated acquisition range

$49.2k to $98.4k (2-4x the trailing net annuity of $24.6k/year). Same error range applies.

## Markets by review language

- german: 0%
- koreana: 10%
- spanish: 7%
- japanese: 1%
- schinese: 4%
- english: 62%
- russian: 8%
- brazilian: 5%
- french: 1%

## Analyst notes (AI-assisted)

No Straight Roads: Encore Edition is a stylish action-rhythm game where players lead an indie rock band against a corrupt EDM-controlled government, blending combat, music, and collectible art.

NSR has quietly earned $360K lifetime on modest sales (58K units) with strong 89% positive sentiment and steady low-volume residual revenue ($2,051/mo mid-case). The game's visual identity, character work, and soundtrack create genuine attachment, but it's trapped in a niche market segment with minimal marketing presence and developer radio silence (17 months). For a publisher seeking catalog depth in stylized action or a studio wanting an established IP with built-in character IP and fan art ecosystem, this is acquisition-grade; for a live-service or competitive angle, it's a poor fit.

- Most realistic play: acquisition
- Risk (market): Rhythm-action hybrid lacks clear audience: rhythm enthusiasts expect timing mechanics, while action players expect depth; NSR threads that needle but neither camp claims it as definitive.
- Risk (tech): Player reports of camera jitter, flashing-light migraine triggers, and headphone EQ mismatch suggest technical debt; Encore Edition refresh has not addressed core complaints in 17 months of silence.
- Risk (other): Studio status is 'fading' with one title; no post from developer in 17 months; sequel hype (mentioned in reviews) appears stalled, leaving franchise momentum uncertain.

What players are asking for:
- Sequel or new content (players reference hope for 'second game' with same character diversity)
- Camera and control refinement (jitter and co-op camera complaints recurring)
- Accessibility improvements (flashing light warnings, audio tuning guidance)

Suggested first moves:
1. Audit IP ownership: confirm Metronomik and Fireshine retain all character, music, and visual assets; map any third-party artist rights for collectible art system.
2. Technical audit: assess camera code, lighting engine (migraine risk), and audio pipeline for cost of a minimal polish pass (QoL refresh likely cheaper than sequel).
3. Community signal test: post a single update (even a 'we're listening' message from new owner) and measure sentiment shift; NSR's 89% positive and low monthly review rate ($4.3K opportunity/mo) suggests a small gesture could rekindle organic interest and justify a light live-ops or DLC strategy.

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/1726190
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
