# Momodora: Moonlit Farewell

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

- Steam appid: 1747760
- Developer: Bombservice
- Publisher: PLAYISM
- Released: 2024 · Genre: Action · List price: $16.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.8k to $5.7k per month (mid $4.8k)
- Opportunity score: $7.9k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 96.8k · Est. lifetime net revenue: $480.8k
- Review sentiment: 92% positive across 3247 reviews (3025 from Steam purchases)
- Review velocity: 38.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 19 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $8.6k |
| After VAT / sales tax (-13% blended) | $7.5k |
| After refunds (-9.5% median) | $6.8k |
| Net to developer (after Steam 30%) | $4.8k |

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

69, 49, 31, 127, 113, 73, 46, 67, 33, 35, 34, 34, 19, 22, 23, 18, 38, 48, 31, 49, 23, 43, 37, 47

## Estimated acquisition range

$114.2k to $228.5k (2-4x the trailing net annuity of $57.1k/year). Same error range applies.

## Markets by review language

- japanese: 5%
- brazilian: 13%
- french: 1%
- english: 43%
- koreana: 6%
- schinese: 23%
- german: 1%
- russian: 5%
- spanish: 4%

## Analyst notes (AI-assisted)

A hand-animated pixel metroidvania from the Momodora series, built around exploration, atmospheric sound design, and combat mechanics with adjustable difficulty.

Moonlit Farewell is a quiet performer generating $4,760/mo residual revenue on modest 96,800 lifetime sales, with a 92% positive rating and strong international appeal (63% of reviews non-English). The title shows franchise maturation, genre alignment with enduring metroidvania demand, and developer credibility through PLAYISM distribution. However, limited content length, a 14-month content drought, and absence of monetization innovation suggest the window for organic growth has narrowed; this is a candidate for publishing partnership to fund sequel development or IP licensing expansion rather than acquisition.

- Most realistic play: publishing
- Risk (market): Metroidvania market is saturated post-2020; title lacks viral hooks or multiplayer/live elements that drive sustained engagement.
- Risk (tech): 14-month developer silence and absence of post-launch content (no sales in past 12 months) signal resource constraints or deprioritization.
- Risk (other): Player consensus cites shortness and desire for expanded content (missions, bosses, harder modes); sequel or DLC critical to monetize goodwill.

What players are asking for:
- Longer campaign or post-game content (missions, side bosses, challenges)
- Hard mode available from game start (previous entry feature removed)
- Expanded soundtrack / soundtrack release
- Romance or deeper character storylines

Suggested first moves:
1. Commission audience research on whether players would accept premium DLC episodes, a prequel/spinoff, or a Momodora anthology to justify $16.99 anchor price and fill content gap.
2. Audit Bombservice's capacity and intent: assess if developer has bandwidth/desire for sequel or if IP+assets should move to external co-dev; clarify 14-month silence (burnout, other projects, rights friction).
3. Test limited re-positioning: temporal discount on console ports (Switch, PS5) or bundle play with Momodora 1–3 remaster; international localization expansion in CJK markets where review volume is already 37% of total.

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/1747760
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
