# Super Bullet Break

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

- Steam appid: 1767170
- Developer: BeXide Inc.
- Publisher: PQube
- Released: 2022 · Genre: Adventure · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $797 to $1.2k per month (mid $997)
- Opportunity score: $2.1k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 13.8k · Est. lifetime net revenue: $68.7k
- Review sentiment: 80% positive across 507 reviews (431 from Steam purchases)
- Review velocity: 8.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.6 years
- Studio active elsewhere (8 titles tracked), so this one may welcome a partner
- Last build shipped 3.6 years ago
- Last discounted 1 months ago, 8 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $1.8k |
| After VAT / sales tax (-13% blended) | $1.6k |
| After refunds (-9.5% median) | $1.4k |
| Net to developer (after Steam 30%) | $997 |

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

3, 4, 5, 5, 6, 3, 2, 10, 7, 4, 2, 1, 1, 7, 10, 4, 10, 12, 9, 24, 6, 1, 4, 4

## Estimated acquisition range

$23.9k to $47.8k (2-4x the trailing net annuity of $12.0k/year). Same error range applies.

## Markets by review language

- french: 1%
- german: 0%
- russian: 3% (game NOT localized in this language)
- japanese: 20%
- schinese: 40%
- english: 32%
- koreana: 3% (game NOT localized in this language)
- spanish: 1%
- brazilian: 1% (game NOT localized in this language)

## Analyst notes (AI-assisted)

A Japanese gacha-lite bullet-collection adventure with anime characters and roguelike mechanics, published by PQube in 2022.

Super Bullet Break has generated $68.7k lifetime on modest unit sales (13.8k) with 80% positive reception and steady 997/mo residual revenue. The game sits dormant post-launch without developer updates for 43 months, yet maintains a small engaged audience (8 reviews/mo) and has never heavily discounted, suggesting organic retention rather than fire-sale economics. For a publisher or live-ops operator, the IP and character roster offer licensing or mobile expansion potential; for a revival play, modest localization gaps (Russian 6.3%) and untapped regional markets remain low-hanging fruit.

- Most realistic play: publishing
- Risk (other): Developer (BeXide Inc.) marked inactive after single-title output; studio revival or handoff for post-launch support would be required.
- Risk (market): Gacha-adjacent genre faces increasing platform scrutiny and changing player sentiment; monetization model may not survive relaunch without redesign.
- Risk (other): Minimal sales velocity in past 24 months (mean 6.25/mo) suggests organic interest is capped without active marketing or content refresh.

What players are asking for:
- Additional bullet (character) and cartridge (frame) variants to expand collection endgame
- Cross-platform or mobile port to reach broader casual audience
- Seasonal events or limited-time content to refresh grinding loop

Suggested first moves:
1. Audit IP ownership, character licensing, and third-party asset dependencies to clarify acquisition feasibility vs. publishing partnership.
2. Conduct regional sales audit (focus Russian and underrepresented CJK markets) to validate opportunity_usd $2.1k/mo uplift case from localization and targeted discounting.
3. Evaluate live-ops onboarding and monetization metrics (session length, DAU, conversion funnel) against current 997/mo revenue to determine whether dormancy is healthy retention or burnout.

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/1767170
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
