# Slice & Dice

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

- Steam appid: 1775490
- Developer: Tann
- Released: 2024 · Genre:  · List price: $8.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.8k per month (mid $1.5k)
- Opportunity score: $2.1k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 78.8k · Est. lifetime net revenue: $207.1k
- Review sentiment: 97% positive across 2560 reviews (2463 from Steam purchases)
- Review velocity: 23.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio quiet across its whole catalog
- Last build shipped 15 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.8k |
| After VAT / sales tax (-13% blended) | $2.4k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.5k |

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

64, 61, 53, 158, 93, 90, 54, 65, 40, 52, 38, 39, 43, 26, 17, 28, 40, 47, 32, 17, 24, 25, 19, 22

## Missed seasonal-sale revenue (modeled)

Skipped 12 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$21.5k 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

$36.5k to $73.1k (2-4x the trailing net annuity of $18.3k/year). Same error range applies.

## Markets by review language

- koreana: 1% (game NOT localized in this language)
- spanish: 2%
- schinese: 6% (game NOT localized in this language)
- brazilian: 1%
- french: 4%
- russian: 3%
- japanese: 1% (game NOT localized in this language)
- german: 3% (game NOT localized in this language)
- english: 80%

Localization gap: 10% of measured reviews are written in languages the game does not support (top: schinese). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

Slice & Dice is a party-building dice-roll roguelike with turn-based combat, class promotions, and modular progression mechanics.

This is a quiet success: 207k lifetime net revenue on 79k units sold, 97% positive reviews, and steady monthly revenue of $1,523/mo despite zero marketing spend or discounting in 15 months. The game has a proven mobile pedigree (players cite phone playtime) and extensive replayability through class variety and unlock depth. Interest lies not in acquisition but in publishing expansion: localization (10% gap in Simplified Chinese), console ports, or partnership on spin-offs given the franchise-adjacent design system and developer silence.

- Most realistic play: publishing
- Risk (tech): Developer has not posted in 15 months and studio status shows 'fading' with only one title, suggesting limited capacity for ports, live ops or localization work.
- Risk (market): Dice-roll roguelikes are a crowded category; the game's appeal skews toward puzzle-strategy enthusiasts rather than mainstream action audiences, limiting expansion potential.
- Risk (other): Mobile version history and cross-platform fragmentation (phone, Steam) may require IP/publishing clarity if a third party seeks to revive or expand the property.

What players are asking for:
- Console ports (especially Nintendo Switch, given mobile heritage and docked gameplay compatibility).
- Simplified Chinese localization to close the 10% language gap.
- Additional game modes and seasonal content to sustain engagement.
- Mobile port updates or re-release to bring lapsed players back.

Suggested first moves:
1. Contact Tann to explore publishing partnership: assess willingness and capacity to localize Simplified Chinese and scope console ports (Switch first, given mobile-to-handheld precedent).
2. Audit mobile version IP and distribution rights; if Tann retains them, a co-publishing deal for unified mobile+console strategy could unlock 2-3x current residual revenue.
3. Commission a post-launch live-ops roadmap (seasonal classes, limited-time game modes, cosmetics) to re-engage lapsed mobile players and justify continued marketing spend.

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/1775490
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
