# Promenade

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

- Steam appid: 1781260
- Developer: Holy Cap
- Released: 2024 · Genre: Adventure · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.2k per month (mid $1.9k)
- Opportunity score: $3.1k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 26.6k · Est. lifetime net revenue: $155.4k
- Review sentiment: 94% positive across 901 reviews (831 from Steam purchases)
- Review velocity: 12.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 19 months
- Studio quiet across its whole catalog
- Last build shipped 19 months ago
- Last discounted 1 months ago, 6 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 | $3.4k |
| After VAT / sales tax (-13% blended) | $3.0k |
| After refunds (-9.5% median) | $2.7k |
| Net to developer (after Steam 30%) | $1.9k |

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

8, 2, 1, 4, 49, 58, 83, 160, 73, 25, 34, 61, 39, 9, 12, 8, 21, 28, 16, 7, 17, 9, 9, 19

## Estimated acquisition range

$45.0k to $90.0k (2-4x the trailing net annuity of $22.5k/year). Same error range applies.

## Markets by review language

- russian: 0% (game NOT localized in this language)
- spanish: 0%
- japanese: 0% (game NOT localized in this language)
- schinese: 78%
- brazilian: 0% (game NOT localized in this language)
- french: 9%
- english: 12%
- koreana: 0% (game NOT localized in this language)

## Analyst notes (AI-assisted)

A hand-drawn 2D adventure platformer with visual polish but unclear level design that shipped in early 2024 to a modest, quiet player base.

Promenade has accumulated $155k lifetime revenue on 26.6k units sold, earning $1,875/mo residually. The 94% positive review rate and recent $3,093/mo opportunity estimate suggest strong core player satisfaction, but the studio (single-title, fading status) has not posted updates in 19 months. The core friction: visual ambiguity in platform clarity is addressable. A small publisher could acquire this dormant catalog item, ship one polish patch targeting readability, and unlock a loyal audience that continues to engage (12.8 reviews/mo average) despite silence.

- Most realistic play: acquisition
- Risk (tech): Platform-background visual separation is a known design gap; remediation requires asset rework and may be non-trivial at scale.
- Risk (market): Single-title studio with no developer engagement for 19 months signals either resource constraint or disinterest; acquisition must include clear post-launch support commitment.
- Risk (other): Mainstream awareness remains low despite positive ratio; growth beyond current 6 sales/year will depend entirely on messaging and discounting discipline.

What players are asking for:
- Improve platform and foreground/background visual clarity and outline contrast
- Better tutorial or level design clarity for early-game navigation

Suggested first moves:
1. Secure rights from Holy Cap (confirm single IP ownership and any outstanding obligations); title appears self-published with no licensed third-party IP.
2. Conduct rapid UX audit on platform contrast and readability; prioritize a single polish patch that addresses the foreground separation issue and ship within 6-8 weeks.
3. Execute modest Steam featuring campaign (sale + wishlist push) tied to patch release; elasticity of 1.86 suggests price sensitivity and room for promotional pricing to drive velocity.

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/1781260
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
