# Blockbuster Inc.

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

- Steam appid: 1793090
- Developer: Super Sly Fox
- Publisher: EndGameLoop Games
- Released: 2024 · Genre: Casual · List price: $24.99
- 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: $2.5k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 19.6k · Est. lifetime net revenue: $143.3k
- Review sentiment: 52% positive across 639 reviews (613 from Steam purchases)
- Review velocity: 8.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 20 months
- Studio quiet across its whole catalog
- Last build shipped 19 months ago
- Last discounted 1 months ago, 8 sales in the last 12 months

## 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)

18, 19, 10, 18, 20, 9, 9, 10, 15, 6, 5, 9, 6, 6, 5, 5, 14, 15, 9, 9, 4, 6, 11, 11

## Missed seasonal-sale revenue (modeled)

Skipped 3 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$2.9k 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

- schinese: 3%
- brazilian: 1% (game NOT localized in this language)
- french: 5%
- german: 7%
- english: 71%
- koreana: 0% (game NOT localized in this language)
- russian: 9% (game NOT localized in this language)
- spanish: 3%

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

## Analyst notes (AI-assisted)

A business simulation where players build and manage a film studio from 1920 onward, competing in movie and TV production.

Blockbuster Inc. sits at $1,521.90/mo residual revenue with 52% positive sentiment, but shows clear signs of atrophy: no developer posts in 20 months, only 8 sales in the past 12 months, and a 2-year content drought that players cite as reason for refunds. The game has a functional core loop (studio-building tycoon in a sparse competitive space) and a $2,511.11/mo opportunity figure that suggests minor updates could reactivate interest. Best suited for a publisher seeking a dormant but salvageable catalog asset that could be revived with modest localization work (10.5% gap, especially Russian) and bug-fix polish.

- Most realistic play: publishing
- Risk (tech): No developer communication for 20 months raises questions about codebase health, engine version, and support readiness if bugs resurface post-acquisition.
- Risk (market): Direct predecessor Mad Games Tycoon exists and players note Blockbuster is the inferior variant; revival requires genuine mechanical differentiation, not just bug fixes.
- Risk (other): Studio is listed as fading (single-title developer); acquisition includes no ongoing dev capacity unless ramp-up is budgeted.

What players are asking for:
- Regular content updates and new features (players note 2-year silence as dealbreaker)
- Core mechanic fixes: scene design should impact movie success; timeline/genre balance needs retuning
- Stability and NPC behavior fixes (multiple reports of broken NPCs and crashes)

Suggested first moves:
1. Audit codebase, engine version, and crash logs; confirm stability baseline and localization readiness (Russian is 10.5% gap and 53 reviews, second-largest non-English audience).
2. Prototype small mechanical refresh (scene design impact, timeline balancing) and A/B test pricing; $24.99 feels punitive for current depth.
3. Evaluate whether to rebrand/relicense studio (fading single-title dev) or bring on external contractor for post-acquisition polish and monthly cadence commitment.

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/1793090
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
