# Redout 2

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

- Steam appid: 1799930
- Developer: 34BigThings srl
- Released: 2022 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.7k to $2.5k per month (mid $2.1k)
- Opportunity score: $2.7k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 36.9k · Est. lifetime net revenue: $184.1k
- Review sentiment: 83% positive across 1476 reviews (1154 from Steam purchases)
- Review velocity: 16.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 27 months ago
- Last discounted 1 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.8 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.8k |
| After VAT / sales tax (-13% blended) | $3.3k |
| After refunds (-9.5% median) | $3.0k |
| Net to developer (after Steam 30%) | $2.1k |

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

13, 3, 6, 5, 13, 11, 13, 14, 4, 19, 17, 16, 18, 7, 9, 6, 9, 16, 10, 15, 29, 14, 15, 18

## Estimated acquisition range

$50.3k to $100.7k (2-4x the trailing net annuity of $25.2k/year). Same error range applies.

## Markets by review language

- russian: 2%
- japanese: 2%
- brazilian: 1%
- spanish: 2%
- schinese: 1%
- french: 3%
- german: 3%
- english: 85%
- koreana: 1%

## Analyst notes (AI-assisted)

A high-speed anti-gravity racer for PC that targets F-Zero GX and Wipeout fans with precise ship control and a heat-management resource system.

Redout 2 has quietly accumulated $184k lifetime net revenue and maintains a strong 83% positive rating despite modest visibility (36,928 lifetime units). The game sits in a genuine market void: no mainstream anti-gravity racer has shipped since 2048, and this title's skill ceiling attracts a loyal, engaged community. At $2,098/mo residual revenue with 11 discount promotions annually, it's not generating outsized returns, but its active development team (last post 1.9 months ago), low 21.8% key-reseller share, and elastic pricing suggest room for a publishing push, content drop, or franchise revival play rather than acquisition.

- Most realistic play: publishing
- Risk (market): Anti-gravity racer genre has zero mainstream competition and tiny addressable audience; success depends on passionate devotees rather than trend penetration.
- Risk (tech): Control scheme has a steep learning curve; reviews show players split between those who master it (84h+ plays) and those who bounce within hours.
- Risk (other): Redout 1 comparisons cut both ways: some players prefer the original and actively recommend it instead, fragmenting the sequel's player base.

What players are asking for:
- Deeper content parity with Redout 1 (fairer track design, stronger soundtrack)
- Further refinement of controls to lower entry friction without sacrificing depth
- Weapon or power-up systems similar to Wipeout franchise
- More cosmetic and gameplay unlocks tied to progression

Suggested first moves:
1. Partner with 34BigThings on a seasonal content roadmap (new tracks, cosmetics, quality-of-life control tuning) to re-engage lapsed players and lower friction for streamers and new buyers.
2. Run a targeted positioning campaign on YouTube/Twitch aimed at F-Zero GX and Wipeout 2048 communities; the game already converts these cohorts, but awareness is low outside Reddit's niche corners.
3. Test a 30-40% discount during Steam seasonal sales and measure elasticity gains; current $19.99 price and 1.77 elasticity suggest revenue upside if discounts are infrequent and tied to major content drops.

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/1799930
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
