# NAIAD

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

- Steam appid: 1813860
- Developer: HiWarp
- Released: 2024 · Genre: Adventure · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.2k to $3.3k per month (mid $2.7k)
- Opportunity score: $4.5k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 18.3k · Est. lifetime net revenue: $107.0k
- Review sentiment: 94% positive across 721 reviews (572 from Steam purchases)
- Review velocity: 18.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 16 months
- Studio quiet across its whole catalog
- Last build shipped 19 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.0k |
| After VAT / sales tax (-13% blended) | $4.3k |
| After refunds (-9.5% median) | $3.9k |
| Net to developer (after Steam 30%) | $2.7k |

## Monthly review counts, oldest to newest (20 months)

114, 47, 31, 12, 21, 19, 29, 35, 14, 24, 16, 73, 20, 12, 11, 18, 15, 25, 21, 22

## Estimated acquisition range

$65.4k to $130.9k (2-4x the trailing net annuity of $32.7k/year). Same error range applies.

## Markets by review language

- french: 6%
- german: 3%
- schinese: 30%
- brazilian: 1%
- english: 52%
- koreana: 2%
- russian: 3%
- spanish: 2%
- japanese: 1%

## Analyst notes (AI-assisted)

NAIAD is a hand-painted watercolor adventure where you play as a water spirit exploring a river ecosystem through singing, puzzle-solving, and creature companionship.

This solo-dev indie title has achieved remarkable community reception (94% positive across 721 reviews) and demonstrated sticky engagement despite minimal marketing footprint. At $2.7k/mo residual revenue on $107k lifetime net, it's quietly sustaining itself post-launch; the opportunity lies not in aggressive revival but in thoughtful catalog acquisition for publishers seeking evergreen, low-pressure narrative experiences that appeal to players fatigued by competitive gaming. The game's strength is cultural fit, not market size: it resonates deeply with a niche, loyal audience unlikely to churn.

- Most realistic play: acquisition
- Risk (market): Niche appeal (cozy, slower-paced, non-action-driven) limits addressable market; discounting elasticity of -1 suggests price-insensitive audience, so sales velocity tied to awareness, not margin.
- Risk (tech): Single developer (18 months post-build, no dev posts in 15+ months) means IP transfer requires clear technical handoff; sustainability of content updates depends on buyer's capacity to maintain codebase.
- Risk (other): Player feedback indicates recurring friction with core mechanic: fish-following AI and hidden-passage discovery feel unintuitive, suggesting UX refinement is needed to unlock broader appeal.

What players are asking for:
- Deeper or more varied puzzle mechanics beyond singing
- More forgiving or transparent guidance for secret discovery
- Expanded story or post-game content

Suggested first moves:
1. Audit the singing and fish-AI systems with an eye toward clarity: can tooltips, visual feedback, or mechanic rebalancing reduce the 'guessing' friction noted by players without losing intentional mystery?
2. Explore licensing or publishing partnerships with cozy/wellness-focused platforms (Apple Arcade, Xbox Game Pass for console ports) where the game's meditative pacing and art direction are competitive assets.
3. Conduct exit interviews with the developer on roadmap intentions, technical debt, and IP/music licensing clarity (especially the poetic soundscape) to de-risk acquisition and identify quick-win content or localization opportunities.

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/1813860
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
