# Just Go

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

- Steam appid: 1862520
- Developer: Studio Amateur
- Released: 2022 · Genre: Casual · List price: $9.99
- 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: $2.8k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 102.6k · Est. lifetime net revenue: $255.5k
- Review sentiment: 93% positive across 3306 reviews (3205 from Steam purchases)
- Review velocity: 23.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.1 years
- Studio quiet across its whole catalog
- Last build shipped 35 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.7k |
| After VAT / sales tax (-13% blended) | $2.3k |
| After refunds (-9.5% median) | $2.1k |
| Net to developer (after Steam 30%) | $1.5k |

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

40, 49, 45, 32, 36, 49, 45, 34, 23, 39, 28, 35, 22, 19, 31, 24, 26, 31, 35, 23, 23, 22, 19, 21

## Estimated acquisition range

$35.6k to $71.2k (2-4x the trailing net annuity of $17.8k/year). Same error range applies.

## Markets by review language

- english: 12%
- spanish: 0% (game NOT localized in this language)
- japanese: 1%
- brazilian: 0% (game NOT localized in this language)
- koreana: 13%
- russian: 1%
- schinese: 72%
- french: 1% (game NOT localized in this language)
- german: 1%

## Analyst notes (AI-assisted)

Just Go is a casual puzzle game with strong Asian appeal, particularly in Korean and Simplified Chinese markets, earning $1.48k/mo residually across 102k lifetime units.

Just Go shows durable engagement (92.8% positive, 24 reviews/mo) and meaningful revenue from underserved regional markets, particularly Asia, where localization and cultural fit appear strong. The title is quiet but not declining, with a $2.82k/mo opportunity gap suggesting room for targeted content or revival. However, the developer (Studio Amateur, 3 titles) is listed as fading, and the last dev post was 36+ months ago, signaling execution risk if acquisition involves ongoing support or updates.

- Most realistic play: publishing
- Risk (other): Developer Studio Amateur is marked as fading status with no public engagement for 37 months; unclear whether source code, live-ops infrastructure, or asset ownership is clean or transferable.
- Risk (market): 80%+ of revenue and review volume concentrate in Korean and Chinese markets; Western monetization upside appears limited, and regional payment/regulatory changes could affect residual.
- Risk (tech): Title is 35 months old with zero price discounts or promotions in recent history; platform dependency and technical debt status unknown.

What players are asking for:
- Professional/ranked game mode updates (last shipped July 2023+)
- Error log or problem-set replay feature (feedback from Chinese player base)

Suggested first moves:
1. Secure IP chain-of-title and live-ops access from Studio Amateur; confirm asset and code status before outlay.
2. Audit Korean and Chinese player cohorts via in-game telemetry and regional app-store reviews to size incremental monetization (battle pass, cosmetics, seasonal content).
3. Model localization gap closure (French is 1.08% behind; minor opportunity) and A/B test modest content roadmap (e.g. ranked mode, cosmetics) to test velocity lift before full acquisition.

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/1862520
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
