# Hooked on You: A Dead by Daylight Dating Sim™

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

- Steam appid: 1866180
- Developer: Psyop
- Publisher: Behaviour Interactive Inc.
- Released: 2022 · Genre: Casual · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.5k to $3.7k per month (mid $3.1k)
- Opportunity score: $6.5k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 192.4k · Est. lifetime net revenue: $479.2k
- Review sentiment: 90% positive across 6786 reviews (6012 from Steam purchases)
- Review velocity: 49.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.2 years
- Studio inactive: no public activity across 1 tracked titles
- Last build shipped 4.0 years ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.6k |
| After VAT / sales tax (-13% blended) | $4.9k |
| After refunds (-9.5% median) | $4.4k |
| Net to developer (after Steam 30%) | $3.1k |

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

33, 29, 27, 30, 29, 22, 22, 41, 17, 47, 38, 51, 32, 20, 41, 87, 125, 62, 36, 42, 31, 35, 92, 61

## Estimated acquisition range

$74.0k to $148.0k (2-4x the trailing net annuity of $37.0k/year). Same error range applies.

## Markets by review language

- english: 62%
- koreana: 5%
- spanish: 5%
- brazilian: 5%
- russian: 5% (game NOT localized in this language)
- japanese: 1%
- schinese: 11%
- french: 2%
- german: 4%

## Analyst notes (AI-assisted)

A 2022 Dead by Daylight-branded dating sim featuring romance routes with DBD killers, developed by Psyop and published by Behaviour Interactive.

Hooked on You has generated $479k lifetime on 192k units at a modest $9.99 price, with 90% positive sentiment and a quiet but consistent $3.1k/mo residual revenue stream 47 months post-launch. For Behaviour Interactive, this represents a proven IP extension play with strong community engagement among DBD's playerbase, particularly valuable as a low-friction onboarding and monetization lever. A revival campaign or sequel could capitalize on the franchise's massive active player base and demonstrated appetite for cross-format character content; acquisition by a dating-sim or casual publisher would be lower-impact but viable if bundled with other DBD ancillary rights.

- Most realistic play: revival
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Title is derivative of Dead by Daylight IP owned by Behaviour Interactive; any acquisition of the game alone does not include sequel or reskin rights without explicit franchise agreement.
- Risk (tech): Developer studio status is marked inactive with no dev posts in 38 months; source code maintenance and future platform compatibility may require rework.
- Risk (market): 90% positive score masks polarized reception (reviews cite poor writing, weak minigames, and niche appeal outside DBD fandom); standalone audience ceiling is likely low.

What players are asking for:
- Sequel or DLC with additional romance routes, especially Trickster and Singularity characters
- Expanded character roster beyond current five dateable killers
- Tie-in cosmetics or cross-promotion rewards with main DBD game

Suggested first moves:
1. Audit Behaviour Interactive's internal retention data (skin unlock redemptions, cross-game cosmetic engagement) to validate halo effect on main DBD player lifecycle and ARPU.
2. Commission a lightweight sequel or 4-6 character DLC pack targeting Halloween/seasonal events; test pricing elasticity at $4.99 and $14.99 tiers given current $9.99 base and -1.0 elasticity.
3. Evaluate Russian localization gap (4.7% gap, Russian at top) as low-lift expansion: current $3.1k/mo could rise 10-15% with full RU QA and community marketing.

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/1866180
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
