# Fort Solis

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

- Steam appid: 1931730
- Developer: Fallen Leaf
- Publisher: Dear Villagers
- Released: 2023 · Genre: Adventure · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.8k to $5.7k per month (mid $4.8k)
- Opportunity score: $6.2k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 72.2k · Est. lifetime net revenue: $449.8k
- Review sentiment: 67% positive across 4173 reviews (2256 from Steam purchases)
- Review velocity: 30.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 20 months ago
- 46% of reviews come from key activations (excluded from revenue estimates)
- Last discounted 1 months ago, 12 sales in the last 12 months
- Proven demand elasticity: x2.3 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $8.7k |
| After VAT / sales tax (-13% blended) | $7.5k |
| After refunds (-9.5% median) | $6.8k |
| Net to developer (after Steam 30%) | $4.8k |

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

51, 70, 44, 43, 64, 61, 17, 40, 40, 19, 44, 68, 27, 43, 33, 16, 46, 32, 21, 42, 29, 21, 29, 42

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$1.2k net in total, assuming a unit uplift of x2.3 taken from this game's own sale history. Same ±30-50% error range applies.

## Estimated acquisition range

$114.6k to $229.3k (2-4x the trailing net annuity of $57.3k/year). Same error range applies.

## Markets by review language

- french: 4%
- german: 9%
- koreana: 0% (game NOT localized in this language)
- russian: 20%
- japanese: 0%
- english: 59%
- spanish: 3%
- schinese: 2%
- brazilian: 3%

## Analyst notes (AI-assisted)

A narrative-driven Martian base exploration game starring Roger Clark, Julia Brown and Troy Baker that leans on atmosphere and voice acting over traditional gameplay.

Fort Solis earned $450k lifetime on 72k units with steady residual revenue ($4.8k/mo mid-range) and a 66.5% positive rating despite mixed reception on pacing and gameplay depth. The title's real asset is its A-list voice cast and cinematic presentation, not replayability; it's a fit for catalog acquisition by publishers seeking prestige IP or licensing deals tied to voice talent. Revival is unlikely without gameplay redesign, but dormant catalog revenue and critical production values make it worth monitoring for rights consolidation or franchise development.

- Most realistic play: acquisition
- Risk (market): Walking simulator gameplay without strong action or puzzle loops limits repeat engagement and DLC/expansion potential; 19.6 months post-launch with only 12 sales in last 12m signals minimal organic growth.
- Risk (tech): High elasticity (2.26) and 75% max discount history suggest price sensitivity; customer acquisition cost likely high relative to $24.99 anchor, and last sale was 0.76 months ago.
- Risk (other): Voice talent (Roger Clark, Julia Brown, Troy Baker) is the primary draw per reviews; any sequel or revival hinges on reunion availability and budget constraints.

What players are asking for:
- Faster walking/running speed and better movement feel
- Stronger narrative payoff and clearer story stakes
- Fewer or more forgiving QTE sequences
- More varied environmental puzzles or interactive mechanics

Suggested first moves:
1. Audit voice talent IP and availability: Roger Clark, Julia Brown and Troy Baker are the core brand asset; determine if a director's cut, expanded narrative DLC or sequel is contractually feasible.
2. Model pricing and discount elasticity: 2.26 elasticity and 45.9% key-reseller share suggest aggressive bundling or subscription placement (Xbox Game Pass, PlayStation Plus) could unlock dormant audience without cannibalizing direct sales.
3. Evaluate Korean localization gap (0.098% loc gap, only 2 Korean reviews vs 11 language support) and other regional opportunities; $4.8k/mo residual could grow 20-30% with targeted marketing in underexploited territories.

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/1931730
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
