# Kingdom Eighties

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

- Steam appid: 1956040
- Developer: Fury Studios
- Publisher: Raw Fury
- Released: 2023 · Genre: Action · List price: $11.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.2k per month (mid $1.9k)
- Opportunity score: $3.1k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 95.2k · Est. lifetime net revenue: $284.5k
- Review sentiment: 75% positive across 3306 reviews (2974 from Steam purchases)
- Review velocity: 24.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 17 months
- Studio quiet across its whole catalog
- Last build shipped 19 months ago
- Last discounted 1 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.3 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.4k |
| After VAT / sales tax (-13% blended) | $2.9k |
| After refunds (-9.5% median) | $2.7k |
| Net to developer (after Steam 30%) | $1.9k |

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

44, 32, 75, 20, 23, 19, 43, 30, 43, 26, 30, 32, 14, 16, 75, 21, 34, 36, 19, 20, 30, 23, 24, 33

## Estimated acquisition range

$44.5k to $89.1k (2-4x the trailing net annuity of $22.3k/year). Same error range applies.

## Markets by review language

- french: 4%
- koreana: 2%
- spanish: 5%
- japanese: 1%
- schinese: 19%
- german: 3%
- english: 50%
- russian: 9%
- brazilian: 8%

## Analyst notes (AI-assisted)

Kingdom Eighties is a 2023 pixel-art kingdom-building spin-off set in the 1980s, blending the core series' tower-defense mechanics with retro aesthetics and local co-op.

Kingdom Eighties has quietly accumulated $285k lifetime revenue on 95k units with a respectable 75% positive rate, but recent momentum is minimal: only 11 sales in the past 12 months and $1.86k/mo in residual income suggest the player base has stabilized at a small, loyal core. The title's niche appeal and franchise connection make it a low-risk catalog hold for publishers seeking evergreen co-op depth, but revival requires either new content (DLC, sequels) or strategic bundling; acquisition alone is not a compelling play.

- Most realistic play: watch
- Risk (market): Tower-defense and kingdom-building genres are crowded; Kingdom Eighties lacks the viral hooks or roguelike permanence that sustain player acquisition in this space.
- Risk (other): Developer Fury Studios is marked as 'fading' with only one title; publisher Raw Fury's support level post-launch is unclear, and the 17-month silence since last dev communication suggests inactive maintenance.
- Risk (other): Player reviews consistently praise aesthetics and soundtrack over mechanics, indicating the game may be more 'cozy' experience than engaging gameplay loop, limiting long-tail engagement.

What players are asking for:
- DLC packs and new storylines with cutscenes
- More weapon/job variety for workers to increase combat depth
- Sequel or new era setting (e.g., 1990s theme, as one player suggested)
- Enhanced replayability beyond the main campaign

Suggested first moves:
1. Audit Raw Fury's long-term publishing roadmap for Kingdom Eighties: clarify whether dormancy is intentional catalog maintenance or a sign of withdrawal, and whether future updates or DLC are greenlit.
2. Evaluate bundle and pricing strategies: the 70% max discount suggests promotional headroom; test bundling with Two Crowns or other Raw Fury titles to cross-pollinate audiences.
3. If revival is considered, commission a lightweight content roadmap (e.g., one cosmetic DLC pack, one new era setting) validated against player feedback; the ask for 1990s setting and new gameplay jobs are low-cost, high-interest 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/1956040
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
