# Jusant

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

- Steam appid: 1977170
- Developer: DON'T NOD
- Released: 2023 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $6.5k to $9.8k per month (mid $8.1k)
- Opportunity score: $10.6k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 130.1k · Est. lifetime net revenue: $810.7k
- Review sentiment: 93% positive across 6825 reviews (4066 from Steam purchases)
- Review velocity: 52.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 8 months ago
- Studio active elsewhere (6 titles tracked), so this one may welcome a partner
- Last build shipped 28 months ago
- 40% of reviews come from key activations (excluded from revenue estimates)
- Last discounted 1 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.2 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $14.8k |
| After VAT / sales tax (-13% blended) | $12.8k |
| After refunds (-9.5% median) | $11.6k |
| Net to developer (after Steam 30%) | $8.1k |

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

96, 47, 45, 93, 100, 89, 100, 84, 91, 73, 75, 94, 50, 61, 66, 48, 73, 81, 57, 50, 44, 66, 26, 70

## Estimated acquisition range

$195.0k to $390.1k (2-4x the trailing net annuity of $97.5k/year). Same error range applies.

## Markets by review language

- japanese: 1%
- french: 11%
- german: 4%
- russian: 4%
- schinese: 11%
- brazilian: 2%
- english: 63%
- koreana: 1%
- spanish: 3%

## Analyst notes (AI-assisted)

Jusant is a meditative vertical climbing puzzle adventure with environmental storytelling and a companion character, built around a singular, carefully-paced mechanic.

Jusant sits in a profitable middle ground: $810k lifetime revenue on 130k units at $25, with 93% positive reviews and modest but steady residual income ($8.1k/mo mid-estimate). The game resonates deeply with a defined audience (Journey-adjacent, narrative-light, accessibility-conscious players) but has plateaued at mainstream visibility. It is a strong acquisition target for a publisher seeking a catalog title with proven quality, low churn risk, and potential upside via console ports, localization expansion, or bundling into subscription services. Not a blockbuster revival candidate, but a reliable, well-crafted asset.

- Most realistic play: acquisition
- Risk (market): Niche vertical slice of indie gaming; limited crossover appeal beyond players who seek meditative, low-combat experiences; mainstream growth headroom is constrained.
- Risk (tech): Climbing mechanic polarizes players on input consistency and hand-assignment logic; no clear path to broaden appeal without redesign that risks alienating the installed base.
- Risk (other): Developer DON'T NOD is operating but has four titles in catalog; post activity low (8 months since last dev communication), suggesting limited bandwidth for post-launch support or narrative DLC.

What players are asking for:
- More climbing levels or campaign expansion (several reviewers noted desire for longer playtime)
- Clearer narrative exposition or dialogue (story told only via letters and environment feels incomplete to some)
- Replay incentives beyond collectibles (one player noted repetitive gameplay loop)

Suggested first moves:
1. Audit console port feasibility (PS5/Switch) and regional store pricing strategy; title's accessibility and cozy positioning align well with console audiences and subscription bundles.
2. Evaluate cost of targeted localization expansion in East Asia (Japanese and Simplified Chinese reviews present but sparse relative to English/Brazilian volume) and Tier 2 European markets.
3. Model bundling scenarios with thematically aligned catalog partners (e.g., other indie contemplative titles) to test demand elasticity and LTV uplift before committing to full marketing re-push.

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/1977170
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
