# Time Flies

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

- Steam appid: 2000120
- Developer: Playables
- Publisher: Panic
- Released: 2025 · Genre: Adventure · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.2k per month (mid $1.8k)
- Opportunity score: $2.5k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 11.5k · Est. lifetime net revenue: $57.6k
- Review sentiment: 97% positive across 384 reviews (358 from Steam purchases)
- Review velocity: 14.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 13 months
- Last build shipped 10 months ago
- Last discounted 0 months ago, 9 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.3k |
| After VAT / sales tax (-13% blended) | $2.9k |
| After refunds (-9.5% median) | $2.6k |
| Net to developer (after Steam 30%) | $1.8k |

## Monthly review counts, oldest to newest (13 months)

73, 66, 21, 34, 26, 8, 25, 12, 10, 13, 9, 19, 25

## Missed seasonal-sale revenue (modeled)

Skipped 1 Steam seasonal sale window(s) in the last 13 months. Running a -50% discount in those windows is modeled at +$4.6k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$44.2k to $88.5k (2-4x the trailing net annuity of $22.1k/year). Same error range applies.

## Markets by review language

- french: 4%
- german: 3%
- koreana: 8%
- japanese: 2%
- schinese: 9%
- brazilian: 3%
- english: 65%
- russian: 3%
- spanish: 3%

## Analyst notes (AI-assisted)

Time Flies is a whimsical, metaphor-heavy puzzle adventure where you play as a fly completing a bucket list before time runs out.

Time Flies has achieved 96.6% positive sentiment with solid residual revenue ($1.8k/mo mid estimate) and 14.7 reviews/month sustained on a 2-hour experience launched less than a year ago by Panic, a respected indie publisher. The title is generating $57.6k lifetime on 11.5k units at $14.99; the friction point is perceived value-to-length ratio and the existential theme's divisive reception. For a publisher or platform partner, the game represents a quiet success in philosophical indie gaming with untapped secondary markets (14 languages supported, strong Korean reception at 26 reviews) and potential for limited merchandise or anthology bundling.

- Most realistic play: publishing
- Risk (market): Niche philosophical tone and 2-hour runtime mean ceiling is indie/prestige audience; mass-market appeal is limited.
- Risk (other): Mortality metaphor and LSD reference have triggered some player friction; localization cultural sensitivity varies by region.
- Risk (other): Developer Playables is a single-title studio with 12+ months of silence; succession or support risk if key personnel change.

What players are asking for:
- Removal or toggle for the hard time limit to allow relaxed exploration mode
- Longer campaign or sequel content to extend playtime beyond 2 hours
- Console or mobile ports to reach new audiences
- More accessibility options for colorblind and timing-sensitive players

Suggested first moves:
1. Audit Japanese, Korean and Simplified Chinese player cohorts (strong review velocity in those languages) to assess regional marketing and localization gap opportunities; consider regional pricing trial.
2. Evaluate bundle placement in prestige indie collections (e.g., Annapurna, Devolver, Firewatch-style curation) where the philosophical angle and 2-hour format are assets, not liabilities.
3. Engage developer on post-launch roadmap: free cosmetics, a 'zen mode' timer-off variant, or short sequel could unlock the $2.5k/mo opportunity upside without requiring full remake.

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/2000120
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
