ResidualPlaybeta Open the radar

House of Necrosis

Warkus · 2025 · $11.99 · RPG · deal grade B

Measured on 2026-10-02 21:45 UTC, 3 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $1.0k to $1.6k per month
  • Opportunity: $1.7k per month at x1.30 dormancy
  • Estimated lifetime owners: 23.3k
  • 95% positive across 609 reviews · 12.9 reviews/month

Why it's flagged

  • Developer active, last post 11 months ago
  • Store page localized in only 1 language(s)
  • Last discounted 0 months ago, 5 sales in the last 12 months

Analyst notes (AI-assisted)

Note written 2026-09-02; the live figures above take precedence over any numbers in it.

A mystery dungeon roguelike with Resident Evil aesthetics, permadeath stakes, and spell-based run mechanics that blends Shiren-style design with survival horror theming.

House of Necrosis occupies a narrow but devoted niche: permadeath dungeon crawlers with strong thematic identity draw a committed audience willing to replay for mastery. The title shows healthy community engagement (mid-double-digit monthly reviews, 94.7% positive), deep median playtime (10+ hours), and solid retention (60% still playing), but remains severely undermonetized for a B-grade title with a live developer. The game has never run a discount, suggesting either inexperienced pricing strategy or publisher unwillingness to test elasticity. A publishing or revival partner could unlock immediate upside through modest promotional spend, localization of Japanese player requests, and post-game content pacing. Most realistic play: publishing.

  • Risk: Mystery dungeon subgenre has a ceiling: players are either deeply committed or uninterested; mainstream growth will not move significantly without franchise IP leverage.
  • Risk: Single-language release (English only) despite 13 Japanese and 8 Brazilian reviews suggests organic international interest is being left unrealized; localization cost-benefit unclear.
  • Risk: Perceived balance friction in end-game difficulty (1HP curse floor complaint) is frustrating a non-trivial share of engaged players; design iteration or communication on intent may be needed.

This case as Markdown · Estimates carry ±30-50% error per title.