# Monster Energy Supercross - The Official Videogame 6

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

- Steam appid: 2058750
- Developer: Milestone S.r.l.
- Released: 2023 · Genre: Racing · List price: $49.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.2k to $3.3k per month (mid $2.8k)
- Opportunity score: $3.7k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 16.0k · Est. lifetime net revenue: $199.8k
- Review sentiment: 71% positive across 576 reviews (501 from Steam purchases)
- Review velocity: 8.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 23 months
- Studio active elsewhere (43 titles tracked), so this one may welcome a partner
- Last build shipped 17 months ago
- Last discounted 1 months ago, 8 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.0k |
| After VAT / sales tax (-13% blended) | $4.3k |
| After refunds (-9.5% median) | $3.9k |
| Net to developer (after Steam 30%) | $2.8k |

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

7, 5, 11, 11, 19, 15, 33, 22, 10, 11, 6, 9, 3, 4, 4, 4, 10, 8, 10, 8, 12, 8, 8, 7

## Estimated acquisition range

$66.1k to $132.1k (2-4x the trailing net annuity of $33.0k/year). Same error range applies.

## Markets by review language

- german: 4%
- english: 74%
- russian: 2% (game NOT localized in this language)
- spanish: 7%
- schinese: 1% (game NOT localized in this language)
- brazilian: 8%
- french: 4%

## Analyst notes (AI-assisted)

Monster Energy Supercross 6 is an officially licensed motocross sim released by Milestone in 2023 that has generated ~$200k lifetime net revenue on Steam.

The title sits in a quiet pocket of the racing catalog, earning $2.7k/mo residually with stable fundamentals (71% positive, 16 months post-launch) and regular discount cycles. For a publisher or platform holder, the licensing term and Milestone's 41-title racing portfolio make this a potential anchor for a wider supercross or motorsport franchise acquisition; for a smaller studio, the low review velocity (8.8 reviews/mo) and high price-elasticity signal room for a strategic pricing or bundle play without cannibalizing near-term revenue.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Supercross brand rights (sanctioning body and athlete likenesses) likely held by Feld Entertainment or AMA; license renewal, cost escalation, or termination could force delisting or require renegotiation within 12-24 months.
- Risk (market): Annual franchise release cadence (title #6 in series) risks audience fragmentation and shorter tail-life if new entries continue; current title shows signs of quiet adoption despite positive sentiment.
- Risk (tech): 23 months since last developer post suggests minimal active support; engine relevance and online stability should be audited before acquisition or revival investment.

Suggested first moves:
1. Map current Supercross license holder, renewal date, and renewal cost as hard constraint; clarify whether Milestone retains option to self-publish post-term.
2. Audit Milestone's other racing IPs (WRC, MXGP, Ride motorcycle series) for cross-marketing and bundle synergy; assess whether this title can anchor a broader racing portfolio play.
3. Run A/B pricing and discount test (e.g., 20-30% off vs. current 90% max) to validate elasticity (1.54) and measure whether modest price cuts or seasonal bundles unlock higher monthly velocity without margin erosion.

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/2058750
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
