# Gunpoint

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

- Steam appid: 206190
- Developer: Suspicious Developments
- Released: 2013 · Genre: Action · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $802 to $1.2k per month (mid $1.0k)
- Opportunity score: $2.1k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 770.2k · Est. lifetime net revenue: $1.7M
- Review sentiment: 98% positive across 13322 reviews (10269 from Steam purchases)
- Review velocity: 18.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.0 years
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 11.1 years ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 8 sales in the last 12 months
- Proven demand elasticity: x1.9 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $1.8k |
| After VAT / sales tax (-13% blended) | $1.6k |
| After refunds (-9.5% median) | $1.4k |
| Net to developer (after Steam 30%) | $1.0k |

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

258, 38, 18, 28, 32, 24, 28, 32, 15, 26, 30, 36, 14, 19, 19, 25, 14, 28, 14, 19, 17, 13, 20, 29

## Estimated acquisition range

$24.0k to $48.1k (2-4x the trailing net annuity of $12.0k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2013 stealth-puzzle platformer where you rewire environments and manipulate guards through creative level solutions.

Gunpoint has generated $1.65M lifetime on 770K units with 97.5% positive reviews and residual income of $1,002/mo, suggesting a durable but quiet audience that values design depth and replayability. The game's indie pedigree, short campaign (2-3 hours), and lack of live-service overhead make it a clean acquisition target for publishers building dormant-title portfolios, though continued revenue depends entirely on occasional sales and nostalgia-driven discovery rather than new marketing.

- Most realistic play: acquisition
- Risk (market): Velocity has decayed to single-digit monthly units; residual income relies on infrequent deep discounts and organic traffic, not growth.
- Risk (tech): 11+ years old; one player reported startup crashes post-replay; platform-compatibility debt may grow if left unmaintained.
- Risk (other): Developer (Suspicious Developments) has published 3 titles total and last posted 24 months ago; no indication of active support capacity.

What players are asking for:
- Longer campaign or additional levels to extend playtime beyond 2-3 hours
- Stability fixes for startup crashes on replay
- More complexity and mechanical depth in later levels

Suggested first moves:
1. Audit codebase and build pipeline for platform maintenance (Windows, macOS, Linux); one crash report suggests technical debt.
2. Model the ROI of a 20-30% price cut or bundling into a curated indie collection to test demand elasticity (current elasticity: 1.95).
3. Evaluate localization and regional pricing to unlock dormant international players; game currently ships in English only despite global 97.5% review score.

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/206190
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
