# Your Turn To Die -Death Game By Majority-

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

- Steam appid: 2067780
- Developer: Nankidai
- Publisher: 0UP GAMES
- Released: 2023 · Genre: Adventure · List price: $16.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $11.4k to $17.1k per month (mid $14.3k)
- Opportunity score: $21.4k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 129.8k · Est. lifetime net revenue: $549.7k
- Review sentiment: 98% positive across 4379 reviews (4055 from Steam purchases)
- Review velocity: 134.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 6 months ago
- Last build shipped 3.1 years ago
- Store page localized in only 2 language(s)
- 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 | $25.9k |
| After VAT / sales tax (-13% blended) | $22.6k |
| After refunds (-9.5% median) | $20.4k |
| Net to developer (after Steam 30%) | $14.3k |

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

77, 59, 59, 79, 84, 100, 67, 82, 70, 47, 91, 119, 81, 70, 131, 90, 183, 166, 193, 160, 109, 94, 132, 121

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$14.1k 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

$342.7k to $685.4k (2-4x the trailing net annuity of $171.4k/year). Same error range applies.

## Markets by review language

- french: 1% (game NOT localized in this language)
- russian: 5% (game NOT localized in this language)
- japanese: 1%
- schinese: 40% (game NOT localized in this language)
- brazilian: 2% (game NOT localized in this language)
- german: 0% (game NOT localized in this language)
- english: 45%
- koreana: 4% (game NOT localized in this language)
- spanish: 2% (game NOT localized in this language)

Localization gap: 53% of measured reviews are written in languages the game does not support (top: schinese). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

A narrative-driven visual novel and death-game puzzle title with branching story, character-driven mysteries, and trial mechanics comparable to Danganronpa and Zero Escape.

YTTD generates $14.3k/mo residual revenue on a modest $16.99 price point with exceptional 97.7% positive sentiment and strong replay value, yet remains dormant in development (final chapter incomplete since launch). The title has cultivated a seven-year-old fanbase with substantial emotional investment and replay activity. For a publishing partner or developer acquisition, the appeal lies in completing the final chapter (a known bottleneck) to unlock sequel potential and monetization windows; for a smaller studio, the IP and community represent a low-risk, high-loyalty catalog addition.

- Most realistic play: publishing
- Risk (tech): Game built on web/browser tech originally; Steam port stability and long-term platform parity require monitoring.
- Risk (market): Visual novel and trial-based genres skew heavily toward anime/niche audiences; mainstream growth ceiling is low despite quality.
- Risk (other): Development stalled on final chapter completion for 18+ months; player sentiment remains positive but completion anxiety is a recurring ask in reviews.

What players are asking for:
- Release final chapter part 2 (mentioned in 4+ reviews, tone: hopeful/exasperated)
- More minigame variety and mechanical depth (mentioned once, constructive criticism)
- Localization beyond English and Simplified Chinese (53% loc gap, top missing language Simplified Chinese already 1555 reviews)

Suggested first moves:
1. Acquire or secure publishing partnership for final chapter completion; map dev resources and timeline to unlock a launch/marketing event and new sales window.
2. Analyze original web version player data (pre-Steam) to model total franchise reach and identify dormant audience segments for re-engagement campaign.
3. Explore soundtrack/merchandise and franchise extension licensing (fan demand visible in reviews; no current secondary revenue streams evident).

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/2067780
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
