# Botanicula

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

- Steam appid: 207690
- Developer: Amanita Design
- Released: 2012 · Genre: Adventure · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.4k to $3.6k per month (mid $3.0k)
- Opportunity score: $4.5k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 366.4k · Est. lifetime net revenue: $1.2M
- Review sentiment: 95% positive across 6685 reviews (4886 from Steam purchases)
- Review velocity: 37.3 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 6 months ago
- Studio active elsewhere (9 titles tracked), so this one may welcome a partner
- Last build shipped 7.3 years ago
- Last discounted 1 months ago, 10 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.5k |
| After VAT / sales tax (-13% blended) | $4.7k |
| After refunds (-9.5% median) | $4.3k |
| Net to developer (after Steam 30%) | $3.0k |

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

30, 27, 23, 32, 34, 43, 19, 49, 31, 41, 34, 30, 27, 23, 22, 26, 24, 14, 69, 39, 39, 24, 30, 23

## Estimated acquisition range

$72.2k to $144.3k (2-4x the trailing net annuity of $36.1k/year). Same error range applies.

## Analyst notes (AI-assisted)

A wordless, hand-drawn point-and-click adventure about guiding four strange creatures through a surreal botanical world, from the studio behind Samorost.

Botanicula remains a steady performer seven years post-launch, generating $3,007/mo in residual revenue with 95% positive reviews and consistent organic traffic (37 reviews/mo). The title represents Amanita Design's core strength in crafted, atmospheric indie adventure. For publishers or acquirers, it's a low-risk catalog asset with proven long-tail appeal and minimal maintenance overhead; for revival strategists, a platform for cosmetic updates (cosmetic DLC, soundtrack release, port to mobile/Switch) that could unlock dormant audiences.

- Most realistic play: publishing
- Risk (market): Niche aesthetic and wordless design limit mainstream appeal; elasticity of 1.16 suggests price-point sensitivity despite strong sentiment.
- Risk (tech): 12-year-old codebase; Steam Deck and modern OS compatibility should be verified before any acquisition or porting initiative.

What players are asking for:
- Port to Nintendo Switch or mobile platforms to reach non-Steam audiences
- New cosmetic DLC or environment skins to extend engagement
- Standalone soundtrack release or expanded OST album
- Behind-the-scenes dev diary or making-of documentary

Suggested first moves:
1. Audit current code and asset pipeline for port feasibility to Switch and iOS; budget porting costs against incremental revenue opportunity of $4,511/mo.
2. Reach out to Amanita Design to explore publishing partnership: run 2-3 strategic discount campaigns (currently 10 per year) timed to seasonal windows or thematic events to test audience expansion.
3. Investigate cosmetic DLC bundle (new creature skins, plant-themed cosmetics) that could be monetized at low production cost; current 87% historical max discount suggests room for premium tier positioning.

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/207690
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
