# Shogun Showdown

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

- Steam appid: 2084000
- Developer: Roboatino
- Publisher: Goblinz Publishing
- Released: 2024 · Genre: Indie · List price: $14.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $5.2k to $7.9k per month (mid $6.6k)
- Opportunity score: $8.8k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 196.5k · Est. lifetime net revenue: $861.3k
- Review sentiment: 95% positive across 6993 reviews (6142 from Steam purchases)
- Review velocity: 59.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 19 months
- Last build shipped 10 months 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 | $11.9k |
| After VAT / sales tax (-13% blended) | $10.4k |
| After refunds (-9.5% median) | $9.4k |
| Net to developer (after Steam 30%) | $6.6k |

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

97, 782, 259, 394, 247, 146, 152, 119, 107, 93, 114, 176, 329, 97, 141, 95, 118, 113, 62, 51, 70, 56, 47, 73

## Missed seasonal-sale revenue (modeled)

Skipped 1 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$8.0k 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

$157.3k to $314.6k (2-4x the trailing net annuity of $78.7k/year). Same error range applies.

## Markets by review language

- english: 61%
- koreana: 4%
- russian: 3%
- spanish: 2%
- schinese: 21%
- japanese: 2%
- brazilian: 2%
- french: 3%
- german: 2%

## Analyst notes (AI-assisted)

Shogun Showdown is a turn-based roguelite deckbuilder with character progression and tactical synergies built by indie studio Roboatino.

This 2024 indie title has achieved solid commercial traction: $861k lifetime net on 196k units, 95% positive reviews, and consistent $6.5k/mo residual revenue nine months post-launch. The game shows strong retention signals (50+ hour playtimes common, 60 reviews/mo sustained), clean monetization ($14.99 one-time purchase), and cross-platform presence (PS5 noted by players). For an acquirer seeking a proven, low-risk catalog addition with existing audience momentum, or a publisher eyeing DLC/battle-pass expansion, this is a quiet success story worth closer evaluation.

- Most realistic play: acquisition
- Risk (market): Turn-based roguelite market is increasingly crowded; sustaining player growth beyond current base will require meaningful content updates or sequel positioning.
- Risk (other): Developer studio has only one title; acquisition includes limited institutional IP and production experience beyond this single franchise.
- Risk (other): Last developer communication was 19 months ago; current roadmap clarity and post-acquisition support expectations should be clarified early.

What players are asking for:
- Clearer visual indicators for elite enemy buffs (UI/UX polish)
- More playable characters rather than weapon unlocks (content expansion)
- Difficulty progression that persists across character slots (quality-of-life)
- Battle pass and paid cosmetic/artifact DLC (monetization expansion)

Suggested first moves:
1. Conduct IP and code audit: confirm clean ownership chain, assess codebase health, and identify technical debt before integration.
2. Interview Roboatino leadership on roadmap intent, post-launch support capacity, and appetite for DLC monetization to inform acquisition terms and retention structure.
3. Analyze 19-month comms gap: determine if silence reflects intentional radio-silence post-launch or operational constraint, and assess realistic timeline for content updates under new stewardship.

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/2084000
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
