# Turnip Boy Robs a Bank

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

- Steam appid: 2097230
- Developer: Snoozy Kazoo
- Publisher: Graffiti Games
- Released: 2024 · Genre: Action · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.4k to $2.1k per month (mid $1.7k)
- Opportunity score: $2.2k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 60.0k · Est. lifetime net revenue: $263.1k
- Review sentiment: 95% positive across 2217 reviews (1876 from Steam purchases)
- Review velocity: 15.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 3 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 28 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.1k |
| After VAT / sales tax (-13% blended) | $2.7k |
| After refunds (-9.5% median) | $2.5k |
| Net to developer (after Steam 30%) | $1.7k |

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

41, 35, 32, 92, 75, 45, 25, 30, 25, 14, 32, 36, 16, 22, 26, 18, 17, 27, 12, 20, 14, 19, 16, 13

## Estimated acquisition range

$41.2k to $82.4k (2-4x the trailing net annuity of $20.6k/year). Same error range applies.

## Markets by review language

- french: 2%
- english: 86%
- koreana: 1%
- russian: 2%
- spanish: 2% (game NOT localized in this language)
- schinese: 3%
- brazilian: 2%
- german: 2%
- japanese: 0%

## Analyst notes (AI-assisted)

A roguelike action game where an anthropomorphic turnip robs a bank, sequel to the cult indie hit Turnip Boy Commits Tax Evasion.

Turnip Boy Robs a Bank has generated $263k lifetime on 60k units with a 95% positive rating and continues earning $1.7k/mo residual despite zero sales velocity in the past 12 months. The franchise has genuine community affection (humor, inclusive worldbuilding, tight roguelike design), but the original title's viral momentum has not transferred; this sequel appears to have plateaued early. Acquisition angle is weak (small IP, no licensing upside), but a publishing partner with access to Nintendo eShop or console ports, or a third-party with appetite for catalog depth in roguelikes, could extract modest but stable revenue through platform diversification and seasonal discounting.

- Most realistic play: publishing
- Risk (market): 24-month sales velocity shows consistent downward trend (peak 92 in month 4, now ~13/mo); sequel failed to sustain parent title's audience growth.
- Risk (tech): Roguelike market is crowded and commoditized; no unique mechanical hook called out in reviews to justify premium pricing at $14.99.
- Risk (other): Developer Snoozy Kazoo has only 2 titles on record and has been quiet for 2.5 months; studio capacity for post-launch support unknown.

What players are asking for:
- Cross-platform ports (console/mobile) explicitly desired given 'Enter the Gungeon' comparisons and eShop-friendly art style.
- More cosmetics and cosmetic unlocks beyond the NB flower crown (cosmetics mentioned in review 3 suggest demand for personalization).
- Quality-of-life improvements to roguelike run persistence or meta progression (implied in playtime variance: 3h to 31h suggests friction in replayability loop).

Suggested first moves:
1. Audit why sales_12m = 0 despite $1.7k/mo residual: verify whether figure reflects mature catalog sales, bundle inclusion, or regional markets not captured in primary Steam pipeline; if latter, localized publishing push (Spanish gap: 2.3%) could unlock $200-400/mo incremental.
2. Negotiate console port rights with Snoozy Kazoo or publisher Graffiti Games; roguelikes perform disproportionately well on Switch and PlayStation (similar titles like Hades, Brotato benchmark suggests 2-3x revenue uplift); 15% key share suggests existing partner relationships.
3. Test seasonal discount strategy: game has never received a discount in tracked history (max_discount_pct = 0, months_since_discount = -1); a 30-40% off seasonal campaign during Q4 2024 or alt-genre event could test elasticity and reactivate dormant wishlist; low elasticity (-1) suggests pricing is not the friction point, but bundling is.

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/2097230
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
