# Moonleap

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

- Steam appid: 2166050
- Developer: guselect
- Released: 2023 · Genre: Action · List price: $8.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.8k per month (mid $1.5k)
- Opportunity score: $2.9k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 42.4k · Est. lifetime net revenue: $95.0k
- Review sentiment: 99% positive across 1462 reviews (1324 from Steam purchases)
- Review velocity: 27.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.4 years
- Studio quiet across its whole catalog
- Last build shipped 28 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.8k |
| After VAT / sales tax (-13% blended) | $2.4k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.5k |

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

34, 30, 20, 16, 42, 38, 26, 50, 30, 20, 16, 51, 19, 8, 28, 22, 33, 32, 11, 30, 17, 13, 32, 62

## Estimated acquisition range

$37.0k to $74.0k (2-4x the trailing net annuity of $18.5k/year). Same error range applies.

## Markets by review language

- brazilian: 82%
- french: 0% (game NOT localized in this language)
- german: 0% (game NOT localized in this language)
- english: 13%
- koreana: 1% (game NOT localized in this language)
- russian: 0% (game NOT localized in this language)
- spanish: 1%
- japanese: 1%
- schinese: 1% (game NOT localized in this language)

## Analyst notes (AI-assisted)

Moonleap is a minimalist puzzle-platformer where players manipulate gravity and environment to navigate increasingly creative levels.

Moonleap is a quiet B-grade indie title with 99% positive sentiment and strong lifetime performance ($94.9k net, 42k units) despite zero sales velocity in the past 12 months and zero active discounting. The game earns $1.5k/mo residual revenue with minimal marketing touch, suggesting a durable design that appeals to a niche but loyal audience. For a small publisher or revival-focused buyer, the IP is unencumbered, the community is vocal about wanting expansion (longer campaigns, harder modes), and the 3.4% localization gap signals modest untapped opportunity in Simplified Chinese markets.

- Most realistic play: revival
- Risk (market): Zero sales in past 12 months despite active pricing suggests the initial audience has saturated; viral or platform-driven growth unlikely without external marketing or content refresh.
- Risk (other): Developer studio marked 'fading' with only one title in portfolio; IP acquisition includes no ongoing support infrastructure or sequel pipeline.
- Risk (tech): 28 months since last developer post signals dormancy; engine, framework or platform dependencies may drift without active maintenance.

What players are asking for:
- Longer campaign or additional levels beyond current scope
- Harder difficulty tiers or puzzle variants for experienced players
- Mobile or Nintendo Switch port to expand platform reach
- Sequel or spiritual successor with expanded mechanics

Suggested first moves:
1. Secure IP ownership from guselect; assess engine, art assets and code quality to estimate porting or content expansion cost.
2. Conduct soft marketing test (Steam wishlist reset, one-week discount to 20-30%) to measure demand elasticity and validate residual revenue baseline before committing to revival spend.
3. Prototype one new level pack or mobile version in parallel to gauge whether existing audience will pay for incremental content, and whether ex-players will re-engage.

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/2166050
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
