# Aery VR - Calm Mind

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

- Steam appid: 2173670
- Developer: EpiXR Games UG
- Released: 2022 · Genre: Casual · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.3k per month (mid $1.9k)
- Opportunity score: $3.6k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 896 · Est. lifetime net revenue: $2.2k
- Review sentiment: 100% positive across 28 reviews (28 from Steam purchases)
- Review velocity: 31.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 23 months
- Studio active elsewhere (16 titles tracked), so this one may welcome a partner
- Last build shipped 3.9 years ago
- Store page localized in only 1 language(s)
- Last discounted 0 months ago, 11 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.5k |
| After VAT / sales tax (-13% blended) | $3.0k |
| After refunds (-9.5% median) | $2.8k |
| Net to developer (after Steam 30%) | $1.9k |

## Estimated acquisition range

$46.3k to $92.7k (2-4x the trailing net annuity of $23.2k/year). Same error range applies.

## Markets by review language

- english: 39% (game NOT localized in this language)
- russian: 61% (game NOT localized in this language)

Localization gap: 100% of measured reviews are written in languages the game does not support (top: russian). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

A low-poly first-person flight relaxation game where players soar as a bird through calming VR environments without combat, narrative pressure, or task lists.

Aery VR holds modest residual revenue (~$1,930/mo) with near-perfect community sentiment (100% positive reviews) and strong niche appeal in the VR wellness/meditation space. The 47-month-old title shows recent promotional activity (11 discounts in 12 months) and sustained monthly reviews (31/mo), but localization gaps (100% English-only, 38% of reviews in Russian) and dormant developer communication (23 months) suggest underexploited international potential. This is a quiet acquisition candidate for a publisher with VR wellness or mobile-casual platforms seeking low-risk, high-sentiment catalog depth.

- Most realistic play: acquisition
- Risk (market): VR meditation/relaxation titles face crowded competition from free and ad-supported alternatives; limited narrative/progression may narrow retention beyond initial wellness seekers.
- Risk (tech): Built on aging engine (47 months old) with single-language UI; porting costs to new platforms or VR hardware generations unquantified.
- Risk (other): Developer silent for 23 months despite active discount schedule; acquisition requires clarity on IP ownership, code health, and post-deal support capacity.

What players are asking for:
- Russian language/localization support (17 of 28 reviews in Russian; explicit mention of language barrier absent but high review concentration suggests demand)
- Standalone/mobile VR versions beyond PC-tethered Oculus Rift
- Expanded environments and progression hooks while preserving no-task relaxation core
- Multiplayer or social flight modes

Suggested first moves:
1. Verify IP ownership, code repository state, and developer's capacity for post-acquisition localization (Russian UI/audio is immediate ROI play given review language split).
2. Audit VR hardware compatibility roadmap: identify cost to port to Meta Quest 3, PlayStation VR2, or mobile platforms where wellness titles see stronger monetization.
3. Model audience expansion via Russian storefront + streamer partnerships in relaxation/ASMR communities; current $1,930/mo baseline could support modest marketing spend if localization removes friction.

Generated 2026-08-21 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/2173670
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
