# Wizard of Legend 2

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

- Steam appid: 2193540
- Developer: Dead Mage
- Publisher: Balor Games
- Released: 2025 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.3k to $4.9k per month (mid $4.1k)
- Opportunity score: $5.5k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 62.6k · Est. lifetime net revenue: $524.2k
- Review sentiment: 52% positive across 2540 reviews (1955 from Steam purchases)
- Review velocity: 19.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 13 months
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 8 months ago
- Last discounted 1 months ago, 7 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $7.4k |
| After VAT / sales tax (-13% blended) | $6.5k |
| After refunds (-9.5% median) | $5.8k |
| Net to developer (after Steam 30%) | $4.1k |

## Monthly review counts, oldest to newest (22 months)

732, 120, 102, 85, 80, 40, 39, 35, 295, 121, 64, 35, 37, 40, 30, 40, 16, 27, 24, 19, 20, 11

## Missed seasonal-sale revenue (modeled)

Skipped 4 Steam seasonal sale window(s) in the last 22 months. Running a -50% discount in those windows is modeled at +$29.9k 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

$98.0k to $196.1k (2-4x the trailing net annuity of $49.0k/year). Same error range applies.

## Markets by review language

- german: 2%
- english: 61%
- koreana: 4%
- russian: 3%
- french: 5%
- spanish: 3% (game NOT localized in this language)
- japanese: 1%
- schinese: 16%
- brazilian: 6%

## Analyst notes (AI-assisted)

Wizard of Legend 2 is a 2025 action roguelike with local and online co-op for up to four players, built on dungeon-crawling spell-casting combat.

WoL2 launched into extended beta and carries a 52% positive rate, hampered by technical issues (video memory crashes), achievement bugs, and player perception that it underdelivers versus the 2018 original. At $4,085/mo residual revenue on $525k lifetime, the title is stabilizing post-launch but faces an unfavorable comparison to the franchise. The core opportunity is technical remediation and balance retuning to unlock dormant co-op appeal, not acquisition; Dead Mage is operating and engaged (7 promotions in 12 months, 13 months since last dev post).

- Most realistic play: watch
- Risk (tech): Recurring player reports of video memory crashes with no reproducible fix, despite driver updates; affects player retention and refund risk.
- Risk (other): Critical achievement bug on final unlock ('Wizard of Legend') blocks completionists and damages Steam review sentiment.
- Risk (market): 52% positive rate and direct unfavorable comparison to WoL1 suggest the sequel has not justified its design departures; player base may have consolidated around the original.

What players are asking for:
- Fix the final achievement 'Wizard of Legend' which currently does not unlock
- Improve enemy and boss attack telegraphing and design clarity for fairer co-op play
- Resolve video memory crash that occurs despite adequate hardware and driver updates
- Explain story and character changes from the demo version

Suggested first moves:
1. Audit and triage the achievement system: patch the final 'Wizard of Legend' unlock and run smoke tests across all achievement chains to restore completionist confidence.
2. Investigate video memory crash logs and reproduce on representative mid-range GPU hardware; consider dedicated technical blog post and hotfix rollout to signal active support.
3. Conduct co-op balance pass focused on enemy/boss attack clarity, telegraphing, and difficulty curve; highlight changes in patch notes and community hub to re-engage lapsed players from WoL1.

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/2193540
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
