# GYLT

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

- Steam appid: 2206210
- Developer: Haven Media
- Publisher: Parallel Circles
- Released: 2023 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.6k to $2.4k per month (mid $2.0k)
- Opportunity score: $3.2k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 28.8k · Est. lifetime net revenue: $143.4k
- Review sentiment: 95% positive across 1284 reviews (899 from Steam purchases)
- Review velocity: 15.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.8 years
- Last build shipped 6 months ago
- Last discounted 1 months ago, 4 sales in the last 12 months
- Proven demand elasticity: x2.2 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.6k |
| After VAT / sales tax (-13% blended) | $3.1k |
| After refunds (-9.5% median) | $2.8k |
| Net to developer (after Steam 30%) | $2.0k |

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

21, 14, 14, 32, 34, 39, 15, 29, 14, 8, 9, 35, 14, 14, 15, 8, 5, 7, 7, 17, 16, 16, 15, 24

## Missed seasonal-sale revenue (modeled)

Skipped 5 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$752 net in total, assuming a unit uplift of x2.2 taken from this game's own sale history. Same ±30-50% error range applies.

## Estimated acquisition range

$47.4k to $94.7k (2-4x the trailing net annuity of $23.7k/year). Same error range applies.

## Markets by review language

- french: 7%
- german: 8%
- russian: 9%
- japanese: 2%
- english: 50%
- koreana: 5%
- spanish: 8%
- schinese: 6% (game NOT localized in this language)
- brazilian: 5% (game NOT localized in this language)

Localization gap: 11% of measured reviews are written in languages the game does not support (top: schinese). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

GYLT is a narrative-driven action game about a girl navigating a surreal world to confront school bullying, developed by Haven Media and published by Parallel Circles.

GYLT maintains a 95% positive score and $1,973/mo residual revenue on a $19.99 price point 33 months post-launch, despite minimal developer engagement and no major sales activity in the past year. The title's thematic strength (bullying awareness), solid 28K lifetime units, and 14-language localization suggest untapped potential in education partnerships, regional marketing (especially Simplified Chinese, 11% localization gap), and platform expansion. Best suited for acquisition by a publisher seeking quiet, high-sentiment IP for school curricula integration or indie studio acquisition focused on catalog depth.

- Most realistic play: acquisition
- Risk (tech): Manual save absence frustrates achievement hunters and limits speedrun/challenge-run appeal; likely non-trivial to retrofit.
- Risk (market): Bullying-focused narrative limits mainstream commercial ceiling but creates niche educational positioning that requires different go-to-market.
- Risk (other): Developer (Haven Media) has shipped only one title and gone silent for 33 months; acquisition includes studio status risk and unknown IP stewardship capacity.

What players are asking for:
- Manual save or chapter-select to allow flexible achievement hunting
- Bug and crash fixes (noted in reviews)
- Possible console ports to expand platform reach

Suggested first moves:
1. Audit localization quality and marketing spend in Simplified Chinese (51 reviews, 11% gap) to assess regional upside before acquisition.
2. Map education partnerships (K-12 curricula, mental-health nonprofits, EdTech platforms) to validate alternate revenue model beyond Steam retail.
3. Conduct technical health check on save system and reported crashes to scope post-acquisition stabilization cost before closing valuation.

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/2206210
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
