# The Casting of Frank Stone™

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

- Steam appid: 2223840
- Developer: Supermassive Games
- Publisher: Behaviour Interactive Inc.
- Released: 2024 · Genre: Adventure · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $16.0k to $23.9k per month (mid $19.9k)
- Opportunity score: $32.9k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 176.9k · Est. lifetime net revenue: $1.6M
- Review sentiment: 62% positive across 5954 reviews (5529 from Steam purchases)
- Review velocity: 91.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 16 months
- Studio active elsewhere (8 titles tracked), so this one may welcome a partner
- Last build shipped 23 months ago
- 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 | $36.2k |
| After VAT / sales tax (-13% blended) | $31.5k |
| After refunds (-9.5% median) | $28.5k |
| Net to developer (after Steam 30%) | $19.9k |

## Monthly review counts, oldest to newest (23 months)

3001, 307, 229, 154, 69, 67, 90, 66, 420, 187, 144, 64, 158, 94, 72, 95, 59, 65, 68, 46, 46, 211, 110

## Missed seasonal-sale revenue (modeled)

Skipped 3 Steam seasonal sale window(s) in the last 23 months. Running a -50% discount in those windows is modeled at +$40.5k 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

$478.7k to $957.3k (2-4x the trailing net annuity of $239.3k/year). Same error range applies.

## Markets by review language

- english: 57%
- japanese: 1%
- schinese: 5%
- brazilian: 7%
- french: 5%
- german: 7%
- koreana: 1%
- russian: 13%
- spanish: 4%

## Analyst notes (AI-assisted)

A narrative adventure set in the Dead by Daylight universe where player choices shape survival outcomes across a 6-10 hour campaign.

Frank Stone generated $1.55M lifetime on 177k units at $30, and still pulls $19.9k/mo residual revenue with 91 reviews/mo. However, the 62% positive rating masks systemic technical issues (cutscene frame drops, crashes in Chapter 6, save-reload limitations) that have persisted 23 months post-launch and actively suppress word-of-mouth and retention. The title appeals narrowly to DBD franchise devotees; broader appeal is capped by middling narrative execution and poor optimization that reviewers cite as deal-breakers. Best angle is engineering recovery through technical polish and post-launch content rather than acquisition.

- Most realistic play: revival
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Game is set within Dead by Daylight IP owned by Behaviour Interactive; any revival or monetization expansion requires publisher alignment on roadmap and content.
- Risk (tech): Frame drops at cutscene boundaries and hard crashes in progression checkpoints (Chapter 6 key interaction) are 23+ months unresolved; suggests either engine debt or platform-specific bugs that may require senior engineering resource.
- Risk (market): Core audience is DBD players seeking lore integration; general adventure/narrative game market views title as undifferentiated Supermassive fare with subpar optimization.

What players are asking for:
- Fix cutscene frame stuttering and Chapter 6 crash on key interaction
- Add save/checkpoint reload system to allow choice exploration without restart
- Improve character writing and dialogue pacing in mid-game (acts 2-3 drag)
- Optimize performance baseline to 60fps stable on mid-tier hardware

Suggested first moves:
1. Audit Chapter 6 crash logs and cutscene engine calls; scope 4-6 week fix for frame pacing and hard crashes, prioritize on PC (low-cost patch to unblock retention and refund prevention).
2. Implement save-game reload UI for free update; removes artificial replayability friction and immediately increases engagement metrics among existing owners.
3. Commission post-mortem review of narrative pacing with Supermassive leads; identify if act 2-3 issues stem from scope cut or IP constraint, then define minimal story DLC (1-2 hour epilogue) or cosmetic/challenge pack to justify seasonal engagement and word-of-mouth lift.

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/2223840
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
