# Spilled!

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

- Steam appid: 2240080
- Developer: Lente
- Released: 2025 · Genre: Adventure · List price: $5.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $6.3k to $9.4k per month (mid $7.8k)
- Opportunity score: $10.6k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 155.4k · Est. lifetime net revenue: $312.2k
- Review sentiment: 94% positive across 5261 reviews (4857 from Steam purchases)
- Review velocity: 155.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 17 months
- Studio quiet across its whole catalog
- Last build shipped 17 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $14.2k |
| After VAT / sales tax (-13% blended) | $12.3k |
| After refunds (-9.5% median) | $11.2k |
| Net to developer (after Steam 30%) | $7.8k |

## Monthly review counts, oldest to newest (17 months)

1224, 757, 337, 337, 228, 139, 73, 122, 432, 235, 74, 66, 87, 53, 447, 133, 148

## Estimated acquisition range

$187.6k to $375.2k (2-4x the trailing net annuity of $93.8k/year). Same error range applies.

## Markets by review language

- french: 4%
- english: 72%
- koreana: 3%
- spanish: 3%
- schinese: 2%
- german: 5%
- russian: 6%
- japanese: 3%
- brazilian: 3% (game NOT localized in this language)

## Analyst notes (AI-assisted)

A meditative 1-2 hour pixel-art ocean cleanup game where players remove marine debris and restore coastal ecosystems, with $0.10 per sale donated to whale and dolphin conservation.

Spilled earned $312K lifetime on a single-developer release with exceptional retention (93.96% positive, 155.7 reviews/mo still arriving 16+ months post-launch). The flat recent sales and fading studio status signal the title has plateaued in discoverability rather than market fit; it remains actively loved by its core audience and represents a stable, low-risk catalog addition for indie-focused publishers or platforms seeking authentic environmental messaging and cozy-game positioning. An expanded edition, console port, or educational licensing angle could unlock dormant upside without cannibalizing the existing revenue base.

- Most realistic play: publishing
- Risk (market): Extreme shortness (1-2 hours, 100% achievable in single evening) limits replay value and word-of-mouth elasticity; players frame it as a 'rainy day' palliative rather than a destination title.
- Risk (other): Single-developer studio status (studio_status: fading, studio_titles: 1) means long-term support and expansion roadmap uncertain; no visible post-launch engagement since month 16.5.
- Risk (market): Zero sales detected in trailing 12 months despite $7.8K/mo residual revenue suggests all revenue is backlist and organic; promotional velocity is effectively zero.

What players are asking for:
- Longer campaign or expansion: multiple players explicitly wish for extended playtime, boss battles, or additional zones beyond the current 1-2 hour arc.
- Narrative depth: several reviews note the premise (spilled oil) hints at a story that never develops; players want more world-building and storytelling.
- Sequel or spiritual successor: one fan notes the game filled a gap left by Dredge and would pay more for an expanded version of the same mechanics.
- Console ports (especially Switch and Steam Deck optimization): players praise Steam Deck compatibility; native console versions would broaden casual/cozy-game audience.

Suggested first moves:
1. Acquire catalog and commission a 4-6 zone expansion (estimated 3-4 hours incremental playtime) with a new narrative thread, harder 'challenge mode,' and cosmetics; soft-launch on existing playerbase to test DLC willingness, then market to cozy-game curation and environmental communities.
2. Explore console ports (Switch, PlayStation, Xbox) via porting house; current Steam audience enthusiasm and Deck praise signal strong mobile/handheld fit; negotiate revenue share with original developer (Lente) to preserve goodwill and ensure ongoing marketing cooperation.
3. License the IP and art style to educational publishers (K-12 environmental curriculums, museum gift-shop digital experiences, NGO fundraising campaigns); low-risk derivative revenue that amplifies the WDC partnership and builds long-tail brand.

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/2240080
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
