# Felvidek

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

- Steam appid: 2299900
- Developer: Jozef Pavelka
- Publisher: Tutto Passa
- Released: 2024 · Genre: Indie · List price: $10.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $8.4k to $12.6k per month (mid $10.5k)
- Opportunity score: $14.2k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 176.6k · Est. lifetime net revenue: $567.4k
- Review sentiment: 98% positive across 5990 reviews (5519 from Steam purchases)
- Review velocity: 130.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio quiet across its whole catalog
- Last build shipped 15 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $19.1k |
| After VAT / sales tax (-13% blended) | $16.6k |
| After refunds (-9.5% median) | $15.0k |
| Net to developer (after Steam 30%) | $10.5k |

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

144, 143, 168, 238, 423, 266, 123, 208, 183, 109, 198, 198, 94, 55, 92, 109, 167, 167, 106, 120, 152, 114, 138, 155

## Estimated acquisition range

$252.2k to $504.4k (2-4x the trailing net annuity of $126.1k/year). Same error range applies.

## Markets by review language

- koreana: 0% (game NOT localized in this language)
- spanish: 4%
- japanese: 1%
- schinese: 2% (game NOT localized in this language)
- brazilian: 3%
- french: 1% (game NOT localized in this language)
- german: 1%
- english: 73%
- russian: 16%

## Analyst notes (AI-assisted)

A 15th-century Slovak RPG Maker adventure with distinctive pixel art, PS1-style cutscenes, and localized humor that earned $567k lifetime from a two-person team.

Felvidek demonstrates exceptional quality-to-budget ratio (98% positive, 176k units, $10.5k/mo residual mid-range) with zero promotional spend in 12 months, suggesting genuine organic demand and minimal channel fatigue. The core risk is regional: Slovak-language dialogue and cultural references drive much of the appeal, leaving English audiences with a shallower experience. This is acquisition-viable only for publishers willing to invest in localization expansion or cultural-heritage positioning; revival potential exists if the studio remains accessible.

- Most realistic play: publishing
- Risk (market): Core appeal is language and culture-specific; players explicitly praise Slovak dialect humor and historical references, limiting mainstream addressable market outside Central/Eastern Europe.
- Risk (tech): RPG Maker engine and simple combat system risk commodification; differentiation relies entirely on art direction and writing, both developer-dependent.
- Risk (other): Developer appears inactive for 14.8 months (no posts, no discounts, no updates); single-title studio with 'fading' status raises sustainability and support concerns.

What players are asking for:
- More content and story continuation (multiple reviews note game ends too quickly)
- Deeper or more varied combat mechanics (common mild complaint despite general enjoyment)
- Expanded localization beyond Slovak/Russian/English to unlock adjacent markets

Suggested first moves:
1. Secure development rights and contact Jozef Pavelka directly (studio silence suggests potential availability); confirm IP ownership, music licensing, and any contractual exclusions with Tutto Passa publisher.
2. Conduct regional revenue audit: break down the $567k lifetime by geography and language cohort to identify which markets (Slovak, Russian, English, Japanese) are driving repeat sales and where localization investment would yield highest ROI.
3. Prototype a DLC or narrative prequel targeting the unmet demand for 'more story'; test with existing community first (high engagement rate of 131 reviews/mo suggests low CAC for continuation content).

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/2299900
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
