Gone Home
Fullbright · 2013 · $14.99 · Adventure · deal grade B
- Estimated net residual revenue: $2.6k to $4.0k per month
- Opportunity: $5.0k per month at x1.50 dormancy
- Estimated lifetime owners: 1.0M
- 77%% positive across 18427 reviews · 41.0 reviews/month
Why it's flagged
- Developer active, last post 2 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 6.5 years ago
- Last discounted 0 months ago, 12 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales
Analyst notes (AI-assisted)
A narrative exploration game set entirely within a single house, where players piece together a family mystery through environmental storytelling.
Gone Home remains a quiet earner at $3.3k/mo residual despite launching over 6 years ago and seeing minimal recent dev activity. The title defined the walking-simulator genre and retains a 77% positive rating with steady review volume (41/mo). For a publisher or IP holder seeking a proven narrative asset with multi-platform history (PS4, Switch confirmed in reviews) and near-zero service costs, this is a low-friction acquisition candidate. The main limiting factor is a price perception problem: players explicitly flag $14.99 as unjustifiable for a 3-5 hour experience, yet the game sustains sales through deep discounting (26% key resale) and word-of-mouth on sale. Most realistic play: acquisition.
- Risk: Severe price-perception ceiling: multiple reviews cite $15 as 'crazy' and recommend purchase only at <$3, limiting full-price revenue upside despite healthy elasticity (1.44).
- Risk: Ambient bug reports surface (achievement pop failures), suggesting dormant codebase may require maintenance investment before major platform ports or re-launches.
- Risk: Genre fatigue and narrative divisiveness: negative reviews criticize the central plot reveal as anticlimactic and the mystery framing as misleading marketing.
This case as Markdown · Estimates carry ±30-50%% error per title.