# Frog Island > ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title. **Measured on 2026-08-30 03:56 UTC.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 2332150 - Developer: DevFrog - Publisher: Shovel Sprout - Released: 2026 · Genre: Indie · List price: $7.99 - Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $2.5k to $3.7k per month (mid $3.1k) - Opportunity score: $4.0k/month at x1.30 dormancy multiplier - Est. lifetime owners: 2.6k · Est. lifetime net revenue: $6.9k - Review sentiment: 94% positive across 90 reviews (64 from Steam purchases) - Review velocity: 46.2 reviews/month (6-month average) ## Why it's flagged - Developer active, last post 0 months ago - Last build shipped 0 months ago - Store page localized in only 1 language(s) ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $5.6k | | After VAT / sales tax (-13% blended) | $4.9k | | After refunds (-9.5% median) | $4.4k | | Net to developer (after Steam 30%) | $3.1k | ## Estimated acquisition range $74.4k to $148.8k (2-4x the trailing net annuity of $37.2k/year). Same error range applies. ## Markets by review language - schinese: 2% (game NOT localized in this language) - french: 2% (game NOT localized in this language) - german: 3% (game NOT localized in this language) - english: 92% - japanese: 2% (game NOT localized in this language) ## Analyst notes (AI-assisted) _Note written 2026-08-30 from that day's data; the figures in the header are live and supersede any numbers here._ A cozy creature-collector life sim where players care for frogs on an island, with fishing, bug-catching, and crafting minigames. Frog Island launched fresh in 2026 to strong community enthusiasm (94% positive, nearly 50 reviews/month) and healthy residual revenue. The developer shows active engagement: dev communication within weeks, a live patch responding to player feedback on minigame difficulty, and clear passion for the title. This is a rare case of a debut indie that arrived polished enough to earn sustainable engagement; the question is whether it has legs as a catalog item or revival opportunity, or whether its core cozy-collector appeal is already saturating its addressable audience. - Most realistic play: watch - Risk (market): Cozy-collector genre is crowded; differentiation rests entirely on frog IP and art style, which may have limited staying power versus established franchises like Neko Atsume. - Risk (tech): Minigame design (fishing, bug-catching, washing) is polarizing; some players find controls unintuitive or progression gated in ways that frustrate casual audiences. - Risk (other): Single-studio, single-title publisher with no track record; dev continuity and long-term support roadmap are unproven. What players are asking for: - Save-anywhere option (currently save points only); more flexible progress checkpointing. - Fishing and bug-catching minigame difficulty tuning (already partially addressed in post-launch patch; requests for further accessibility remain). - Clearer in-game hints for side quests and discovery mechanics to reduce player confusion. - Additional endgame content and frog variety to extend playtime beyond 20-30 hours. Suggested first moves: 1. Audit the live telemetry on retention curves and genre-comparative spend per player to determine if residuals are trending stable or declining; cozy-collectors typically front-load engagement. 2. Review the dev's post-launch patch cadence and any public roadmap to assess likelihood of ongoing support and content drops; if roadmap is finite, consider whether acquisition for catalog ownership or revival campaigns makes sense. 3. Map the German localization gap and key reseller saturation (28% of revenue is estimated key-share) to identify low-hanging revenue levers: full German translation, regional marketing, or console/mobile ports could extend lifecycle without cannibalizing primary audience. Generated 2026-08-30 from public signals and player reviews. Directional, not diligence. ## Methodology Units are estimated from Steam-purchase reviews times a release-cohort multiplier, 40-75x by year. Cohorts from 2020 on are calibrated against 182 sales milestones announced by developers; older ones follow the published Boxleiter tables. 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/2332150 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.