# Consume Me

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

- Steam appid: 2359120
- Developer: Jenny Jiao Hsia
- Publisher: Hexecutable
- Released: 2025 · Genre: Indie · List price: $14.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $4.8k to $7.1k per month (mid $5.9k)
- Opportunity score: $9.5k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 33.3k · Est. lifetime net revenue: $167.3k
- Review sentiment: 92% positive across 1119 reviews (1040 from Steam purchases)
- Review velocity: 47.3 reviews/month (6-month average)

## Why it's flagged

- No developer announcement on record, ever
- Last build shipped 11 months ago
- Last discounted 0 months ago, 7 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $10.8k |
| After VAT / sales tax (-13% blended) | $9.4k |
| After refunds (-9.5% median) | $8.5k |
| Net to developer (after Steam 30%) | $5.9k |

## Monthly review counts, oldest to newest (11 months)

177, 224, 77, 182, 96, 52, 63, 40, 57, 31, 41

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 11 months. Running a -50% discount in those windows is modeled at +$10.9k 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

$142.7k to $285.5k (2-4x the trailing net annuity of $71.4k/year). Same error range applies.

## Markets by review language

- german: 1%
- english: 82%
- russian: 2% (game NOT localized in this language)
- japanese: 0% (game NOT localized in this language)
- brazilian: 2%
- french: 3%
- koreana: 0% (game NOT localized in this language)
- spanish: 3%
- schinese: 7%

## Analyst notes (AI-assisted)

A narrative minigame collection about a young woman juggling ambition, identity, and self-image, told through mechanically-aligned time-management gameplay.

Consume Me is a critically sharp indie title with exceptional review sentiment (92%) and steady engagement (47 reviews/mo) that punches well above its residual economics. The game is autobiographical work by a solo creator whose name appears prominently in player testimonials, making it a cultural artifact with strong word-of-mouth. At $5.9k/mo residual and $167k lifetime revenue on 33k units, it sits in the overlooked sweet spot for revival partnerships, localization investment (Russian gap noted), or platform bundling deals. It lacks mainstream reach but commands fervent appreciation within its niche.

- Most realistic play: revival
- Risk (market): Narrative game with heavy real-world personal story; audience is restricted to players seeking autofiction and psychological realism over escapism.
- Risk (tech): Built 11 months ago; unknown engine or middleware dependencies could complicate ports or long-term maintenance.
- Risk (other): Creator-centric brand; Jenny Jiao Hsia's identity is inseparable from the work, limiting tradability or sequel potential without her involvement.

What players are asking for:
- Clarified content warnings upfront (eating disorder, religion themes flagged retrospectively by players)
- Accessibility options for stress-heavy minigames or narrative pacing
- Russian localization (7% key reseller overlap, Russian reviews present but underrepresented)
- Cross-platform release (console or mobile to widen audience)

Suggested first moves:
1. Audit localization ROI: Russian gap (2.4%) and 19 Russian reviews suggest unmet demand; test Cyrillic translation + regional pricing to unlock dormant segment.
2. Approach console publishers (Nintendo Switch, PlayStation Indies): 6-9 hour game with therapeutic/introspective appeal aligns with indie console curation; handheld play suits minigame structure.
3. Partner on narrative-focused bundle or platform feature (Epic, itch.io curated lists, or mental-health-adjacent anthology): 92% positive sentiment and 828 English reviews provide merchandisable social proof; position as 'games by and for real people' positioning.

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/2359120
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
