# Blood Bowl 2: Legendary Edition (Classic)

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

- Steam appid: 236690
- Developer: Cyanide Studios
- Publisher: Slitherine Ltd.
- Released: 2017 · Genre: Sports · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.3k to $3.4k per month (mid $2.8k)
- Opportunity score: $7.3k/month at x2.60 dormancy multiplier
- Est. lifetime owners: 388.6k · Est. lifetime net revenue: $2.5M
- Review sentiment: 79% positive across 9163 reviews (7066 from Steam purchases)
- Review velocity: 17.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 6.3 years
- Studio active elsewhere (4 titles tracked), so this one may welcome a partner
- Last build shipped 6.3 years ago
- No Steam discount in 2.5 years (deepest tracked: -85%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.1k |
| After VAT / sales tax (-13% blended) | $4.5k |
| After refunds (-9.5% median) | $4.0k |
| Net to developer (after Steam 30%) | $2.8k |

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

15, 12, 17, 15, 13, 12, 13, 9, 14, 13, 14, 12, 7, 20, 25, 19, 19, 17, 12, 9, 29, 21, 19, 15

## Missed seasonal-sale revenue (modeled)

Skipped 12 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$13.9k 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

$67.7k to $135.4k (2-4x the trailing net annuity of $33.8k/year). Same error range applies.

## Analyst notes (AI-assisted)

Games Workshop's Blood Bowl 2 digital adaptation, a turn-based fantasy football strategy game with tabletop-faithful mechanics and multiplayer competition modes.

Blood Bowl 2 LE generates $2.8k/mo residual revenue on $2.5M lifetime net, driven by a dedicated 78% positive community despite six years of zero patches. The franchise has moved to BB3, but this title retains engaged players (224h+ playtimes reported) and holds strong catalogue positioning. Opportunity exists for a minimal maintenance acquisition to stabilize Eternal League bugs and unlock lapsed players without competing against the sequel, or as a licensing negotiation with Games Workshop for expanded monetization.

- Most realistic play: acquisition
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Games Workshop retains full Warhammer/Blood Bowl IP; any long-term rights or commercial changes require their approval and may be subject to renegotiation.
- Risk (multiplayer): Eternal League server persistence is demonstrably broken (match 7 lockup cited in multiple reviews); fixing backend infrastructure may require Slitherine cooperation or reverse-engineering.
- Risk (market): BB3 (2023) exists as a competing first-party title; player base is largely cannibalized, and publisher may resist revival that cannibalizes BB3 sales.

What players are asking for:
- Fix Eternal League progression bugs (match 7 lockup, failure to acknowledge competition completion)
- Restore server stability for online leagues and multiplayer matchmaking
- Clarify long-term support roadmap (patch schedule, content, or EOL timeline)

Suggested first moves:
1. Audit Games Workshop licensing agreement to confirm ownership scope, renewal terms, and approval gate for patches or monetization changes.
2. Map Eternal League backend (server code, database, auth) to identify whether fix is a one-off hotfix or architectural rebuild; get cost estimate before commitment.
3. Contact Slitherine to explore transfer of maintenance rights, code escrow, or a minimal-touch publishing deal; clarify whether BB3 successor clause blocks revival.

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/236690
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
