# Anomaly Agent

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

- Steam appid: 2378620
- Developer: Phew Phew Games
- Released: 2024 · Genre: Action · List price: $11.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $7.3k to $11.0k per month (mid $9.1k)
- Opportunity score: $11.9k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 301.1k · Est. lifetime net revenue: $1.1M
- Review sentiment: 95% positive across 9955 reviews (9408 from Steam purchases)
- Review velocity: 104.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 5 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 24 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $16.6k |
| After VAT / sales tax (-13% blended) | $14.4k |
| After refunds (-9.5% median) | $13.0k |
| Net to developer (after Steam 30%) | $9.1k |

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

74, 212, 93, 512, 315, 208, 75, 212, 74, 137, 187, 153, 237, 92, 97, 52, 160, 151, 65, 138, 126, 68, 139, 89

## Estimated acquisition range

$219.1k to $438.1k (2-4x the trailing net annuity of $109.5k/year). Same error range applies.

## Markets by review language

- english: 73%
- russian: 6%
- spanish: 3%
- schinese: 9%
- brazilian: 5%
- french: 1%
- german: 2%
- koreana: 0% (game NOT localized in this language)
- japanese: 1%

## Analyst notes (AI-assisted)

A fluid 2D action platformer with combo-driven combat, humor, and rapid-fire boss encounters launched in 2024.

Anomaly Agent generated $1.055M lifetime revenue across 301k units with a 94.9% positive rating and maintains $9.1k/mo residual revenue, signaling strong word-of-mouth in a quiet indie action market. The developer (Phew Phew Games) has run zero discounts in 12 months, suggesting either confidence in full-price positioning or bandwidth constraints; a publishing or catalog partnership could unlock sustained engagement via seasonal promotions, localization depth (Korean at 0.21% gap), and console expansion. Not a breakout hit, but a dependable earner with room for monetization and geographic upside.

- Most realistic play: publishing
- Risk (market): Indie 2D action-platformer category is crowded; sustained growth requires live content, seasonal events, or platform expansion (console ports) beyond current Steam strategy.
- Risk (other): Zero promotional activity in 12 months and developer last-posted 5 months ago suggest possible resource constraints or transition period; verify studio roadmap before committing capital.
- Risk (tech): Player reports fullscreen multi-monitor bugs and request death-screen UI improvements, indicating polish gaps that could limit console certification or regional sales growth.

What players are asking for:
- Fullscreen / multi-monitor support fixes
- Death screen or improved post-death feedback
- Longer content or level variety beyond repetitive boss design
- Console (Steam Deck confirmed playable) and international release visibility

Suggested first moves:
1. Audit fullscreen/multi-monitor bug backlog and UI polish roadmap; confirm developer capacity for QA fixes required for console certification (Switch, PlayStation).
2. Model lift from seasonal discount strategy: case file shows zero promotions in 12 months; test 2-3 modest sales cycles (15-25% off) across Q2-Q4 2025 to measure elasticity and geographic lift, especially in Korean and Russian territories (localization gap and review volume).
3. Evaluate console port viability and publishing support (marketing, localization depth, porting budget): game is Deck-native, proven short-session loop, and strong in non-English markets, low-risk expansion angle for co-publishing deal.

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/2378620
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
