ResidualPlaybeta Open the radar

Skullgirls 2nd Encore

Hidden Variable Studios · 2013 · $24.99 · Action · deal grade A

Measured on 2026-09-24 10:39 UTC, 11 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $6.1k to $9.2k per month
  • Opportunity: $12.3k per month at x1.60 dormancy
  • Estimated lifetime owners: 1.7M
  • 88% positive across 32348 reviews · 57.1 reviews/month

Why it's flagged

  • Developer silent for 2.3 years
  • Studio quiet across its whole catalog

Analyst notes (AI-assisted)

Note written 2026-08-25; the live figures above take precedence over any numbers in it.

2D tag-team fighting game with hand-drawn animation and deep combo mechanics, originally released in 2013 and updated to 2nd Encore in 2015.

Skullgirls 2nd Encore holds solid residual revenue with a devoted but aging core audience and no active studio development. The game's IP and character roster remain commercially viable; the real opportunity lies in licensing the IP to a fighting-game revival specialist or eSports operator who can refresh netcode, add skill-based matchmaking, and remarket to modern FGC audiences. Acquisition of the title alone is less attractive than securing publishing and IP stewardship rights. Most realistic play: licensing.

  • Risk: Online ranked system is absent; lack of skill-based matchmaking creates a hostile barrier for new players and drives churn, as reflected in multiple negative reviews citing smurfing.
  • Risk: No developer posts in over two years and studio marked as fading; legacy netcode and UI are not competitive with modern fighting-game standards.
  • Risk: Current monthly player base is minimal relative to lifetime reach; revival depends on external investment and marketing, not organic retention.

This case as Markdown · Estimates carry ±30-50% error per title.