# Summer Clover

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

- Steam appid: 2458860
- Developer: Connection
- Publisher: Mango Party
- Released: 2024 · Genre: Adventure · List price: $17.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $16.4k to $24.6k per month (mid $20.5k)
- Opportunity score: $33.8k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 286.5k · Est. lifetime net revenue: $1.5M
- Review sentiment: 98% positive across 9120 reviews (8954 from Steam purchases)
- Review velocity: 155.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 21 months
- Studio quiet across its whole catalog
- Last build shipped 21 months ago
- Last discounted 1 months ago, 8 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $37.2k |
| After VAT / sales tax (-13% blended) | $32.3k |
| After refunds (-9.5% median) | $29.3k |
| Net to developer (after Steam 30%) | $20.5k |

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

578, 448, 435, 499, 664, 384, 323, 352, 188, 208, 226, 274, 196, 180, 194, 180, 160, 157, 127, 202, 132, 136, 144, 193

## 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 +$225.8k 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

$491.2k to $982.4k (2-4x the trailing net annuity of $245.6k/year). Same error range applies.

## Markets by review language

- brazilian: 1% (game NOT localized in this language)
- koreana: 7% (game NOT localized in this language)
- spanish: 1% (game NOT localized in this language)
- french: 0% (game NOT localized in this language)
- german: 0% (game NOT localized in this language)
- english: 19%
- russian: 2% (game NOT localized in this language)
- japanese: 1%
- schinese: 69%

Localization gap: 11% of measured reviews are written in languages the game does not support (top: koreana). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

Summer Clover is a 2024 narrative-driven adventure with adult content, strong animation production, and multiple branching endings.

This indie visual novel achieved 97.8% positive sentiment and $1.5M lifetime net with minimal marketing spend, posting $20.5K/mo residual revenue on a dormant dev cycle. The title appeals to niche adult-game buyers seeking high-production-value content, but licensing restrictions and a fading studio create acquisition friction. Best-fit play is acquisition for back-catalog monetization or publishing support to unlock Korean localization gap (10.9%) and international expansion.

- Most realistic play: publishing
- Risk (market): Adult-content category limits platform partnerships, retail channels, and mainstream brand association; audience is enthusiast-only.
- Risk (other): Developer Connection shows fading studio status (2 titles total) with no dev posts in 20.9 months; long-term support and sequel risk are high.
- Risk (tech): Visual novel engines age poorly; porting to new platforms or VR/AR requires substantial re-engineering investment.

What players are asking for:
- Expanded Korean localization and language support (437 Korean reviews vs. 5 German reviews signals untapped regional demand)
- Merchandise or spin-off content featuring named characters
- Sequel or spiritual successor with similar production values

Suggested first moves:
1. Audit IP ownership and publishing rights; confirm Mango Party retains distribution control and can negotiate or sell exclusive windows.
2. Model Korean-language port ROI: 437 reviews in that language on 10.9% localization gap suggests $5–8K/mo upside if full Korean support is added.
3. Evaluate studio acquisition or IP purchase terms: determine whether Connection is willing to support patches, DLC or a sequel, or whether back-catalog holding is the goal.

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/2458860
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
