# Viscera Cleanup Detail

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

- Steam appid: 246900
- Developer: RuneStorm
- Released: 2015 · Genre: Indie · List price: $12.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $4.7k to $7.0k per month (mid $5.8k)
- Opportunity score: $8.8k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 1.2M · Est. lifetime net revenue: $3.3M
- Review sentiment: 92% positive across 23710 reviews (18013 from Steam purchases)
- Review velocity: 83.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 8 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 5.6 years ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.2 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $10.6k |
| After VAT / sales tax (-13% blended) | $9.2k |
| After refunds (-9.5% median) | $8.3k |
| Net to developer (after Steam 30%) | $5.8k |

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

139, 118, 104, 162, 177, 173, 137, 114, 100, 94, 117, 149, 185, 88, 109, 101, 119, 126, 75, 89, 78, 63, 70, 127

## Estimated acquisition range

$140.2k to $280.3k (2-4x the trailing net annuity of $70.1k/year). Same error range applies.

## Analyst notes (AI-assisted)

A darkly comic crime-scene cleanup simulator where players methodically scrub blood, organs, and debris from industrial accident sites across sci-fi horror environments.

Viscera Cleanup Detail has quietly generated $3.3M lifetime revenue on just 1.17M units, maintaining a 92% positive rating and $5.8k/mo residual income eight years post-launch with minimal marketing lift. The game's niche appeal, co-op mechanics, and cult following suggest stable long-tail demand, but physics bugs and multiplayer connectivity issues are suppressing player retention and word-of-mouth. A revival focused on technical polish and co-op stability could unlock meaningful upside in the relaxation-gaming and asymmetric-gameplay verticals; acquisition is most interesting for studios seeking proven indie IP with loyal communities and low ongoing cost.

- Most realistic play: acquisition
- Risk (tech): Physics engine instability (bucket spillage, collision glitches, asset phase-through) is a recurring frustration in negative reviews and likely suppresses session length and viral recommendations.
- Risk (multiplayer): Multiplayer connectivity is broken or unreliable per player reports; fixing will require backend modernization and may carry platform fragmentation costs.
- Risk (market): Niche appeal (92% positive but only 83 reviews/mo suggests narrow audience awareness); scaling requires new content, not just bug fixes.

What players are asking for:
- Multiplayer that actually works (co-op is listed as feature but non-functional per reviews)
- Better onboarding and tutorial (players report confusion on core mechanics and win conditions)
- Physics and collision fixes (buckets, trash, body parts behaving unpredictably)
- New content or sequel (players acknowledge slow dev cycle but express demand)

Suggested first moves:
1. Commission technical audit of physics engine and multiplayer backend; prioritize co-op stability as the single highest-ROI fix to unlock word-of-mouth and session length growth.
2. Survey active players (email list, Discord, Reddit) on content appetite: cosmetics, new environments, modular DLC, or full sequel; use data to build product roadmap and estimate incremental revenue.
3. Evaluate porting to console (Nintendo Switch, PlayStation, Xbox) given the game's meditative appeal to autistic and ADHD communities; test via early access or limited launch to validate demand before full investment.

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/246900
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
