# Door Kickers

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

- Steam appid: 248610
- Developer: KillHouse Games
- Released: 2014 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.7k to $2.6k per month (mid $2.2k)
- Opportunity score: $4.6k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 602.9k · Est. lifetime net revenue: $2.6M
- Review sentiment: 94% positive across 10056 reviews (8038 from Steam purchases)
- Review velocity: 20.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 4.8 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 4.8 years ago
- Last discounted 1 months ago, 6 sales in the last 12 months
- Proven demand elasticity: x1.7 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.0k |
| After VAT / sales tax (-13% blended) | $3.4k |
| After refunds (-9.5% median) | $3.1k |
| Net to developer (after Steam 30%) | $2.2k |

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

21, 16, 10, 11, 27, 41, 29, 26, 15, 11, 15, 15, 10, 20, 18, 19, 21, 15, 13, 27, 6, 26, 25, 25

## Estimated acquisition range

$52.4k to $104.8k (2-4x the trailing net annuity of $26.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

Real-time tactical squad command game where you plan SWAT-style raids and watch them execute with precision.

Door Kickers has quietly accumulated $2.59M lifetime revenue across 603K units on a modest $19.99 price point, with 94% positive reviews and steady $2.18K/mo residual income. The game shows strong elasticity (1.68), suggesting room for monetization innovation or franchise extension. Developer KillHouse remains active, and the core loop (plan-and-execute tactical gameplay) has proven durable; acquisition or publishing partnership could unlock sequel development or live-service expansion.

- Most realistic play: publishing
- Risk (market): Tactical genre has become crowded; without content refresh or sequel, player acquisition costs may rise while residual declines.
- Risk (tech): Game is 10 years old; engine and code maintenance for modern platforms (console, next-gen) could require significant refactor.
- Risk (other): Small studio (2 titles total); limited bandwidth to support aggressive live-ops or simultaneous multi-platform launch.

What players are asking for:
- More single-player campaign levels (explicit in multiple reviews)
- Expansion of mission variety beyond raids and arrests
- Console or mobile versions to reach new audiences
- Procedural or endless-mode content to extend replayability

Suggested first moves:
1. Audit KillHouse's development roadmap and IP ownership; clarify whether a sequel or live-service refresh is already planned or acquirable.
2. Model console (Switch, PS5) and mobile (iOS/Android) ports to project incremental revenue; elasticity of 1.68 suggests price-sensitive audience may re-engage at lower tiers.
3. Commission a 6-month content roadmap (new mission packs, progression systems, social/seasonal hooks) and validate with existing community; $2.18K/mo baseline can likely double with modest 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/248610
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
