# Exorcist Simulator

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

- Steam appid: 2487140
- Developer: D.M.G.V
- Released: 2025 · Genre: Action · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $4.0k to $5.9k per month (mid $4.9k)
- Opportunity score: $6.7k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 3.7k · Est. lifetime net revenue: $12.5k
- Review sentiment: 67% positive across 122 reviews (117 from Steam purchases)
- Review velocity: 59.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 16 months
- Studio quiet across its whole catalog
- Last build shipped 16 months ago
- Last discounted 0 months ago, 10 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $9.0k |
| After VAT / sales tax (-13% blended) | $7.8k |
| After refunds (-9.5% median) | $7.1k |
| Net to developer (after Steam 30%) | $4.9k |

## Monthly review counts, oldest to newest (2 months)

116, 2

## Estimated acquisition range

$118.6k to $237.2k (2-4x the trailing net annuity of $59.3k/year). Same error range applies.

## Markets by review language

- russian: 20%
- schinese: 2%
- brazilian: 3%
- german: 1%
- english: 75%

## Analyst notes (AI-assisted)

A 3v1 asymmetrical multiplayer horror game where players alternate between exorcist teams and a demon role in ritualistic combat scenarios.

Exorcist Simulator has landed on the asymmetrical multiplayer horror genre at the right moment, with $4.9k/mo residual revenue and a 67% positive rating despite critical execution flaws. The core concept resonates with players seeking Phasmophobia-adjacent cooperative play, but the game suffers from misleading marketing, unpolished mechanics, incomplete art direction, and fatal multiplayer dependency. This is acquisition or publishing interest only if a buyer can commit to 6-12 months of core-loop refinement and player resourcing; it is not a quick catalog hold.

- Most realistic play: publishing
- Risk (multiplayer): Game cannot launch without a live player pool; single-player campaign is acknowledged by players as incomplete and unfun, creating a cold-start chicken-and-egg problem for any revival.
- Risk (tech): Multiple reviews flag AI-generated or mismatched assets, poor code logic, audio mixing, and animation quality (head-bobbing) that undermine horror atmosphere and suggest rushed or outsourced production.
- Risk (market): Misleading title and marketing have damaged trust; the game is not a simulator and players feel deceived, which depresses organic discovery and word-of-mouth despite strong concept.
- Risk (other): Studio status is fading with only one title and no developer communication for 15+ months; acquisition or partnership must include retention of core team or wholesale rebuild.

What players are asking for:
- More players and active matchmaking to reduce queue times and enable reliable multiplayer sessions
- Single-player/PvE content or bot support so the game is playable without a full lobby
- Polished animations, audio mixing, and visual consistency across assets and environments
- Clearer marketing that accurately describes asymmetrical multiplayer gameplay rather than a traditional exorcism simulator

Suggested first moves:
1. Audit the existing codebase and asset pipeline for quality debt, AI-generated content, and technical barriers to scaling; commission a 1-2 week technical due diligence report before committing to publishing support.
2. Run a focused regional or weekend marketing campaign with corrected genre and gameplay positioning (asymmetrical multiplayer horror, not simulator) to rebuild trust and test if the core loop can retain cohorts once expectations align.
3. Prototype a lightweight single-player or PvE bot-based mode (even 1-2 hour campaign) to solve cold-start and onboarding; design it as a funnel to multiplayer rather than a standalone offering, and A/B test its impact on retention and player count.

Generated 2026-08-21 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/2487140
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
