# Garlic Builder

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

- Steam appid: 2512920
- Developer: CaveLiquid
- Publisher: Gamersky Games
- Released: 2024 · Genre: Casual · List price: $7.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.9k per month (mid $1.6k)
- Opportunity score: $3.0k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 9.1k · Est. lifetime net revenue: $21.2k
- Review sentiment: 93% positive across 396 reviews (283 from Steam purchases)
- Review velocity: 26.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.6 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 24 months ago
- Store page localized in only 3 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.8k |
| After VAT / sales tax (-13% blended) | $2.5k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.6k |

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

1, 2, 1, 3, 1, 13, 1, 4, 1, 2, 1, 4, 0, 0, 2, 1, 0, 31, 7, 24, 23, 11, 4, 91

## Estimated acquisition range

$37.4k to $74.7k (2-4x the trailing net annuity of $18.7k/year). Same error range applies.

## Markets by review language

- schinese: 48%
- french: 3% (game NOT localized in this language)
- russian: 5% (game NOT localized in this language)
- brazilian: 1% (game NOT localized in this language)
- german: 2% (game NOT localized in this language)
- english: 39%
- koreana: 0% (game NOT localized in this language)
- spanish: 1% (game NOT localized in this language)
- japanese: 1%

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

## Analyst notes (AI-assisted)

A cozy pixel-art block-building puzzle game where players fulfill orders by recreating pixel designs, released in 2024 by CaveLiquid.

Garlic Builder is a quietly profitable casual title generating $1,557/mo residual revenue on a $7.99 price point with 93% positive sentiment and strong community attachment, despite zero promotional activity in 12 months. The game is underselling its appeal: players consistently report discovering it through bundles and expressing surprise at its quality, suggesting pricing strategy and visibility rather than design issues are limiting growth. For a publisher seeking stable catalog revenue with minimal maintenance cost or a studio exploring IP expansion (sequel, merchandise tie-ins), the community appetite for "more levels" and a freeform creative mode presents a low-risk content roadmap.

- Most realistic play: publishing
- Risk (market): Game is primarily being acquired via bundles at steep discounts ($0.50-$1 entry price); core audience may resist full-price purchase, limiting ceiling on direct sales.
- Risk (other): Developer has posted no public updates in 31+ months despite game launching 24 months ago; unclear capacity or intent to support roadmap features players request.
- Risk (tech): UI/UX friction noted in reviews (greyed-out buttons, mixed audio levels, hidden tutorial information); small fixes could meaningfully improve retention and word-of-mouth.

What players are asking for:
- Extended content: more levels, a sequel, or a freeform creative building mode
- UI/UX polish: clearer hints for tools in shop, ability to decline orders without waiting, inventory management clarification
- Home customization: ability to build your own house or personal structures beyond mission orders

Suggested first moves:
1. Audit current player retention and cohort lifetime value by bundle vs. full-price acquisition channel; a targeted seasonal sale at $3.99-$4.99 (avoiding further bundle discounting) may unlock direct-purchase discovery without cannibalizing margins.
2. Engage CaveLiquid on roadmap feasibility: validate whether dev capacity exists for a free Creative Mode expansion or cosmetic DLC (garlic skins, building themes); community explicitly wants this and would likely pay modest amounts post-purchase.
3. Conduct lightweight UX sprint on the three friction points flagged in reviews (button affordance, audio mixing, shop visibility); these are 1-2 week efforts that could improve retention and review sentiment for negligible cost, amplifying organic word-of-mouth on indie platforms.

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/2512920
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
