# Lovers in a Dangerous Spacetime

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

- Steam appid: 252110
- Developer: Asteroid Base
- Released: 2015 · Genre: Action · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $848 to $1.3k per month (mid $1.1k)
- Opportunity score: $2.2k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 218.7k · Est. lifetime net revenue: $704.5k
- Review sentiment: 93% positive across 4063 reviews (3364 from Steam purchases)
- Review velocity: 13.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 10.1 years
- Studio inactive: no public activity across 1 tracked titles
- Last build shipped 8.4 years ago
- Last discounted 1 months ago, 5 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $1.9k |
| After VAT / sales tax (-13% blended) | $1.7k |
| After refunds (-9.5% median) | $1.5k |
| Net to developer (after Steam 30%) | $1.1k |

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

13, 17, 11, 16, 19, 21, 12, 14, 10, 10, 15, 19, 21, 6, 12, 13, 21, 20, 13, 17, 16, 9, 9, 15

## Estimated acquisition range

$25.5k to $50.9k (2-4x the trailing net annuity of $12.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 1-4 player couch co-op space action game where crews manage a shared starship through coordinated role-play across multiple stations.

Lovers in a Dangerous Spacetime is a dormant indie darling with $704k lifetime revenue and a 93% positive rating, yet generates only $1,060/mo residually and shows minimal developer engagement for over 120 months. The title has strong community affinity for local multiplayer but suffers from design friction (bunny detector placement, ultra-wide monitor support) that could be addressed by an active publisher or studio willing to invest modest resources. Acquisition or publishing revival would appeal most to indie consolidators focused on steady-state couch co-op catalog play, not growth.

- Most realistic play: publishing
- Risk (tech): Game does not support ultra-wide or modern display formats; modern OS/hardware compatibility not indicated.
- Risk (market): Couch co-op genre is niche and seasonal; residual revenue of $1,060/mo suggests limited ongoing monetization runway.
- Risk (other): Studio marked inactive for 121 months; no patch or community update history means live-service polish or ongoing bug fixes absent.

What players are asking for:
- Ultra-wide display support (32:9 and equivalent formats)
- Improved bunny detector scatter/placement logic to reduce search tedium
- Clearer onboarding for role assignment and station mechanics in 2-player mode

Suggested first moves:
1. Audit codebase and dependency stack to confirm modern OS/GPU support and identify ultra-wide resolution bottlenecks as a quick-win patch candidate.
2. Conduct cohort analysis of the last 12 months' $60/mo net revenue to validate whether a modest seasonal sale or bundle placement could move the needle without requiring full campaign spend.
3. Engage top 20 community voices (via Discord or forums if dormant) to validate appetite for a 'caretaker' update roadmap (display fixes, UX tuning) before committing to acquisition or publishing terms.

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/252110
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
