# Supernormal

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

- Steam appid: 2532430
- Developer: Hitori de Productions
- Released: 2024 · Genre: Action · List price: $7.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.4k to $2.0k per month (mid $1.7k)
- Opportunity score: $2.8k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 35.3k · Est. lifetime net revenue: $82.4k
- Review sentiment: 73% positive across 1214 reviews (1103 from Steam purchases)
- Review velocity: 29.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 14 months
- Studio active elsewhere (4 titles tracked), so this one may welcome a partner
- Last build shipped 26 months ago
- Last discounted 1 months ago, 10 sales in the last 12 months
- Proven demand elasticity: x2.6 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.1k |
| After VAT / sales tax (-13% blended) | $2.7k |
| After refunds (-9.5% median) | $2.4k |
| Net to developer (after Steam 30%) | $1.7k |

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

20, 14, 8, 18, 23, 208, 39, 28, 20, 16, 21, 23, 19, 8, 10, 12, 13, 54, 26, 27, 57, 26, 16, 23

## Missed seasonal-sale revenue (modeled)

Skipped 3 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$885 net in total, assuming a unit uplift of x2.6 taken from this game's own sale history. Same ±30-50% error range applies.

## Estimated acquisition range

$40.9k to $81.7k (2-4x the trailing net annuity of $20.4k/year). Same error range applies.

## Markets by review language

- french: 5%
- german: 6%
- koreana: 2%
- russian: 20%
- spanish: 7%
- japanese: 1%
- english: 45%
- schinese: 7%
- brazilian: 7%

## Analyst notes (AI-assisted)

A 2024 first-person supernatural thriller where you interrogate a murder victim's ghost via voice commands to solve her death.

Supernormal has shipped 35k+ units and sustains $1.7k/mo residual revenue despite evident design friction. The voice-control mechanic and narrative hook are genuinely novel, but execution gaps (poorly signposted clues, repetitive loops, underexplored dialogue trees) prevented it from reaching mainstream adoption. The title remains warm enough for a revival play, especially if a publisher can refocus the core loop and expand player agency in ghost interrogation, which reviews consistently flag as the game's strongest vector.

- Most realistic play: revival
- Risk (tech): Voice recognition systems are platform and microphone-dependent; inconsistent performance could amplify frustration if not heavily QA'd across hardware profiles.
- Risk (market): Horror-thriller genre audiences are crowded; positioning this ghost-interrogation concept requires differentiation beyond atmosphere.
- Risk (other): Developer studio appears to be fading (14 months since last dev post, 3 total titles); acquisition or revival will require external resource commitment.

What players are asking for:
- Expanded dialogue options and branching conversation paths with the ghost
- Clearer clue signposting and more intuitive puzzle logic
- Reduced backtracking and repetitive loop design
- Better tutorial/onboarding for voice control mechanics

Suggested first moves:
1. Commission a design audit focused on dialogue branching, clue intelligibility and loop pacing; estimate dev lift to refactor second-half pacing.
2. A/B test a 'director's cut' build with expanded ghost conversation trees on a small Steam audience cohort to validate whether dialogue depth is the binding constraint on retention and word-of-mouth.
3. Explore licensing the voice-interrogation tech to adjacent genres (detective, sci-fi investigation) to prove IP value beyond this single title and justify acquisition.

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/2532430
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
