# Enemy Front

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

- Steam appid: 256190
- Developer: CI 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: $1.4k to $2.0k per month (mid $1.7k)
- Opportunity score: $3.6k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 267.0k · Est. lifetime net revenue: $1.1M
- Review sentiment: 67% positive across 5706 reviews (3560 from Steam purchases)
- Review velocity: 15.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 8.3 years
- Studio active elsewhere (8 titles tracked), so this one may welcome a partner
- Last build shipped 6.1 years ago
- Last discounted 1 months ago, 7 sales in the last 12 months
- Proven demand elasticity: x1.4 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)

9, 12, 18, 17, 22, 8, 19, 11, 8, 7, 17, 20, 17, 7, 13, 17, 26, 24, 23, 10, 10, 15, 8, 29

## Estimated acquisition range

$40.8k to $81.6k (2-4x the trailing net annuity of $20.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2014 WWII linear shooter from CI Games with solid campaign moments but inconsistent execution across six languages.

Enemy Front generates steady residual revenue of $1,701/mo despite minimal dev engagement (99+ months since last post) and a mediocre 67% positive rating. The $1.15M lifetime haul on 267k units suggests modest but durable demand in a crowded genre. Revival is unlikely; the real opportunity lies in understanding why this B-grade title holds a small, stable audience despite critical indifference, and whether IP or publishing reactivation could unlock dormant sales in emerging markets where WWII content remains undersaturated.

- Most realistic play: watch
- Risk (market): Genre is flooded; no unique mechanical hook mentioned in reviews, only comparison to vastly more popular titles like Saving Private Ryan.
- Risk (tech): 73+ months since last build with no developer communication in 99+ months raises questions about engine maintenance and compatibility on modern hardware.
- Risk (other): Elasticity of 1.4 suggests price cuts may erode margin more than they drive volume, limiting discounting as a growth lever.

What players are asking for:
- Technical fixes and stability improvements (noted as minor but present)
- Clarity on campaign quality consistency (praised final mission, criticism of overall pacing elsewhere)

Suggested first moves:
1. Audit lifetime performance by geography and language; the 6-language support and 37.6% key-share ratio suggest regional pockets of sustained interest worth mapping.
2. Evaluate whether a minimal technical pass (stability, widescreen, modern control remapping) could reignite dormant wishlists and 30-50% of the 24-month velocity swing without full remaster commitment.
3. Model a modest publishing refresh (seasonal sale calendar, Steam visibility push, influencer sampling) against the $1,361–$2,041/mo residual band to determine breakeven cost of attention.

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/256190
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
