# Turbo Dismount™

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

- Steam appid: 263760
- Developer: Secret Exit Ltd.
- Released: 2014 · Genre: Action · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.1k to $1.6k per month (mid $1.4k)
- Opportunity score: $2.1k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 404.4k · Est. lifetime net revenue: $868.4k
- Review sentiment: 94% positive across 5916 reviews (5392 from Steam purchases)
- Review velocity: 25.5 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 5 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 8.0 years ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.5k |
| After VAT / sales tax (-13% blended) | $2.2k |
| After refunds (-9.5% median) | $2.0k |
| Net to developer (after Steam 30%) | $1.4k |

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

38, 30, 22, 22, 48, 35, 26, 22, 12, 12, 19, 25, 18, 16, 26, 14, 40, 27, 17, 34, 25, 22, 26, 29

## Estimated acquisition range

$32.9k to $65.7k (2-4x the trailing net annuity of $16.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

A physics-based destruction sandbox where players launch ragdoll characters off ramps and obstacles to maximize damage and chaos.

Turbo Dismount is a quiet performer: $868k lifetime revenue from 404k units on $9.99 base price, still generating $1.4k/mo residual income 96 months post-launch with a 93.7% positive rating. The 2014 release has a YouTube legacy (cited repeatedly by players as 'that DanTDM game') and active Steam Workshop integration, making it a low-risk catalog asset for publishers seeking evergreen casual-destruction IP with built-in nostalgia appeal to millennial audiences. The tight update cadence (developer posted 5 months ago) and strong sentiment suggest opportunity for modest revival via content drops, mobile ports, or franchise extension rather than major overhaul.

- Most realistic play: revival
- Risk (market): Saturation in physics-destruction genre (TABS, Goat Simulator successors) means audience growth is ceiling-limited without meaningful differentiation.
- Risk (other): Heavy dependency on YouTube/influencer nostalgia; organic discovery is declining (25.5 reviews/mo over 6 months, velocity trending down in recent quarters).
- Risk (tech): 96-month-old codebase may require significant investment to support modern platforms (native mobile, next-gen console) or live-ops monetization.

What players are asking for:
- Native mobile port (players asking 'how do I play on my phone without Steam Link')
- Collaboration content or character skins tied to YouTuber legacy
- Workshop moderation and featured-creator spotlights to sustain custom-level discovery

Suggested first moves:
1. Audit IP ownership and YouTube integration rights: confirm whether DanTDM/Minecraft YouTuber association is promotional opportunity or licensing constraint.
2. Pilot a seasonal content drop (2-3 new maps, character skins, obstacles) and measure uplift in reviews, units, and social signal before committing to live-ops roadmap.
3. Explore low-friction mobile port (iOS/Android) using middleware (e.g., Unity Multi-Platform) to capture the 'phone' ask and expand residual revenue by 30-50% based on elasticity (1.47).

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/263760
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
