Dungeon Tells
Ace Benoff · 2026 · $7.99 · Casual · deal grade B
Measured on 2026-09-23 20:26 UTC, 21 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $1.6k to $2.4k per month
- Opportunity: $2.6k per month at x1.30 dormancy
- Estimated lifetime owners: 1.3k
- 75% positive across 32 reviews · 30.0 reviews/month
Why it's flagged
- Developer active, last post 1 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Store page localized in only 2 language(s)
Analyst notes (AI-assisted)
Note written 2026-08-31; the live figures above take precedence over any numbers in it.
A single-player logic-puzzle game dressed as social deduction, where you deduce hero levels and honesty to survive dungeon encounters.
Dungeon Tells occupies an unusual niche: a fresh logic-puzzle IP with solid community sentiment (78% positive) and responsive developer support, yet it arrived in the shadow of Demon Bluff, a similar title that may have cannibalized early visibility. The residual revenue is modest ($1500-2250/mo), but the low lifetime spend ($2890) and minimal discount history suggest room to expand through deeper marketing, mobile adaptation, or licensing the puzzle mechanics to a stronger platform. Best suited for a publisher seeking a low-risk catalog addition with growth potential in casual-puzzle communities. Most realistic play: publishing.
- Risk: Demon Bluff, a near-identical social-deduction title, may have saturated the target audience before this game's release, and players express uncertainty about differentiation.
- Risk: Core gameplay relies on math-heavy deduction, which some players find opaque or tedious; tutorial and onboarding clarity are cited as friction points.
- Risk: Ultra-low CCU (3 current, 7 peak in 30d) reflects isolation as a single-player title; viral or social-play mechanics are absent.
This case as Markdown · Estimates carry ±30-50% error per title.