# Deep Crafter

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

- Steam appid: 2752350
- Developer: Deep Crafter Studio
- Publisher: Samar Studio
- Released: 2026 · Genre: Adventure · List price: $17.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $8.7k to $13.0k per month (mid $10.9k)
- Opportunity score: $16.3k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 2.4k · Est. lifetime net revenue: $14.5k
- Review sentiment: 75% positive across 106 reviews (75 from Steam purchases)
- Review velocity: 72.0 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 0 months ago
- Last build shipped 0 months ago
- No Steam discount in 4.0 years (deepest tracked: -0%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $19.7k |
| After VAT / sales tax (-13% blended) | $17.1k |
| After refunds (-9.5% median) | $15.5k |
| Net to developer (after Steam 30%) | $10.9k |

## Monthly review counts, oldest to newest (1 months)

72

## Missed seasonal-sale revenue (modeled)

Skipped 1 Steam seasonal sale window(s) in the last 1 months. Running a -50% discount in those windows is modeled at +$5.4k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$260.6k to $521.2k (2-4x the trailing net annuity of $130.3k/year). Same error range applies.

## Markets by review language

- german: 4%
- english: 17%
- koreana: 1%
- russian: 3%
- japanese: 1%
- schinese: 69%
- french: 4%

## Analyst notes (AI-assisted)

Deep Crafter is a 2026 first-person adventure title from a single-game studio earning $10.9k/mo in residual revenue with 74.5% positive sentiment.

This is a recent launch (less than one month old) with strong initial reception and zero discount history, suggesting pricing power and genuine organic demand. At $10.9k/mo residual with a $16.3k/mo opportunity upside, the real play is understanding why a brand-new title maintains this velocity without promotional spend. However, the single-game studio status and limited English review pool (12 of 106 reviews) warrant due diligence on localization quality, long-term support capacity, and whether this is sustainable indie momentum or a flash-in-pan release.

- Most realistic play: watch
- Risk (tech): Camera/control feedback is the only explicit complaint in sample; the game may have design friction that emerges as the player base matures beyond launch.
- Risk (market): Studio has shipped only one title; track record and operational resilience unknown, particularly for live support or post-launch iterations.
- Risk (other): 72 reviews/mo is high velocity for a $17.99 indie title but sample size is tiny (106 total); sentiment could shift once casual buyers encounter difficulty curve.

Suggested first moves:
1. Verify localization quality in top-reviewed markets (Chinese: 50 reviews, Japanese: 1, Korean: 1); assess whether Mandarin uptake is organic or bot-inflated.
2. Contact Samar Studio/Deep Crafter directly to understand studio size, roadmap commitments, and whether they plan post-launch content or camera/UX improvements.
3. Monitor review trajectory monthly for next two quarters: watch for difficulty-wall churn or declining monthly review velocity, which would signal the launch bump is real but unsustainable.

Generated 2026-08-21 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/2752350
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
