# BattleCap

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

- Steam appid: 2885480
- Developer: MechAlmond Productions
- Released: 2024 · Genre: Action · List price: $11.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.3k to $4.9k per month (mid $4.1k)
- Opportunity score: $5.6k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 5.1k · Est. lifetime net revenue: $17.8k
- Review sentiment: 97% positive across 165 reviews (159 from Steam purchases)
- Review velocity: 47.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio quiet across its whole catalog
- Last build shipped 15 months ago
- Store page localized in only 4 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $7.5k |
| After VAT / sales tax (-13% blended) | $6.5k |
| After refunds (-9.5% median) | $5.9k |
| Net to developer (after Steam 30%) | $4.1k |

## Monthly review counts, oldest to newest (4 months)

185, 0, 2, 1

## Estimated acquisition range

$98.8k to $197.7k (2-4x the trailing net annuity of $49.4k/year). Same error range applies.

## Markets by review language

- english: 2%
- schinese: 98%

## Analyst notes (AI-assisted)

BattleCap is a 2024 couch co-op action game for 1-4 players built around wave-based combat on procedural maps.

BattleCap has achieved a 97% positive ratio and generated $4.1k/mo in residual revenue on minimal promotional activity, but reviews reveal a core design conflict: marketed as single-player-friendly but built for local multiplayer. The indie studio is fading and has not communicated since launch 15 months ago. For a publisher with couch-co-op distribution strength or a small studio seeking a proven prototype, this is worth evaluating as either a quiet acquisition target or a content-refresh opportunity to extend engagement.

- Most realistic play: acquisition
- Risk (market): Single-player campaign depth is acknowledged by players as shallow; core retention depends on local multiplayer access, which limits addressable audience.
- Risk (other): Studio has posted no updates in 15 months and shows 'fading' status; ownership and code asset condition are unknown.
- Risk (other): Weapon variety (3 types) and map count constrain content longevity and build-crafting appeal, limiting replayability scaling.

What players are asking for:
- Deeper single-player campaign or story mode to justify solo purchase
- More weapon types and build-crafting depth
- Skipable or faster menus between rounds
- Reduced randomness or chaos tuning for clarity

Suggested first moves:
1. Obtain source code audit and ownership chain from MechAlmond Productions; determine legal ability to acquire or fork.
2. Survey retained player cohort (47 reviews/mo suggests active core) on appetite for content expansions (maps, weapons, single-player story) and platform ports.
3. Model P&L for a light post-launch support cycle (balance pass, 2-3 new weapons, 1-2 maps) against $4.1k/mo baseline to evaluate hold vs. invest vs. divest.

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/2885480
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
