# Tower Networking Inc.

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

- Steam appid: 2939600
- Developer: Pocosia Studios
- Released: 2025 · Genre: Indie · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.9k to $2.8k per month (mid $2.4k)
- Opportunity score: $3.6k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 10.0k · Est. lifetime net revenue: $67.1k
- Review sentiment: 95% positive across 324 reviews (313 from Steam purchases)
- Review velocity: 14.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 1 months ago
- Last build shipped 1 months ago
- No Steam discount in 1.0 years (deepest tracked: -15%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.3k |
| After VAT / sales tax (-13% blended) | $3.7k |
| After refunds (-9.5% median) | $3.4k |
| Net to developer (after Steam 30%) | $2.4k |

## Monthly review counts, oldest to newest (13 months)

45, 55, 20, 21, 36, 30, 20, 15, 9, 24, 13, 11, 13

## Missed seasonal-sale revenue (modeled)

Skipped 7 Steam seasonal sale window(s) in the last 13 months. Running a -50% discount in those windows is modeled at +$13.7k 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

$57.0k to $114.0k (2-4x the trailing net annuity of $28.5k/year). Same error range applies.

## Markets by review language

- german: 1% (game NOT localized in this language)
- koreana: 1% (game NOT localized in this language)
- japanese: 2%
- schinese: 4%
- brazilian: 1%
- french: 2% (game NOT localized in this language)
- english: 82%
- russian: 7%
- spanish: 0% (game NOT localized in this language)

## Analyst notes (AI-assisted)

Tower Networking Inc. is an indie simulation game where players design and troubleshoot computer networks, blending educational depth with sandbox puzzle mechanics.

This is a quiet, high-engagement niche title with 95% positive sentiment and strong per-player retention (10-54h averages), earning $2.4k/mo residual on just 10k lifetime sales. The core audience, networking professionals, IT students, and technical enthusiasts, shows genuine affection despite flagging tutorial clarity and missing automation features. For a technical publisher or edtech-adjacent studio, this represents a low-risk opportunity to unlock modest but sustainable revenue through targeted localization (French gap at 4%), community moderation improvements, and phased feature content around scripting and orchestration.

- Most realistic play: publishing
- Risk (market): Ultra-niche audience (networking/IT specialists only) severely caps addressable market; poor onboarding for non-technical players threatens any mainstream crossover attempt.
- Risk (tech): Early Access status (1 month post-build, zero discounts in 12m) suggests core systems remain incomplete; missing scripting and automation features are critical blockers flagged repeatedly by engaged players.
- Risk (other): Solo studio with single title on record; dependency risk on Pocosia Studios' continued development capacity and vision alignment with external publisher.

What players are asking for:
- Scriptable shell and text-processing utilities (sed, grep equivalents) for automation and orchestration
- Improved tutorial progression and clearer explanation of networking concepts for non-experts
- Layer 2 switching intelligence and MAC address table forwarding to fix broadcast storm behavior
- Container and server orchestration systems to reduce repetitive manual management

Suggested first moves:
1. Audit Pocosia Studios' roadmap and development capacity; assess whether scripting/automation features are in active development and estimated delivery timeline.
2. Conduct soft licensing discussion: clarify IP ownership, negotiate publishing rights for localization and marketing, and explore revenue-share or buyout models given current $2.4k/mo baseline.
3. Prototype a revised tutorial/onboarding flow and survey non-technical players on willingness to engage; use results to scope optional 'accessibility mode' or visual learning path without alienating hardcore audience.

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/2939600
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
