# PILGRIM

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

- Steam appid: 2965660
- Developer: DESPERATE MEASURES
- Released: 2024 · Genre: Action · List price: $7.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.3k to $2.0k per month (mid $1.6k)
- Opportunity score: $3.1k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 98.7k · Est. lifetime net revenue: $230.6k
- Review sentiment: 68% positive across 3813 reviews (3085 from Steam purchases)
- Review velocity: 28.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 16 months
- Studio quiet across its whole catalog
- Last build shipped 19 months ago
- Store page localized in only 1 language(s)
- Last discounted 8 months ago, 3 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.0k |
| After VAT / sales tax (-13% blended) | $2.6k |
| After refunds (-9.5% median) | $2.4k |
| Net to developer (after Steam 30%) | $1.6k |

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

556, 295, 291, 262, 243, 172, 114, 74, 69, 25, 43, 55, 34, 42, 34, 44, 45, 43, 23, 30, 39, 30, 30, 17

## Missed seasonal-sale revenue (modeled)

Skipped 8 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$18.7k 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

$39.5k to $78.9k (2-4x the trailing net annuity of $19.7k/year). Same error range applies.

## Markets by review language

- english: 83% (game NOT localized in this language)
- koreana: 1% (game NOT localized in this language)
- japanese: 0% (game NOT localized in this language)
- schinese: 1% (game NOT localized in this language)
- french: 3% (game NOT localized in this language)
- russian: 3% (game NOT localized in this language)
- spanish: 4% (game NOT localized in this language)
- brazilian: 2% (game NOT localized in this language)
- german: 2% (game NOT localized in this language)

Localization gap: 100% of measured reviews are written in languages the game does not support (top: english). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

A 2024 co-op action game in the vein of Lethal Company, set in gothic environments with grotesque creature design and dark comedy mechanics.

Pilgrim achieved modest commercial success (230K lifetime USD, 98K units) and maintains a 68% positive rating despite nearly 18 months of developer silence. The core design resonates strongly with players who praise its distinct aesthetic and group-play loops. However, the studio has effectively dissolved, leaving the title dormant on a platform saturated with similar co-op titles. Acquisition or publishing revival could capitalize on residual monthly revenue (1,645/mo mid-case) and a vocal, loyal audience, but only if buyer can secure explicit IP transfer and is willing to resume active support.

- Most realistic play: acquisition
- Risk (other): Developer (DESPERATE MEASURES, single-title studio) is unresponsive for 15+ months; IP ownership transfer and source-code access will require legal/asset recovery effort.
- Risk (market): Lethal Company-adjacent co-op action games are heavily saturated on Steam; player sentiment shows anxiety about post-launch support, making revival credibility essential to reverse negative perception.
- Risk (tech): Game is English-only (100% loc gap) despite 2,900+ international reviews; expanding language support would require translation and QA investment.

What players are asking for:
- Resume active development and post-launch updates with transparent roadmap
- Fix balance and progression issues (references to 'awkward state' and incomplete end-game)
- Expand content depth and post-game replayability

Suggested first moves:
1. Conduct asset and IP ownership due diligence; establish whether DESPERATE MEASURES retains active corporate status or if founder-level recovery is required.
2. Acquire raw player feedback dataset and conduct targeted survey of the 98K owner base on desired content priorities and willingness to return upon credible revival announcement.
3. Prototype a minimal post-launch content patch (balance tuning, one new map or encounter type, transparency blog post) to test community trust and gauge organic engagement lift before committing to full revival roadmap.

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/2965660
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
