# Monstrum

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

- Steam appid: 296710
- Developer: Team Junkfish
- Publisher: Junkfish Limited
- Released: 2015 · Genre: Indie · List price: $17.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.3k per month (mid $1.9k)
- Opportunity score: $2.5k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 204.4k · Est. lifetime net revenue: $790.2k
- Review sentiment: 91% positive across 3758 reviews (3144 from Steam purchases)
- Review velocity: 20.0 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 35 months ago
- Store page localized in only 1 language(s)
- Last discounted 0 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.3 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.5k |
| After VAT / sales tax (-13% blended) | $3.1k |
| After refunds (-9.5% median) | $2.8k |
| Net to developer (after Steam 30%) | $1.9k |

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

17, 14, 21, 26, 29, 24, 20, 41, 28, 20, 29, 23, 15, 11, 29, 18, 16, 28, 10, 22, 21, 22, 21, 24

## Estimated acquisition range

$46.4k to $92.8k (2-4x the trailing net annuity of $23.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

Procedurally generated first-person survival horror set aboard a derelict ship, where players must evade an AI monster while locating an escape route.

Monstrum has quietly accumulated 204k units and $790k net lifetime revenue on strong 90.6% positive sentiment, generating $1.9k/mo residually with minimal marketing spend. The procedural generation, high replayability, and engaged modding community position it as a dormant catalog asset ripe for a modest marketing lift or platform expansion; the title's underperformance relative to sentiment suggests distribution and discoverability were the limiter, not product quality.

- Most realistic play: revival
- Risk (market): First-person survival horror is crowded; Amnesia, Phasmophobia, and newer releases have captured mindshare since 2015 launch.
- Risk (tech): Player reviews cite audio fidelity gaps and occasional jankiness; engine or asset refresh may be needed to compete on polish.
- Risk (other): Community is small (20 reviews/mo) but engaged; any revival campaign must avoid alienating existing players with heavy-handed monetization.

What players are asking for:
- Better audio design and enemy footstep clarity
- Additional ship decks or environmental variety
- Official mod support or workshop integration
- Console ports to reach broader audience

Suggested first moves:
1. Audit license and IP status with Team Junkfish; confirm dev appetite for co-marketing or acquisition of publishing rights.
2. Run A/B price and discount testing on Steam (current elasticity 1.27 suggests sensitivity); test $9.99 entry point and seasonal sales to drive volume.
3. Coordinate cross-promotion with Phasmophobia and Devour communities (similar play patterns); explore content creator outreach and Twitch clips strategy to unlock organic discovery.

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/296710
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
