# I Am Cat

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

- Steam appid: 3016840
- Developer: NEW FOLDER GAMES
- Released: 2024 · Genre: Adventure · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.8k to $2.7k per month (mid $2.2k)
- Opportunity score: $3.0k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 16.5k · Est. lifetime net revenue: $96.3k
- Review sentiment: 70% positive across 561 reviews (515 from Steam purchases)
- Review velocity: 15.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 16 months
- Studio quiet across its whole catalog
- Last build shipped 16 months ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 4 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.1k |
| After VAT / sales tax (-13% blended) | $3.5k |
| After refunds (-9.5% median) | $3.2k |
| Net to developer (after Steam 30%) | $2.2k |

## Monthly review counts, oldest to newest (20 months)

126, 53, 19, 34, 22, 16, 16, 20, 20, 10, 9, 39, 18, 41, 10, 16, 17, 9, 16, 24

## Missed seasonal-sale revenue (modeled)

Skipped 4 Steam seasonal sale window(s) in the last 20 months. Running a -50% discount in those windows is modeled at +$14.5k 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

$53.8k to $107.5k (2-4x the trailing net annuity of $26.9k/year). Same error range applies.

## Markets by review language

- koreana: 0% (game NOT localized in this language)
- russian: 33% (game NOT localized in this language)
- german: 4% (game NOT localized in this language)
- spanish: 1% (game NOT localized in this language)
- japanese: 0% (game NOT localized in this language)
- schinese: 6% (game NOT localized in this language)
- brazilian: 2% (game NOT localized in this language)
- french: 2% (game NOT localized in this language)
- english: 51% (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)

I Am Cat is a 2024 casual adventure platformer positioning itself toward family audiences, particularly children.

I Am Cat generated $96k lifetime on a $19.99 price point and maintains $2.2k/mo residual revenue with modest review velocity (15 reviews/mo). The title is a single release from a one-game studio showing signs of fade, with no dev updates in 16 months despite 4 discount campaigns in the last year. Community sentiment is split (70% positive) but anchored on child appeal rather than depth; older players cite boring design and stability issues (collision bugs, puzzle quality). The opportunity lies not in acquisition but in understanding whether dormant family-category titles can be revived via modest platform expansion (console ports, localization beyond English) or if the IP is too thin and the studio too inactive to justify publishing investment.

- Most realistic play: watch
- Risk (tech): Player reports of collision detection and fall-through bugs suggest technical debt that may require rework before any port or revival campaign.
- Risk (market): Single-title studio with no developer communication in 16 months indicates possible abandonment of post-launch support, limiting confidence in a partnership.
- Risk (other): Heavy reliance on child audience perception without verifiable retention metrics or cross-platform success (players explicitly note disappointment that Steam version lacks updates seen on other platforms).

What players are asking for:
- Parity updates with other platform versions (console or mobile ports are live elsewhere)
- Bug fixes, especially collision and platforming physics
- Deeper or more varied puzzle design

Suggested first moves:
1. Obtain build and patch history from New Folder Games; confirm whether parallel versions exist on console/mobile and what updates were shipped there but not to Steam.
2. Run a brief technical audit of the collision and physics layers to estimate scope for a stability pass.
3. Analyze cohort retention and demographic breakdown (parent vs. child play sessions, repeat engagement) before committing to any localization or platform expansion.

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/3016840
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
