# Jam Jump

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

- Steam appid: 3032560
- Developer: Galactic Geckon
- Released: 2024 · Genre: Casual · List price: $39.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $4.2k to $6.3k per month (mid $5.2k)
- Opportunity score: $9.9k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 3.0k · Est. lifetime net revenue: $34.8k
- Review sentiment: 85% positive across 96 reviews (93 from Steam purchases)
- Review velocity: 17.8 reviews/month (6-month average)

## Why it's flagged

- No developer announcement on record, ever
- Studio active elsewhere (21 titles tracked), so this one may welcome a partner
- Last build shipped 26 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $9.5k |
| After VAT / sales tax (-13% blended) | $8.2k |
| After refunds (-9.5% median) | $7.4k |
| Net to developer (after Steam 30%) | $5.2k |

## Monthly review counts, oldest to newest (6 months)

11, 42, 3, 51, 0, 0

## Estimated acquisition range

$125.1k to $250.2k (2-4x the trailing net annuity of $62.5k/year). Same error range applies.

## Markets by review language

- english: 38%
- russian: 60%
- schinese: 2%

## Analyst notes (AI-assisted)

Jam Jump is a 2D action-platformer with puzzle and combat elements, launched in 2024 by Galactic Geckon.

Jam Jump shows strong community reception (85% positive across 96 reviews) and modest but stable monthly residual revenue of $5,211/mo, despite zero promotional activity in 12 months and no developer posts in the case window. The title appears dormant post-launch rather than failing: low review velocity (18/mo) and thin lifetime net ($34,790) suggest limited marketing reach, not poor retention. For a publisher or developer seeking a low-risk catalog filler with genre-agnostic appeal (casual + action-platformer tags) and international traction (56 Russian reviews), this is a candidate for modest revival spend; for acquisition, marginal unless bundled with Galactic Geckon's other 20 titles.

- Most realistic play: publishing
- Risk (market): Ultra-low lifetime units (2,976 copies at $39.99) indicates the game never found mainstream distribution; new marketing may face similar headwinds unless pricing or positioning changes.
- Risk (other): Zero discounts in 12 months combined with no recent dev communication raises questions about studio capacity or commitment to post-launch support and iteration.
- Risk (tech): Negative reviews cite clunky controls and repetitive level design; core gameplay friction may require design revisit to unlock growth.

What players are asking for:
- More varied level design and enemy types to reduce monotony
- Control refinement and improved responsiveness in platforming
- Additional game modes or challenge arenas for replayability
- Speedrun-friendly features (timer, leaderboards) to deepen niche appeal

Suggested first moves:
1. Audit control responsiveness and latency with a small QA cohort; sponsor a speedrun community playtest to validate control feel matches player expectation for precision platforming.
2. Map the 2,976 lifetime sales to regional bundles, key resellers, and discount timing (note: max_discount_pct=0 suggests no sale history on record); test a 20-30% introductory discount on Steam plus Twitch/YouTube streamer seeding to Russian and English communities where reviews concentrate.
3. Interview Galactic Geckon on post-launch roadmap status: confirm whether studio capacity exists for QoL patches (controls, level variety, speedrun features) before committing partner resources; if roadmap is frozen, evaluate whether light outsourced design iteration (10-15 new levels, control tuning) would lift residual to $8-10k/mo given positive sentiment.

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/3032560
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
