# Sus Virus Amogus

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

- Steam appid: 3032660
- Developer: Galactic Geckon
- Publisher:  Galactic Geckon
- Released: 2024 · Genre: Action · List price: $39.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.6k to $3.9k per month (mid $3.2k)
- Opportunity score: $6.1k/month at x1.90 dormancy multiplier
- Est. lifetime owners: 1.7k · Est. lifetime net revenue: $20.2k
- Review sentiment: 79% positive across 58 reviews (54 from Steam purchases)
- Review velocity: 11.0 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
- Last discounted 1 months ago, 10 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.8k |
| After VAT / sales tax (-13% blended) | $5.1k |
| After refunds (-9.5% median) | $4.6k |
| Net to developer (after Steam 30%) | $3.2k |

## Monthly review counts, oldest to newest (7 months)

10, 17, 31, 18, 0, 0, 0

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 7 months. Running a -50% discount in those windows is modeled at +$1.5k 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

$77.2k to $154.3k (2-4x the trailing net annuity of $38.6k/year). Same error range applies.

## Markets by review language

- english: 52%
- russian: 48%

## Analyst notes (AI-assisted)

A sci-fi action roguelike with Among Us-inspired social deduction mechanics, built around combat and procedural weapons in a space-station setting.

Sus Virus Amogus shows modest but consistent residual revenue ($3.2k/mo mid-range) and 79% positive sentiment, suggesting a niche audience that values quirky genre mashups. However, review data reveals confusion about core identity (some describe pure roguelike, others pure social deduction, some hybrid), weak differentiation versus Among Us derivatives, and content-fatigue complaints. The game is too small and too derivative to justify standalone acquisition, but worth monitoring for IP licensing value if the meme-adjacent brand proves sticky with a younger demographic.

- Most realistic play: watch
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Direct parody/derivative of Innersloth's Among Us; unclear whether Galactic Geckon holds any rights to the name or aesthetic, and Innersloth has demonstrated willingness to enforce IP.
- Risk (market): Player reviews conflate multiple game modes (roguelike, social deduction, duel), suggesting the design briefs are muddled or the marketing is unclear; core identity weakness limits growth ceiling.
- Risk (other): Baseline content depth concern: 11 reviews/mo on a 2-year-old title at $39.99 indicates low attach rate; players explicitly ask for 'more stuff' and report repetitiveness.

What players are asking for:
- More content and variety (cosmetics, levels, weapons types)
- Bug fixes and polish (players note developer has a habit of shipping with issues)
- Clearer mode differentiation or tutorial (reviews show confusion about what game they're playing)
- Expanded progression or endgame systems to combat repetitiveness

Suggested first moves:
1. Verify IP status with Innersloth (Among Us rights holder); confirm whether Galactic Geckon has secured a license or is operating in gray territory. If unlicensed, track cease-and-desist risk.
2. Monitor lifetime net growth and review velocity over next 6 months. If residual drops below $2k/mo or positive_pct falls below 75%, the meme shelf-life is expiring and revival becomes unlikely.
3. If Galactic Geckon pivots to a licensed Among Us mod or official cosmetic tie-in, revisit as a publishing partner candidate; standalone acquisition remains low-priority unless developer can demonstrate stronger retention and differentiation.

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/3032660
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
