# Suicide Guy

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

- Steam appid: 303610
- Developer: Fabio Ferrara
- Publisher: Chubby Pixel
- Released: 2017 · Genre: Action · List price: $5.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.3k to $1.9k per month (mid $1.6k)
- Opportunity score: $2.1k/month at x1.30 dormancy multiplier
- Est. lifetime owners: 151.1k · Est. lifetime net revenue: $194.5k
- Review sentiment: 88% positive across 3351 reviews (2747 from Steam purchases)
- Review velocity: 49.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 4 months ago
- Studio active elsewhere (5 titles tracked), so this one may welcome a partner
- Last build shipped 32 months ago
- Last discounted 0 months ago, 10 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.9k |
| After VAT / sales tax (-13% blended) | $2.5k |
| After refunds (-9.5% median) | $2.3k |
| Net to developer (after Steam 30%) | $1.6k |

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

49, 17, 51, 70, 56, 71, 59, 49, 59, 57, 38, 44, 37, 39, 29, 53, 33, 47, 35, 60, 51, 39, 51, 63

## Estimated acquisition range

$38.5k to $77.0k (2-4x the trailing net annuity of $19.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

Suicide Guy is a darkly comedic first-person puzzle platformer where you solve absurdist physics challenges to escape surreal suicide scenarios.

This indie title has maintained 88% positive sentiment across 3,351 reviews and generates $1.6k/mo residual revenue on a $5.99 price point with minimal marketing spend. The 151k lifetime units and strong completion rates (players averaging 3-7 hours) suggest durable design appeal, but the current $2.1k/mo opportunity and developer's minimal recent engagement (3.5 months since last post) indicate dormant potential rather than active monetization. Acquisition makes limited sense; revival through smart marketing, achievement refresh, or a sequel greenlight is the realistic play for a publisher seeking a proven micro-catalog asset with low execution risk.

- Most realistic play: revival
- Risk (market): Dark subject matter limits mainstream appeal and platform placement; likely to face periodic review flagging or regional restrictions.
- Risk (other): Solo developer with minimal post-launch engagement suggests limited capacity for major updates or sequel; studio status shows 2 titles total.

What players are asking for:
- More levels or sequel installment
- Achievement variety and clarity
- Controller tuning and physics polish

Suggested first moves:
1. Audit current achievement parity and difficulty; design 5-10 new challenge achievements to drive re-engagement and post-launch review velocity.
2. A/B test seasonal discount tiers (15-20% off vs. current $0) to stress elasticity (1.46) and measure revenue lift; 18% key-reseller share suggests organic demand tail remains.
3. Commission short influencer clip seeding (2-3 streamers) emphasizing absurdist humor and quick-play format; current $2.1k/mo opportunity suggests $500-1k influencer spend could unlock $300-500/mo incremental revenue.

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/303610
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
