# LISC - Season 1

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

- Steam appid: 3063520
- Developer: MOODY
- Released: 2025 · Genre: Adventure · List price: $15.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.4k to $3.6k per month (mid $3.0k)
- Opportunity score: $4.0k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 27.0k · Est. lifetime net revenue: $144.8k
- Review sentiment: 83% positive across 865 reviews (844 from Steam purchases)
- Review velocity: 22.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 15 months
- Studio quiet across its whole catalog
- Last build shipped 14 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.4k |
| After VAT / sales tax (-13% blended) | $4.7k |
| After refunds (-9.5% median) | $4.3k |
| Net to developer (after Steam 30%) | $3.0k |

## Monthly review counts, oldest to newest (15 months)

277, 105, 94, 108, 32, 51, 44, 17, 28, 29, 18, 17, 36, 14, 20

## Estimated acquisition range

$71.8k to $143.7k (2-4x the trailing net annuity of $35.9k/year). Same error range applies.

## Markets by review language

- english: 49%
- koreana: 1% (game NOT localized in this language)
- russian: 13%
- spanish: 2% (game NOT localized in this language)
- schinese: 27%
- brazilian: 3% (game NOT localized in this language)
- french: 4% (game NOT localized in this language)
- german: 1% (game NOT localized in this language)

Localization gap: 11% of measured reviews are written in languages the game does not support (top: french). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

LISC - Season 1 is an adult visual novel (AVN) adventure title from indie studio MOODY launched in late 2024.

The title has generated $145k lifetime net revenue across ~27k units with an 83% positive rating, but shows concerning momentum: zero promotional activity in 12 months, studio marked as fading with only this single title, and player sentiment fractures between narrative-focused players and those questioning writing quality and choice agency. The $2.99k/mo residual revenue floor is real but the underlying business case depends entirely on whether MOODY intends Season 2 or if this franchise has stalled. Revival or acquisition only makes sense if you own a credible path to content (more seasons, localization, or marketing rehabilitation).

- Most realistic play: watch
- Risk (market): AVN genre is crowded, quality-gated by Patreon funding pipelines; Steam's audience for adult narrative games is stable but price-sensitive and heavily discerning.
- Risk (other): Studio status flagged as fading with zero dev communication in 15+ months and no planned discounts; Season 2 viability is opaque.
- Risk (other): Player reviews cite AI-writing concerns and thin narrative coherence; brand trust damage may require visible creative reinvestment to reverse.

What players are asking for:
- Stronger story focus and fewer or better-integrated adult scenes
- Meaningful choice consequences that impact narrative direction
- Character depth and dialogue quality improvement
- Clearer development roadmap for Season 2

Suggested first moves:
1. Audit developer intent: confirm whether MOODY plans Season 2 and what timeline/budget they have allocated; if dormant, assess whether IP is for sale.
2. Commission a story/dialogue review by a professional narrative designer to scope rehabilitation cost and viability of a 'Season 1.5 Directors Cut' with rewritten scenes.
3. Analyze the 18-month velocity cliff (277 units month 1, collapsing to 14-20/mo by month 14): determine if a single targeted discount (10-15%) at a narrative-heavy sale event (e.g., Spring Anime Festival) can reignite discoverability before deciding acquisition merit.

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/3063520
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
