# PROGRESS ORDERS

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

- Steam appid: 3090610
- Developer: HAKAMA Inc.
- Publisher: Bushiroad.Inc
- Released: 2025 · Genre: Indie · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.1k to $3.2k per month (mid $2.7k)
- Opportunity score: $3.6k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 2.5k · Est. lifetime net revenue: $16.5k
- Review sentiment: 37% positive across 79 reviews (77 from Steam purchases)
- Review velocity: 16.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 13 months
- Studio quiet across its whole catalog
- Last build shipped 13 months ago
- Store page localized in only 4 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.9k |
| After VAT / sales tax (-13% blended) | $4.2k |
| After refunds (-9.5% median) | $3.8k |
| Net to developer (after Steam 30%) | $2.7k |

## Monthly review counts, oldest to newest (5 months)

71, 4, 2, 2, 1

## Estimated acquisition range

$64.3k to $128.7k (2-4x the trailing net annuity of $32.2k/year). Same error range applies.

## Markets by review language

- english: 34%
- japanese: 27%
- schinese: 39%

## Analyst notes (AI-assisted)

A fantasy guild management simulator where you supervise adventuring parties and upgrade your operation, wrapped in a visual-novel presentation.

Progress Orders launched in April 2025 to modest engagement (37% positive, 79 reviews) and is earning $2,681/mo residual revenue on a $19.99 price point with zero discounts applied. The core issue is positioning: marketing sets genre expectations (JRPG, action) that the actual management-sim gameplay cannot meet, alienating early adopters. However, players who self-select into the niche report 15–63 hours of engagement and describe a satisfying progression loop. The title is too young and too small for acquisition, but worth monitoring as a quiet publisher success case if Bushiroad doubles down on management-sim positioning and fixes UI/polish friction.

- Most realistic play: watch
- Risk (market): Genre mismatch in marketing has poisoned perception at launch; 37% positive rating reflects expectation failure, not mechanical failure.
- Risk (tech): Multiple reports of outdated tech (1080p max resolution, no borderless windowed, PS2-era UI) for a 2025 Unreal Engine title; polish gap is real.
- Risk (other): Studio status is fading (12.9 months since last dev communication); single-title publisher, no post-launch support signals yet.

What players are asking for:
- UI/UX overhaul: consolidate menus, show party stats and guild XP on main screens, reduce friction between quests
- Resolution and display options: add 4K support, borderless fullscreen, remember settings between sessions
- Clearer onboarding: tutorial should surface that this is a management sim, not a combat game; explain upgrade purpose upfront
- Auto-battle balance: raise 80% win-rate cap when party power significantly exceeds enemy level

Suggested first moves:
1. Monitor sales and review trajectory over next 3–6 months; if residual stabilizes above $2.5k/mo and positive ratio climbs past 50%, the game may have found its audience and merit a content update or sequel greenlight.
2. If Bushiroad commits to post-launch support, prioritize rebranding campaign (Steam banner, trailer, community hub) that frontloads 'management sim' language and shows actual 20+ hour gameplay loops to filter for the right player cohort.
3. Audit IP licensing and franchise links: developer Hakama Inc. has Rune Factory heritage in player mind; clarify any contractual overlap and assess whether licensing a farming/management subgenre could unlock cross-promotion with Marvelous or other pastoral-sim publishers.

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/3090610
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
