Making*Lovers: First Blush
SMEE · 2026 · $19.99 · Casual · deal grade B
Measured on 2026-09-21 16:25 UTC, 14 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $344 to $516 per month
- Opportunity: $688 per month at x1.60 dormancy
- Estimated lifetime owners: 2.4k
- 94% positive across 115 reviews · 2.6 reviews/month
Why it's flagged
- No developer announcement on record, ever
- Studio active elsewhere (4 titles tracked), so this one may welcome a partner
- Last build shipped 5 months ago
- 49% of reviews come from key activations (excluded from revenue estimates)
- Store page localized in only 3 language(s)
- Last discounted 0 months ago, 4 sales in the last 12 months
Analyst notes (AI-assisted)
Note written 2026-09-09; the live figures above take precedence over any numbers in it.
A visual novel / dating sim hybrid with strong comedic writing that maintains a devoted niche audience despite minimal promotion.
Making Lovers: First Blush sits in a quiet but stable position: modest residual revenue, extremely high player sentiment (94.6% positive), and zero discount promotions in 12 months suggest a title confident enough to hold its price. The challenge is volume. With a mid-sized owner base and reviews arriving at roughly 2.5 per month, this is a catalog asset for publishers seeking low-friction steady-state revenue rather than growth fuel. Kagura Games (the publisher) appears to be in stewardship mode; a buyer or partner evaluating acquisition should assess whether the dormant IP has latent appeal in adjacent markets (console, anime licensing, or regional expansion in East Asia, where 30 reviews are in Simplified Chinese). Most realistic play: publishing.
- Risk: Visual novels and dating sims face crowded, genre-specific storefronts with heavy discount competition; organic discovery is difficult without active marketing.
- Risk: Zero developer posts and no discount events in the past 12 months suggest the title is not receiving live support; player expectations for updates or engagement may be unmet.
- Risk: No achievements, trading cards, or workshop integration limits the engagement mechanics Steam users expect; rebuilding these could require dev investment.
This case as Markdown · Estimates carry ±30-50% error per title.