# Attack Core

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

- Steam appid: 3206010
- Developer: ArtsMoons
- Released: 2024 · Genre: Action · List price: $5.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.7k to $5.6k per month (mid $4.6k)
- Opportunity score: $11.1k/month at x2.40 dormancy multiplier
- Est. lifetime owners: 2.8k · Est. lifetime net revenue: $4.8k
- Review sentiment: 98% positive across 87 reviews (86 from Steam purchases)
- Review velocity: 106.0 reviews/month (6-month average)

## Why it's flagged

- No developer announcement on record, ever
- Studio quiet across its whole catalog
- Last build shipped 22 months ago
- No Steam discount in 4.0 years (deepest tracked: -0%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $8.4k |
| After VAT / sales tax (-13% blended) | $7.3k |
| After refunds (-9.5% median) | $6.6k |
| Net to developer (after Steam 30%) | $4.6k |

## Monthly review counts, oldest to newest (1 months)

106

## Missed seasonal-sale revenue (modeled)

Skipped 1 Steam seasonal sale window(s) in the last 1 months. Running a -50% discount in those windows is modeled at +$2.3k 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

$111.4k to $222.7k (2-4x the trailing net annuity of $55.7k/year). Same error range applies.

## Markets by review language

- russian: 1%
- japanese: 1%
- schinese: 98%

## Analyst notes (AI-assisted)

Attack Core is a 2024 action game from ArtsMoons with 97.7% positive reviews and strong Chinese interest, currently earning $4.6k/mo residual revenue.

This is a rare case: a recent, critically acclaimed indie action title with zero promotional velocity in 12 months yet stable monthly revenue and skewed international appeal (83 of 86 Steam reviews in Simplified Chinese). The developer appears fading after a single release, suggesting either a solo/micro-team project or post-launch retreat. The game's modest lifetime haul ($4.8k net) and low key-share (1.1%) indicate most units came via organic or regional discovery. For a publisher or live-ops operator, this represents either a quiet gem ready for strategic marketing push, or a cautionary tale about market fit. Worth watching to understand why zero discounts in 48 months coexists with $11k/mo opportunity ceiling.

- Most realistic play: watch
- Risk (market): Chinese region concentration (96% of reviews) suggests gameplay or UI may not translate well to Western audiences; success may be geographically capped.
- Risk (other): Developer studio status listed as fading with only one title; no dev communication in recent months raises questions about post-launch support and update cadence.
- Risk (tech): No discount history in 48 months is atypical for indie action; may indicate pricing strategy risk, poor merchandising channels, or active avoidance of sales that could signal lack of confidence.

Suggested first moves:
1. Commission translation audit of top 20 Chinese reviews to identify feature requests, pain points, and whether design caters specifically to that market or is accidentally region-agnostic.
2. Investigate developer background, post-launch roadmap, and reason for zero promotions despite 97.7% review score; contact ArtsMoons to understand studio capacity and appetite for partnership.
3. A/B test a modest 10-20% discount or seasonal bundle on Steam in Western territories to measure elasticity and validate whether $11k/mo opportunity is real or model artifact.

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/3206010
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
