# 20XX

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

- Steam appid: 322110
- Developer: Batterystaple Games
- Released: 2017 · Genre: Action · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.1k to $1.7k per month (mid $1.4k)
- Opportunity score: $3.0k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 218.6k · Est. lifetime net revenue: $704.2k
- Review sentiment: 91% positive across 4578 reviews (3974 from Steam purchases)
- Review velocity: 17.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 6.1 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 4.4 years ago
- Last discounted 0 months ago, 8 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 | $2.6k |
| After VAT / sales tax (-13% blended) | $2.2k |
| After refunds (-9.5% median) | $2.0k |
| Net to developer (after Steam 30%) | $1.4k |

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

9, 8, 10, 2, 12, 8, 10, 10, 9, 8, 5, 9, 22, 6, 7, 10, 11, 8, 16, 34, 16, 8, 15, 16

## Estimated acquisition range

$33.8k to $67.7k (2-4x the trailing net annuity of $16.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

A roguelike take on Mega Man platforming with 2-player co-op, procedurally generated levels, and unlockable abilities that compound across runs.

20XX has generated $704K lifetime on modest sales (218K units) with a 91% positive rating and steady $1.4K/mo residual revenue despite zero developer engagement since mid-2024. The game occupies a defensible niche: Mega Man fans seeking replayability and co-op depth. However, franchise derivative positioning and mixed sentiment on roguelike-versus-action-platformer balance suggest this is better as a publishing/content revival play than an acquisition target, assuming rights clarity on fan-game status.

- Most realistic play: publishing
- Risk (market): Core audience is constrained to Mega Man fans; roguelike mechanics alienate purists seeking tight, handcrafted level design.
- Risk (other): Developer silent for 73+ months suggests limited appetite for content updates, balance patches, or multiplayer maintenance.
- Risk (tech): Procedural generation reportedly spawns punishing platforming sections that require damage or create soft locks, undermining both genres.

What players are asking for:
- Tighter balance between procedural generation difficulty and playability; remove or fix RNG-heavy trap sequences.
- Curated ability pool: reduce the roster of 'awful' abilities cluttering late-game unlocks.
- Improved co-op stability and matchmaking.
- New enemy types, hazard mechanics, or boss variety to refresh runs.

Suggested first moves:
1. Audit developer IP status and contract terms; confirm whether 'Mega Man-inspired' positioning allows publishing/merchandising expansion without Capcom exposure.
2. Conduct design audit on ability pool and generation algorithm with an eye toward balance patches and seasonal unlocks that could sustain engagement.
3. Survey the 218K installed base (via email/Discord if available) on appetite for a content season (new zones, co-op features, balance pass) priced as a DLC or free update; use signal to model revival ROI.

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/322110
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
