# SUPERHOT

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

- Steam appid: 322500
- Developer: SUPERHOT Team
- Released: 2016 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $14.9k to $22.4k per month (mid $18.6k)
- Opportunity score: $29.8k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 1.8M · Est. lifetime net revenue: $9.7M
- Review sentiment: 92% positive across 40652 reviews (27714 from Steam purchases)
- Review velocity: 138.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 4.4 years
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 10 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $33.8k |
| After VAT / sales tax (-13% blended) | $29.4k |
| After refunds (-9.5% median) | $26.6k |
| Net to developer (after Steam 30%) | $18.6k |

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

171, 172, 175, 163, 189, 273, 133, 215, 149, 169, 122, 196, 136, 114, 182, 125, 181, 168, 126, 128, 142, 173, 120, 144

## Estimated acquisition range

$447.4k to $894.9k (2-4x the trailing net annuity of $223.7k/year). Same error range applies.

## Markets by review language

- russian: 10%
- spanish: 4%
- japanese: 1%
- schinese: 8%
- brazilian: 4%
- french: 1%
- german: 2%
- english: 67%
- koreana: 2%

## Analyst notes (AI-assisted)

A stylish, time-manipulation FPS where movement dictates bullet physics, built on a clever core mechanic that transforms shooters into spatial puzzles.

SUPERHOT remains a quiet earner at $18.6k/mo residual despite zero marketing activity in 53 months. The 91.5% positive rate, 1.8M lifetime units, and $9.7M lifetime net reflect durable word-of-mouth appeal and a genuinely novel mechanic that has aged well. However, the developer is active on other titles and shows no revival intent. For a publisher or platform seeking low-risk catalog depth, or a studio wanting to extend the IP through spin-offs or licensing, this represents proven demand without active stewardship.

- Most realistic play: licensing
- Risk (market): Core appeal is niche: spatial-puzzle FPS fans, not mainstream shooter players; ceiling on expansion may be real despite strong holdover revenue.
- Risk (other): Developer silence for 53 months and zero sales activity in last 12 months suggest deprioritization; acquiring sequel or spin-off rights would require SUPERHOT Team buy-in or IP negotiation.
- Risk (tech): Player complaints cite bullet-collision bugs, clunky shotgun feel, and annoying story/launcher friction; unresolved since 2016 suggests technical debt may deter platform-wide revival.

What players are asking for:
- Fix bullet-pass-through and collision detection edge cases
- Decouple or streamline launcher/story UI from core gameplay loop
- Expand endless and challenge modes with fresh level variety
- VR feature parity on all platforms

Suggested first moves:
1. License the IP from SUPERHOT Team for a mobile or Web3 version, or a tabletop/card-game spin-off to exploit the time-manipulation mechanic in new formats.
2. Acquire publishing rights for a 'SUPERHOT: Directors Cut' or remaster targeting console ports (Switch, PlayStation 5) with bug fixes and new challenge sets; negotiate with the team on scope.
3. Analyze cross-sell and bundling potential with time-manipulation or indie-prestige titles in your catalog; SUPERHOT's 91.5% score and quiet revenue stream suggest strong gifting/discovery conversion leverage.

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/322500
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
