ShellShock Live
kChamp Games · 2020 · $9.99 · Action · deal grade B
Measured on 2026-10-05 16:27 UTC. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $1.9k to $2.9k per month
- Opportunity: $3.9k per month at x1.60 dormancy
- Estimated lifetime owners: 1.2M
- 93% positive across 35620 reviews · 45.3 reviews/month
Why it's flagged
- Developer silent for 3.4 years
- Studio inactive: no public activity across 1 tracked titles
- Last discounted 0 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales
Analyst notes (AI-assisted)
Note written 2026-08-22; the live figures above take precedence over any numbers in it.
ShellShock Live is a 2D multiplayer tank-battle game with weapon variety and cosmetic progression, developed and published by kChamp Games.
ShellShock Live generates roughly $2.6k/month residual revenue on a $1.9M lifetime base and 880k unit install, with 92% positive sentiment and stable 70% still-playing ratio despite dormant developer communication (39 months since last post). The core loop appeals to a tight, engaged community that logs median 46.7 hours, but friction points around join-throttling, cosmetic grind opacity, and metadata accuracy (missing Online Co-op modes) suggest a revival or publishing partnership could unlock latent monetization without heavy remake investment. Realistic for a publisher seeking low-risk, recurring-revenue catalog play in the casual multiplayer space. Most realistic play: revival.
- Risk: Join-room cooldown anti-spam system creates perceived soft-bans and login blocks that frustrate new and returning players, acting as a churn accelerator despite community affection for core gameplay.
- Risk: Peak concurrent play is 306 (30-day window) and current 116 concurrent, indicating small but stable niche; growth ceiling is low without major content refresh or genre trend shift.
- Risk: Steam store metadata lists Online Co-op mode that does not exist in-game, creating immediate trust damage for new players and potential review-bombing risk if corrected without explanation.
- Risk: Developer posted zero times in the last year; studio has one title and may lack bandwidth for live operations, content drops, or community moderation expected by modern casual multiplayer audiences.
This case as Markdown · Estimates carry ±30-50% error per title.