# ShellShock Live

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

- Steam appid: 326460
- Developer: kChamp Games
- Released: 2020 · Genre: Action · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.7k to $4.1k per month (mid $3.4k)
- Opportunity score: $5.5k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 879.1k · Est. lifetime net revenue: $1.9M
- Review sentiment: 93% positive across 35581 reviews (29303 from Steam purchases)
- Review velocity: 64.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.3 years
- Last build shipped 10 months ago
- Last discounted 1 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $6.2k |
| After VAT / sales tax (-13% blended) | $5.4k |
| After refunds (-9.5% median) | $4.9k |
| Net to developer (after Steam 30%) | $3.4k |

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

102, 85, 131, 93, 101, 90, 84, 73, 82, 90, 73, 90, 69, 64, 68, 63, 75, 72, 52, 60, 90, 67, 58, 57

## Estimated acquisition range

$82.5k to $164.9k (2-4x the trailing net annuity of $41.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

ShellShock Live is a 2D tank-combat action game with asymmetric map design, weapon variety, and casual multiplayer appeal.

ShellShock Live has generated $1.88M lifetime revenue from ~879k units at a $9.99 price point and maintains a 93% positive review rate, with $3.4k-$4.1k/mo residual income. The title shows quiet but stable engagement: 64 reviews/mo over 6 months, velocity holding in the 50-130 range, and a friendly, retention-heavy community. Opportunity lies in modest content drops (cosmetic economy friction, weapon unlock pacing), anti-churn fixes (cooldown/join-spam UX), or regional/console publishing, rather than major overhaul. Best angle is publishing partnership or seasonal live-ops licensing to a partner studio, not acquisition.

- Most realistic play: publishing
- Risk (multiplayer): Join-rate cooldown and soft-ban mechanics frustrate retention; requires backend re-tuning and player communication to avoid churn spike.
- Risk (market): Tank-combat genre is crowded (Tanki Online, World of Tanks); no mainstream platform momentum and 39+ months since last dev post suggests resource constraints at kChamp Games.
- Risk (other): Store listing error (Online Co-op tag present but mode absent) signals QA/metadata debt; splitscreen color-swap bug noted in negative reviews.

What players are asking for:
- Remove or increase join-rate cooldown to prevent soft-bans and login lockouts
- Improve cosmetic drop rates or add clearer cosmetic/progression economy
- Fix weapon unlock pacing to reduce mid-game grind fatigue
- Clarify or add Online Co-op mode or remove store tag

Suggested first moves:
1. Audit multiplayer backend: quantify join-cooldown false-positive rate, propose UX redesign (per-room bans instead of account-level locks, clearer messaging) and A/B test on 5-10% of DAU.
2. Conduct cosmetic economy audit: map drop rates, craft costs, and player sentiment; pilot a 20% boost to cosmetic drop rates or add a cosmetic battle-pass tier to unlock friction.
3. File store-metadata ticket: remove Online Co-op tag, fix splitscreen color assignment, and backlog a 2-3 month content roadmap (2-3 new weapons, map variant, or cosmetic set) to signal live-ops continuity and justify a small seasonal discount or bundle push.

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/326460
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
