# Amer Fighting - عامر المشاجرة

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

- Steam appid: 3264920
- Developer: Mad Hook
- Released: 2026 · Genre: Action · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.9k to $2.9k per month (mid $2.4k)
- Opportunity score: $3.6k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 960 · Est. lifetime net revenue: $3.2k
- Review sentiment: 93% positive across 45 reviews (30 from Steam purchases)
- Review velocity: 29.0 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 0 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 0 months ago
- Store page localized in only 2 language(s)
- 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 | $4.4k |
| After VAT / sales tax (-13% blended) | $3.8k |
| After refunds (-9.5% median) | $3.5k |
| Net to developer (after Steam 30%) | $2.4k |

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

29

## 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 +$1.2k 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

$58.3k to $116.6k (2-4x the trailing net annuity of $29.1k/year). Same error range applies.

## Markets by review language

- french: 3% (game NOT localized in this language)
- english: 97%

## Analyst notes (AI-assisted)

Amer Fighting is a 2026 Arabic-language action fighting game from solo developer Mad Hook.

This title shows early traction in a underserved regional market (93% positive reviews, $2.4k/mo residual) but faces critical multiplayer infrastructure gaps that suppress word-of-mouth and retention. The opportunity is modest but real for a small publisher willing to fund controller/netcode fixes and French localization (3% gap); the game's $3.2m lifetime net against 960 units suggests strong regional pricing power and unit economics. This is a watch for revival partners, not an acquisition play.

- Most realistic play: revival
- Risk (tech): Player 1 controller support is broken, local 3-player sync fails, and online modes disconnect frequently per top review, which directly throttles multiplayer adoption.
- Risk (market): 960 lifetime units and zero discount promotions in 48 months suggests either strong direct sales channels outside Steam or limited platform penetration; unclear sustainability without deeper analytics.
- Risk (other): Developer has posted in last 31 days but shows no public engagement or patch history; singular active studio title limits bandwidth for post-launch support.

What players are asking for:
- Fix controller input for player 1 and local multiplayer sync (3+ player support)
- Stabilize and test online matchmaking across all modes
- Character move-set variety and combat depth

Suggested first moves:
1. Audit Mad Hook's netcode and input handling code; quantify fix scope and timeline for controller P1, local 3-player, and online stability.
2. Validate regional revenue streams: analyze whether $3.2m lifetime net and $2.4k/mo residual is driven by Steam direct or third-party key partners outside ITAD tracking.
3. Propose co-funding model to developer for French localization patch and public roadmap; test if bug fixes and loc gap closure move monthly residual toward $3.6k opportunity ceiling.

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/3264920
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
