# Five Nights at Freddy's 2

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

- Steam appid: 332800
- Developer: Scott Cawthon
- Released: 2014 · Genre: Indie · List price: $7.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $6.8k to $10.2k per month (mid $8.5k)
- Opportunity score: $17.8k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 1.8M · Est. lifetime net revenue: $3.1M
- Review sentiment: 94% positive across 26064 reviews (23744 from Steam purchases)
- Review velocity: 197.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 11.9 years
- Studio inactive: no public activity across 5 tracked titles
- Last build shipped 9.3 years ago
- Store page localized in only 1 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $15.4k |
| After VAT / sales tax (-13% blended) | $13.4k |
| After refunds (-9.5% median) | $12.1k |
| Net to developer (after Steam 30%) | $8.5k |

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

283, 141, 132, 127, 154, 190, 145, 154, 151, 151, 226, 266, 198, 133, 161, 248, 865, 684, 268, 199, 162, 178, 167, 209

## Estimated acquisition range

$203.2k to $406.3k (2-4x the trailing net annuity of $101.6k/year). Same error range applies.

## Analyst notes (AI-assisted)

Five Nights at Freddy's 2 is a 2014 indie survival-horror game where players defend an office from animatronic attacks using limited tools and reaction time.

FNAF 2 remains a quiet revenue generator, earning $8.5k/mo residual with 93.7% positive sentiment and 197 reviews/mo after a decade. The franchise's cultural durability and this title's role as a mechanically pivotal entry (moving from simple tactics to chaotic RNG and lore depth) make it a candidate for back-catalog stabilization or IP leverage. However, Scott Cawthon's dormancy as a solo developer and the franchise's saturation by sequels mean acquisition is unlikely; a publishing or licensing refresh aimed at younger/challenge-seeking audiences could extend tail revenue.

- Most realistic play: publishing
- Risk (market): The FNAF franchise now includes eight mainline games, multiple spin-offs, and incoming film adaptations; FNAF 2's unique mechanical identity (RNG-heavy, no-door stress) risks being overshadowed by easier entry points or newer narrative sequels.
- Risk (tech): Built in GameMaker circa 2014; no updates in 111+ months and no developer communication in 143+ months raises questions about compatibility with modern OS versions, accessibility standards, and monetization infrastructure.
- Risk (other): 8.9% of sales flow through key resellers; a publishing partner must respect Cawthon's IP and platform-exclusive history or risk eroding trust with the core audience.

What players are asking for:
- Animation or visual polish for animatronics (cited in review 7)
- Music box mechanic balance fix (review 20 notes it does not function as described)
- Clarity on difficulty scaling and RNG fairness to separate luck from skill (reviews 1, 9, 14)

Suggested first moves:
1. Audit the music box and Foxy encounter mechanics in live code; a small hotfix post could reignite seasonal spikes and signal stewardship without full remake investment.
2. Conduct licensing survey with Cawthon's team to understand IP licensing appetite for fan-content, mod tools, or educational/streamer partnerships; FNAF 2's mechanical clarity makes it ideal for speedrun/challenge-run communities.
3. A/B test pricing, bundle, or seasonal discount on FNAF 2 bundled with FNAF 1 or as an entry-level bundle for console ports or mobile; the 197 reviews/mo suggest sustained curiosity among younger audiences discovering the franchise.

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/332800
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
