# Digseum

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

- Steam appid: 3361470
- Developer: Rat Monthly
- Released: 2024 · Genre: Casual · List price: $2.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.2k to $3.4k per month (mid $2.8k)
- Opportunity score: $4.6k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 255.0k · Est. lifetime net revenue: $222.9k
- Review sentiment: 98% positive across 8104 reviews (7969 from Steam purchases)
- Review velocity: 127.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 20 months
- Studio quiet across its whole catalog
- Last build shipped 19 months ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 5 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.1k |
| After VAT / sales tax (-13% blended) | $4.4k |
| After refunds (-9.5% median) | $4.0k |
| Net to developer (after Steam 30%) | $2.8k |

## Monthly review counts, oldest to newest (20 months)

1519, 1662, 1088, 781, 267, 168, 353, 257, 162, 200, 206, 239, 232, 149, 90, 184, 116, 105, 165, 107

## Missed seasonal-sale revenue (modeled)

Skipped 5 Steam seasonal sale window(s) in the last 20 months. Running a -50% discount in those windows is modeled at +$42.9k 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

$67.0k to $134.1k (2-4x the trailing net annuity of $33.5k/year). Same error range applies.

## Markets by review language

- koreana: 1% (game NOT localized in this language)
- russian: 2% (game NOT localized in this language)
- spanish: 3% (game NOT localized in this language)
- japanese: 1% (game NOT localized in this language)
- brazilian: 2% (game NOT localized in this language)
- french: 2% (game NOT localized in this language)
- english: 83%
- schinese: 1% (game NOT localized in this language)
- german: 4% (game NOT localized in this language)

Localization gap: 17% of measured reviews are written in languages the game does not support (top: german). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

Digseum is a cozy 2-3 hour incremental clicker about excavating artifacts and running a museum, built by a solo developer.

Digseum has found a durable niche in the casual incremental market: 97.7% positive rating, $2.79/mo residual revenue, and 128 reviews/month six months post-launch suggest healthy word-of-mouth momentum. The 19-month development cycle and single-title studio status point to a quiet, focused creator; the 20-month communication gap and 'fading' studio flag suggest the developer may have shifted focus or bandwidth. For a publisher or acquirer, the tight scope (short play sessions, zero licensed IP, strong community attachment) and stable pricing ($2.99, 1.67% key leakage) make this an attractive dormant catalog add; the opportunity lies in modest content expansion or a spiritual successor to capture the unmet demand players explicitly state ("not enough of it", "havent been seen since").

- Most realistic play: publishing
- Risk (market): Incremental genre saturation and highly subjective pacing: negative reviews cite repetition and simplistic tech tree, while positive reviews laud brevity; expansion risks alienating the core 'short session' audience.
- Risk (tech): One crash report in early review phase; no recent dev communication limits visibility into stability and maintenance posture.
- Risk (other): Solo-developer studio with no post-launch communication for 20 months raises questions about burnout, portfolio shift, or silent support, critical for any hand-off or revival.

What players are asking for:
- More content / longer playtime (explicit in multiple reviews)
- Quality-of-life: batch crystal/resource upgrades instead of one-at-a-time clicking
- Clearer early pacing (some feel slow before prestige cycles kick in)
- Post-launch developer communication and roadmap signals

Suggested first moves:
1. Contact Rat Monthly to assess developer status, bandwidth, and IP intentions; clarify whether revival support, content licensing, or acquisition is feasible.
2. Conduct a content audit: quantify the exact time-to-completion by playstyle, identify three low-friction expansion vectors (new museum wings, prestige tiers, cosmetics) that preserve the 'short session' appeal without scope creep.
3. A/B test a modest price increase ($3.99–$4.99) or bundle with a thematic sequel concept; leverage the 97.7% positive ratio and stable $2.79/mo baseline to fund a targeted revival campaign if developer appetite exists.

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/3361470
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
