# Beyond Citadel

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

- Steam appid: 3371240
- Developer: doekuramori
- Released: 2025 · Genre: Action · List price: $14.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $12.3k to $18.4k per month (mid $15.4k)
- Opportunity score: $20.8k/month at x1.35 dormancy multiplier
- Est. lifetime owners: 137.9k · Est. lifetime net revenue: $693.1k
- Review sentiment: 96% positive across 4569 reviews (4309 from Steam purchases)
- Review velocity: 122.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 12 months
- Studio quiet across its whole catalog
- Last build shipped 12 months ago
- Store page localized in only 1 language(s)
- Last discounted 0 months ago, 6 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $27.9k |
| After VAT / sales tax (-13% blended) | $24.3k |
| After refunds (-9.5% median) | $22.0k |
| Net to developer (after Steam 30%) | $15.4k |

## Monthly review counts, oldest to newest (19 months)

1494, 205, 200, 115, 167, 100, 165, 190, 106, 139, 278, 227, 252, 106, 122, 187, 78, 92, 149

## Missed seasonal-sale revenue (modeled)

Skipped 6 Steam seasonal sale window(s) in the last 19 months. Running a -50% discount in those windows is modeled at +$156.4k 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

$368.9k to $737.9k (2-4x the trailing net annuity of $184.5k/year). Same error range applies.

## Markets by review language

- german: 1% (game NOT localized in this language)
- russian: 8% (game NOT localized in this language)
- spanish: 1% (game NOT localized in this language)
- japanese: 5% (game NOT localized in this language)
- french: 1% (game NOT localized in this language)
- english: 69%
- koreana: 3% (game NOT localized in this language)
- schinese: 12% (game NOT localized in this language)
- brazilian: 1% (game NOT localized in this language)

Localization gap: 31% of measured reviews are written in languages the game does not support (top: schinese). Localizing is likely immediate market expansion.

## Analyst notes (AI-assisted)

A stylish solo-dev boomer shooter with methodical gunplay, cyberpunk-occult lore, and deliberate mechanics comparable to Receiver crossed with old-school Marathon.

Beyond Citadel is a quiet indie hit turning $15.3k/mo residual on $693k lifetime revenue. The 96% positive score and densely engaged community (122 reviews/mo, ~14-17h avg playtime) signal strong retention despite minimal marketing. The one-person studio and two-title catalog suggest a strategic acquisition or publishing partnership could unlock international markets (31% localization gap in Simplified Chinese alone), fund a highly-anticipated third entry, and capitalize on the boomer-shooter renaissance currently underserved by AA publishers.

- Most realistic play: acquisition
- Risk (tech): Unreal Engine 4 physics-heavy gameplay causes occasional performance hitches at scale; optimization overhead scales with level complexity.
- Risk (market): Boomer-shooter subcategory is trend-sensitive; sustained revenue depends on maintaining differentiation versus incoming Quake/Doom-inspired titles.
- Risk (other): Solo-developer continuity risk: no visible team structure or succession planning documented; dev communication inactive for 12 months.

What players are asking for:
- Third installment in the franchise confirmed
- International localization, especially Simplified Chinese and Japanese
- More non-gunplay narrative sequences (player feedback mixed)
- Performance optimization for physics-heavy encounters

Suggested first moves:
1. Commission independent technical audit on UE4 architecture, draw-call optimization, and platform scalability (console ports likely unlock 2-3x revenue potential).
2. Secure IP rights agreement and negotiate exclusivity terms; contact developer directly to explore acquisition, publishing partnership, or commercial license for sequel funding.
3. Conduct market sizing on Simplified Chinese and Japanese audiences using existing 482 and 203 reviews respectively as demand anchors; prioritize CJK localization as Phase 1 post-acquisition effort.

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/3371240
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
