# UBERMOSH

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

- Steam appid: 357070
- Developer: Walter Machado
- Released: 2015 · Genre: Action · List price: $4.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $11.3k to $17.0k per month (mid $14.2k)
- Opportunity score: $21.3k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 558.3k · Est. lifetime net revenue: $598.8k
- Review sentiment: 92% positive across 8941 reviews (8589 from Steam purchases)
- Review velocity: 528.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 7 months ago
- Studio active elsewhere (19 titles tracked), so this one may welcome a partner
- Last build shipped 9.3 years ago
- Last discounted 1 months ago, 4 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $25.7k |
| After VAT / sales tax (-13% blended) | $22.4k |
| After refunds (-9.5% median) | $20.3k |
| Net to developer (after Steam 30%) | $14.2k |

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

33, 25, 34, 216, 251, 103, 90, 109, 60, 94, 84, 109, 83, 214, 386, 557, 429, 237, 200, 378, 580, 792, 832, 391

## Estimated acquisition range

$340.3k to $680.7k (2-4x the trailing net annuity of $170.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

A fast-paced arcade shooter with minimalist design and brutal difficulty that earned $599k lifetime and still generates $14.2k/mo in residual revenue.

UBERMOSH is a quiet hit occupying the premium arcade niche: 92% positive, 528 reviews/mo, and steady monthly revenue ($14.2k/mo mid-estimate) despite zero marketing spend and a lone developer. The game's simplicity, high replay value, and 'just-one-more' loop are exactly what survival arcade players want. Opportunity lies in catalog acquisition, licensing for mobile/console ports, or a sequel greenlight; risk is low given established audience, but tech debt and single-dev dependency warrant audit.

- Most realistic play: acquisition
- Risk (other): Solo developer operation; no visible team redundancy or IP management infrastructure.
- Risk (tech): Player reports of crashes and stability issues; codebase may require refactor before porting or major content expansion.
- Risk (market): Extreme difficulty and niche appeal limit mainstream expansion potential; audience is self-selected and small.

What players are asking for:
- Camera/perspective option (first-person or closer view during melee combat)
- Accessibility: invincibility frames or reduced difficulty mode
- Bug fixes and crash stability
- Expanded content variety or new game modes

Suggested first moves:
1. Acquire source code and dev access; commission 2-week code audit to assess stability, refactor scope, and platform-port feasibility (mobile, console).
2. Interview Walter Machado on sequel/expansion vision, IP plans, and willingness to retain involvement post-acquisition or hand off IP cleanly.
3. Analyze top-1% player cohort (100+ hours) for telemetry on engagement drivers; validate whether console/mobile port or sequel would yield 2-3x revenue lift.

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/357070
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
