# POJANGMACHA : Korean Street Food Management Simulator

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

- Steam appid: 3785710
- Developer: AnomalyGuys
- Released: 2026 · Genre: Casual · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.7k to $5.5k per month (mid $4.6k)
- Opportunity score: $6.9k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 6.8k · Est. lifetime net revenue: $22.9k
- Review sentiment: 95% positive across 230 reviews (214 from Steam purchases)
- Review velocity: 54.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 3 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 3 months ago
- 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 | $8.3k |
| After VAT / sales tax (-13% blended) | $7.2k |
| After refunds (-9.5% median) | $6.6k |
| Net to developer (after Steam 30%) | $4.6k |

## Monthly review counts, oldest to newest (4 months)

135, 29, 37, 18

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 4 months. Running a -50% discount in those windows is modeled at +$2.3k 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

$110.0k to $220.1k (2-4x the trailing net annuity of $55.0k/year). Same error range applies.

## Markets by review language

- russian: 6%
- schinese: 6%
- brazilian: 0% (game NOT localized in this language)
- french: 1%
- german: 4%
- english: 7%
- koreana: 75%

## Analyst notes (AI-assisted)

A Korean street-food shop-management sim with chaotic customer service, resource progression, and crime-fighting elements.

POJANGMACHA shows strong unit economics (6,848 lifetime units, $23k net lifetime, 94.8% positive) and solid residual revenue ($4.6k/mo mid-case) despite zero promotional activity in 48 months and minimal developer engagement. The dormant marketing posture, combined with 94%+ player approval and gameplay depth (20-40 hour campaigns), suggests an undermonetized indie title with room for targeted publishing intervention, localization completion (Brazilian Portuguese gap noted), or catalog acquisition at low carry cost. Risk profile is low: no licensed IP, no multiplayer infrastructure, and a small but engaged Korean-speaking core (157 reviews in Korean) indicate stable, low-churn residual business.

- Most realistic play: publishing
- Risk (market): Shop-sim genre saturation on Steam; differentiation rests on Korean food culture IP and chaotic mechanics rather than polish or scale.
- Risk (other): Progression wall at endgame; review friction centers on short content depth and repetition after 20-40 hours, limiting replay longevity.
- Risk (other): Localization gap in Brazilian Portuguese (48% of non-English review volume outside Korean/English) left unfilled despite ITAD tracking and potential regional revenue.

What players are asking for:
- More recipes and progression tiers to extend endgame content
- Increased audio/sfx volume and polish in UI feedback
- Content parity for non-Korean localizations to support regional engagement

Suggested first moves:
1. Audit localization completeness (Brazilian Portuguese, Simplified Chinese) and estimate uplift from fixing identified gaps; review data suggests 10-15% unit-revenue upside from regional unlock.
2. Conduct content roadmap feasibility study: 3-5 new recipe chains, seasonal events, or roguelike unlock modes to extend 40-hour wall and improve resale velocity.
3. Consider soft relaunch with 1-2 Steam Autumn/Winter promotional runs (discount elasticity -1 suggests price-insensitive but discovery-starved audience) paired with localization push; $22k lifetime suggests minimal sunk cost and $6.9k/mo opportunity floor.

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/3785710
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
