# Putrika 2nd.cut:For the Exquisite Attire

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

- Steam appid: 3818900
- Developer: トトメトリ
- Released: 2026 · Genre: Adventure · List price: $17.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $12.8k to $19.3k per month (mid $16.1k)
- Opportunity score: $24.1k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 6.9k · Est. lifetime net revenue: $41.5k
- Review sentiment: 92% positive across 238 reviews (215 from Steam purchases)
- Review velocity: 106.5 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 2 months ago
- Store page localized in only 3 language(s)
- 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 | $29.2k |
| After VAT / sales tax (-13% blended) | $25.4k |
| After refunds (-9.5% median) | $23.0k |
| Net to developer (after Steam 30%) | $16.1k |

## Monthly review counts, oldest to newest (2 months)

198, 15

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 2 months. Running a -50% discount in those windows is modeled at +$16.1k 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

$385.5k to $770.9k (2-4x the trailing net annuity of $192.7k/year). Same error range applies.

## Markets by review language

- koreana: 7% (game NOT localized in this language)
- japanese: 10%
- schinese: 82%
- english: 1% (game NOT localized in this language)

## Analyst notes (AI-assisted)

A Japanese adventure game centered on fashion and character customization, released in early 2024 with strong community engagement.

Putrika 2nd.cut is a quiet performer: $16k/mo residual revenue on modest lifetime sales of 6.9k units suggests a niche but loyal audience willing to pay full price. The 92% positive rating and 106.5 reviews/month (6-month average) indicate active word-of-mouth despite zero promotional activity in 48 months. The opportunity lies in low-hanging fruit: a single regional discount pass or minor localization push (8% gap to Korean) could unlock $24k/mo incremental revenue. Best suited for publishing partners seeking catalog depth in anime/fashion verticals or developers evaluating IP acquisition of a proven small-scale franchise.

- Most realistic play: publishing
- Risk (market): Niche genre (fashion-adventure hybrid) has narrow addressable market; mainstream growth unlikely without genre-shifting repositioning.
- Risk (tech): Developer is small (2 titles, operating) with 2.4-month silence since last public post; long-term support and sequel viability unconfirmed.
- Risk (other): Zero discounts in 48 months and no deep sales on record suggest either strong brand positioning or lack of promotional infrastructure; either way, margins are thin at $17.99 price point.

What players are asking for:
- Korean localization (review volume spike in that language suggests demand)
- Expansion of character customization/attire options
- Sequel or DLC roadmap clarity

Suggested first moves:
1. Run a 15-20% discount in Korean storefront only and measure sales lift to validate addressable market size before broader promotional investment.
2. Acquire Korean localization data from Steam analytics (current 8% gap to top language) and solicit developer on translation feasibility and cost.
3. Contact developer directly to assess sequel/DLC pipeline and willingness to partner on live-service content or cross-promotion; lack of recent posts may indicate availability for acquisition or publishing partnership.

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/3818900
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
