# SKYHILL

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

- Steam appid: 382140
- Developer: Mandragora
- Publisher: Daedalic Entertainment
- Released: 2015 · Genre: Adventure · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.8k to $2.7k per month (mid $2.2k)
- Opportunity score: $4.7k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 306.6k · Est. lifetime net revenue: $658.4k
- Review sentiment: 78% positive across 5747 reviews (4717 from Steam purchases)
- Review velocity: 41.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 6.4 years
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 9.7 years ago
- Last discounted 1 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.6 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.0k |
| After VAT / sales tax (-13% blended) | $3.5k |
| After refunds (-9.5% median) | $3.2k |
| Net to developer (after Steam 30%) | $2.2k |

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

36, 38, 32, 41, 40, 36, 17, 41, 62, 33, 65, 45, 50, 26, 41, 28, 42, 38, 22, 64, 46, 34, 45, 38

## Estimated acquisition range

$53.5k to $106.9k (2-4x the trailing net annuity of $26.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

A turn-based roguelike survival game set in a post-apocalyptic hotel where players descend floor-by-floor managing hunger, crafting, and combat against mutants.

Skyhill has quietly generated $658k lifetime on modest $9.99 pricing with 78% positive sentiment and steady low-volume sales ($2.2k/mo residual). The game's appeal is narrow but durable: roguelike mechanics and atmospheric premise attract a small, engaged core who tolerate RNG variance and repetitive systems. Opportunities exist for a revival campaign targeting roguelike enthusiasts, or acquisition as a catalog title if Daedalic Entertainment (publisher) becomes available; the developer Mandragora remains active but has only two shipped titles.

- Most realistic play: watch
- Risk (market): The roguelike genre has become crowded; without differentiation or polish updates, Skyhill risks further erosion even in its niche.
- Risk (tech): Nine years post-launch with no developer communication in 76 months suggests limited capacity or appetite for maintenance or new content.
- Risk (other): Elasticity of 1.62 signals price-sensitive demand; the 90% max discount history and 0.68-month gap to last sale indicate players are accustomed to discounting, which may cap full-price revenue.

What players are asking for:
- Reduced RNG variance or better progression pity systems to lower frustration on early runs
- Combat variety or enemy types to break up repetitive encounter loops
- Quality-of-life improvements (UI, clarity on mechanics, balance tuning)

Suggested first moves:
1. If pursuing revival: conduct cost-benefit on a 2-4 week balance pass (RNG smoothing, combat variety) paired with a $4.99 steam sale and YouTube influencer outreach in the roguelike community; target $8-12k/mo revenue lift if successful.
2. If considering acquisition: clarify Daedalic's current portfolio strategy and willingness to divest; Skyhill's $658k lifetime and $2.2k/mo residual make it a low-risk catalog pick but only valuable if bundled with other dormant Daedalic or Mandragora titles.
3. Monitor Mandragora's next release; if the studio ships a title with stronger mechanics or higher polish, revisit Skyhill IP licensing or HD remake feasibility, especially for mobile or console ports where roguelikes remain popular.

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/382140
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
