# Spiritus Sancti > ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title. **Measured on 2026-09-16 16:21 UTC.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 3954460 - Developer: Divider Studios - Released: 2026 · Genre: Action · List price: $12.99 - Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $2.3k to $3.5k per month (mid $2.9k) - Opportunity score: $3.7k/month at x1.30 dormancy multiplier - Est. lifetime owners: 1.2k · Est. lifetime net revenue: $5.0k - Review sentiment: 85% positive across 33 reviews (29 from Steam purchases) - Review velocity: 26.4 reviews/month (6-month average) ## Why it's flagged - Developer active, last post 0 months ago - Last build shipped 0 months ago - Store page localized in only 1 language(s) - Last discounted 0 months ago, 1 sales in the last 12 months ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $5.2k | | After VAT / sales tax (-13% blended) | $4.5k | | After refunds (-9.5% median) | $4.1k | | Net to developer (after Steam 30%) | $2.9k | ## Estimated acquisition range $68.9k to $137.8k (2-4x the trailing net annuity of $34.4k/year). Same error range applies. ## Markets by review language - koreana: 4% (game NOT localized in this language) - schinese: 4% (game NOT localized in this language) - brazilian: 8% (game NOT localized in this language) - french: 4% (game NOT localized in this language) - german: 4% (game NOT localized in this language) - english: 77% (game NOT localized in this language) Localization gap: 100% of measured reviews are written in languages the game does not support (top: english). Localizing is likely immediate market expansion. ## Analyst notes (AI-assisted) _Note written 2026-09-17 from that day's data; the figures in the header are live and supersede any numbers here._ A microphone-driven horror game that breaks the fourth wall by calling your phone and using voice recognition to detect player responses. Spiritus Sancti is a genuinely novel horror experience with strong community enthusiasm and creative mechanics that set it apart in a saturated genre. The game is barely three weeks old, carries solid residual income despite a micro-scale player base, and benefits from proactive developer support. However, its reliance on phone integration and voice-capture hardware creates friction; the monetization ceiling is low without platform expansion or sequel potential. This is a publishing opportunity for a studio wanting to fund the developer's next project, or a revival play if voice-interaction horror becomes a genre trend. - Most realistic play: publishing - Risk (tech): Phone-calling integration and voice recognition are novelties that may fail for regional users or those without compatible hardware; review feedback shows mic-pickup inconsistency. - Risk (market): Ultra-niche mechanic limits addressable audience to players willing to share phone numbers and enable microphone input, likely capping growth. - Risk (other): Developer is a solo studio with one title; scaling production or supporting a sequel requires external capital or expanded team. What players are asking for: - Co-op or multiplayer mode to share the experience - Improved microphone sensitivity and regional phone support - Sequel or spiritual follow-up with similar novel mechanics - Longer campaign or additional content tiers Suggested first moves: 1. Secure exclusive publishing rights and fund a post-launch roadmap: regional phone-call support expansion, accessibility settings for voice input, and a co-op prototype to validate demand. 2. Commission a market study on voice-interaction horror sentiment and willingness-to-pay among streamers and content creators, given the strong appeal to that cohort. 3. Explore IP licensing or franchise potential: negotiate phone-carrier partnerships (regional telcos) to subsidize or white-label the phone feature, making the mechanic less of a barrier. Generated 2026-09-17 from public signals and player reviews. Directional, not diligence. ## Methodology Units are estimated from Steam-purchase reviews times a release-cohort multiplier, 40-75x by year. Cohorts from 2020 on are calibrated against 182 sales milestones announced by developers; older ones follow the published Boxleiter tables. 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/3954460 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.