# 纵横麻将 Matrix Mahjong

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

- Steam appid: 3967760
- Developer: Chao8games
- Released: 2026 · Genre: Casual · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.1k to $4.6k per month (mid $3.9k)
- Opportunity score: $5.8k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 1.5k · Est. lifetime net revenue: $4.9k
- Review sentiment: 97% positive across 64 reviews (46 from Steam purchases)
- Review velocity: 46.0 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 4 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 | $7.0k |
| After VAT / sales tax (-13% blended) | $6.1k |
| After refunds (-9.5% median) | $5.5k |
| Net to developer (after Steam 30%) | $3.9k |

## Estimated acquisition range

$92.5k to $184.9k (2-4x the trailing net annuity of $46.2k/year). Same error range applies.

## Markets by review language

- english: 5%
- japanese: 2%
- schinese: 93%

## Analyst notes (AI-assisted)

Matrix Mahjong is a modern casual mahjong implementation with rule variants and accessible mechanics launched in early 2026.

This title is pulling $3.9k/mo residual revenue on a $9.99 price point with 96.9% positive sentiment and zero promotional spend in 48 months, suggesting strong organic word-of-mouth in a niche but loyal playerbase. The developer (Chao8games, single-title studio, active as of this month) has not discounted the game and shows consistent monthly review velocity of 46 reviews/mo despite mainstream obscurity. Revival or publishing amplification could unlock the $5.8k/mo opportunity figure, though the quiet international footprint and Mandarin-dominant review base signal this is a regional hit that may face headwinds in Western markets.

- Most realistic play: revival
- Risk (market): Mahjong audience in Western markets is narrow and deeply fractional; localization and marketing spend may not recoup on price point.
- Risk (other): Developer is a one-game studio with no track record of post-launch support or sequel; team continuity and capacity for live-ops unknown.
- Risk (tech): Build date suggests very recent launch (0.02 months old); long-term retention and engagement trends not yet observable.

What players are asking for:
- More rule variants or difficulty progression
- Multiplayer or competitive modes
- Cross-platform or mobile availability

Suggested first moves:
1. Acquire review and retention cohort data from Chao8games directly; 0.02-month age means even churn patterns are noise, but day-7 and day-30 retention will signal staying power before investing in marketing.
2. Audit localization quality in English and Japanese (4 languages tracked; 1 Japanese review suggests partial success); commission brief cultural and mechanical QA with mahjong communities in target markets before positioning as a revival candidate.
3. Model breakeven for a modest content drop (new rule set, cosmetics, leaderboard) and paid marketing push in Asia-Pacific at current price, then test 20-30% discount elasticity to measure upside of the $5.8k/mo opportunity against acquisition or publishing overhead.

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/3967760
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
