# The Incredible Adventures of Van Helsing: Final Cut

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

- Steam appid: 400170
- Developer: NeocoreGames
- Released: 2015 · Genre: Action · List price: $44.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.2k per month (mid $1.9k)
- Opportunity score: $2.8k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 127.0k · Est. lifetime net revenue: $1.2M
- Review sentiment: 76% positive across 3890 reviews (1954 from Steam purchases)
- Review velocity: 7.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 2 months ago
- Studio active elsewhere (9 titles tracked), so this one may welcome a partner
- Last build shipped 9.5 years ago
- 50% of reviews come from key activations (excluded from revenue estimates)
- Last discounted 1 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.8 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.4k |
| After VAT / sales tax (-13% blended) | $2.9k |
| After refunds (-9.5% median) | $2.6k |
| Net to developer (after Steam 30%) | $1.9k |

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

8, 3, 6, 12, 8, 10, 8, 10, 2, 15, 15, 13, 5, 5, 6, 9, 13, 8, 4, 13, 6, 8, 9, 6

## Estimated acquisition range

$44.5k to $89.0k (2-4x the trailing net annuity of $22.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2015 action RPG from NeocoreGames set in the Van Helsing universe, offering isometric dungeon-crawling combat with progression systems.

Van Helsing: Final Cut generates $1.85k/mo in residual revenue on a $45 price tag, suggesting a stable, if quiet, niche audience nine years post-launch. The 76% positive rating and recent developer activity (1.8 months since last post) indicate the title remains functional and supported. This is a viable catalog acquisition for publishers seeking established IP with low maintenance overhead, though upside potential is capped by the licensing constraint and gameplay balance issues flagged in player feedback.

- Most realistic play: acquisition
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Van Helsing IP rights likely held by the estate or secondary rights holder; NeocoreGames may hold only development/publishing rights, making full acquisition impossible without separate negotiations.
- Risk (market): Isometric action RPG genre has matured significantly since 2015; competitor saturation and player fatigue with class-based progression systems may limit revival upside.
- Risk (other): Gameplay balance feedback (rapid over-leveling, trivial late-game difficulty) suggests design debt that would require balance rework to improve retention on any content refresh.

What players are asking for:
- Difficulty scaling that remains challenging at endgame without artificial XP inflation
- Rebalancing of marksmen class and perk progression curves
- New content or boss encounters that match late-game power levels

Suggested first moves:
1. Audit IP licensing agreement with Van Helsing estate or current rights holder to confirm whether acquisition grants perpetual exploitation rights or requires ongoing royalties.
2. Conduct player cohort analysis on the 127k lifetime units to identify which class/difficulty combinations retain players longest; identify balance levers for a point-fix patch that could improve review velocity.
3. Model a seasonal battle-pass or cosmetic monetization layer against the current $1.85k/mo baseline to estimate incremental revenue from the existing 8-12 weekly active player estimate without major content investment.

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/400170
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
