# KartKraft™

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

- Steam appid: 406350
- Developer: Motorsport Games
- Released: 2018 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.0k to $3.0k per month (mid $2.5k)
- Opportunity score: $5.3k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 148.7k · Est. lifetime net revenue: $798.5k
- Review sentiment: 72% positive across 3998 reviews (2973 from Steam purchases)
- Review velocity: 18.7 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.7 years
- Studio inactive: no public activity across 1 tracked titles
- Last build shipped 3.7 years ago
- Store page localized in only 1 language(s)
- Last discounted 1 months ago, 5 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.6k |
| After VAT / sales tax (-13% blended) | $4.0k |
| After refunds (-9.5% median) | $3.6k |
| Net to developer (after Steam 30%) | $2.5k |

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

14, 10, 22, 14, 21, 36, 38, 52, 18, 17, 9, 38, 36, 14, 12, 21, 18, 19, 8, 29, 17, 15, 24, 19

## Estimated acquisition range

$60.2k to $120.3k (2-4x the trailing net annuity of $30.1k/year). Same error range applies.

## Analyst notes (AI-assisted)

KartKraft is a physics-focused kart racing simulator with single-player and former online modes, developed by Motorsport Games and released in 2018.

KartKraft shows solid residual revenue ($2,507/mo mid-case) and a 72% positive review rate despite 44+ months of developer silence and online server shutdown. The core simulation is praised by players, but the title suffers from incomplete cosmetic systems, AI behavior issues, and the loss of its main competitive draw. This is a recovery candidate for a publisher willing to restore online infrastructure and polish the sim's rougher edges, or a cautionary tale about Motorsport Games' post-launch support model.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Apparel brands (Alpinestars, Arai, Freem, Momo, OMP, Sparco) are named in-game; licensing agreements may have expired or require renegotiation by any new publisher.
- Risk (multiplayer): Online servers are confirmed offline; rebuilding multiplayer infrastructure would require backend investment and must overcome player skepticism after abandonment.
- Risk (market): Kart sim market is niche and competitive; without online play, the game struggles to differentiate from Assetto Corsa Competizione and other PC racing titles.
- Risk (other): Motorsport Games (publisher/developer) is flagged as 'ghost' status with only one active title; rights reversion or bankruptcy risk should be assessed before acquisition.

What players are asking for:
- Restore online multiplayer with rotating tracks and classes
- Fix AI consistency and racecraft behavior
- Expand cosmetic customization (complete apparel brand selection as originally promised)
- Resume active development communication and content updates

Suggested first moves:
1. Audit Motorsport Games' IP rights, publishing contract, and brand licensing status (Alpinestars et al.) to confirm acquisition or revival feasibility without legal encumbrance.
2. Conduct technical audit of netcode, backend architecture, and platform (EOS or proprietary) to estimate cost and timeline for multiplayer resurrection.
3. Survey dormant player base via Steam comments and Discord (if active) to gauge willingness to return if online and AI fixes ship within 6 months; use feedback to build ROI model against the $2,507/mo baseline.

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/406350
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
