# Zombie Night Terror

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

- Steam appid: 416680
- Developer: NoClip
- Publisher: Good Shepherd Entertainment
- Released: 2016 · Genre: Action · List price: $12.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $940 to $1.4k per month (mid $1.2k)
- Opportunity score: $2.5k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 217.4k · Est. lifetime net revenue: $606.9k
- Review sentiment: 93% positive across 4004 reviews (3344 from Steam purchases)
- Review velocity: 16.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 6.6 years
- Studio inactive: no public activity across 2 tracked titles
- Last build shipped 3.7 years ago
- Last discounted 1 months ago, 6 sales in the last 12 months
- Proven demand elasticity: x1.7 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.1k |
| After VAT / sales tax (-13% blended) | $1.9k |
| After refunds (-9.5% median) | $1.7k |
| Net to developer (after Steam 30%) | $1.2k |

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

22, 19, 20, 37, 41, 21, 17, 30, 17, 33, 41, 31, 16, 19, 23, 17, 22, 35, 15, 15, 12, 10, 24, 25

## Estimated acquisition range

$28.2k to $56.4k (2-4x the trailing net annuity of $14.1k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2016 pixel-art strategy game where you command a zombie horde to destroy humanity instead of defending against it.

Zombie Night Terror has generated $607k lifetime on 217k units with a robust 93% positive rating and steady 1.2k/mo residual revenue, despite developer inactivity since mid-2023. The title occupies a genuine niche (reverse-tower-defense with horror comedy tone) and maintains organic player acquisition (17 reviews/mo average). This is not a blockbuster, but a profitable, profitable quiet catalog asset with room for modest marketing lift or a port campaign if publisher rights are clear.

- Most realistic play: publishing
- Risk (market): Low mainstream profile and lack of dev support since late 2023 means no bug fixes, platform updates, or content; player base may gradually age out without intervention.
- Risk (other): High elasticity (1.74) indicates price sensitivity; sustained discounting may erode margins and train buyers to wait for sales.
- Risk (tech): Built in 2016 on legacy tech; compatibility with newer OS versions or storefronts (console ports, mobile) unconfirmed.

What players are asking for:
- Difficulty options or in-game cheat codes to reduce restart friction on hard scenarios
- Meaningful achievements beyond grind and gimmicks
- Balance tweaks to reduce multitasking frustration in mid-stage scenarios

Suggested first moves:
1. Audit IP clearance and rights holder contact for Good Shepherd Entertainment; confirm porting and monetization freedom before investing in platform expansion.
2. Commission a modest post-launch patch (quality-of-life: toggleable difficulty, mid-level checkpoints, achievement rebalance) and coordinate a 2-3 week coordinated discount + community update to signal publisher care.
3. Evaluate console (Switch, PlayStation) or mobile (iOS, Android) viability; 1.2k/mo recurring suggests addressable audience beyond PC who may prefer handheld or touch controls.

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/416680
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
