# Deadrock Salvation

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

- Steam appid: 4261070
- Developer: Ghost Machine
- Released: 2026 · Genre: Action · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.4k to $3.6k per month (mid $3.0k)
- Opportunity score: $4.8k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 1.2k · Est. lifetime net revenue: $4.0k
- Review sentiment: 89% positive across 37 reviews (37 from Steam purchases)
- Review velocity: 36.0 reviews/month (6-month average)

## Why it's flagged

- No developer announcement on record, ever
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 8 months ago
- Store page localized in only 1 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.5k |
| After VAT / sales tax (-13% blended) | $4.8k |
| After refunds (-9.5% median) | $4.3k |
| Net to developer (after Steam 30%) | $3.0k |

## Monthly review counts, oldest to newest (1 months)

36

## Estimated acquisition range

$72.4k to $144.7k (2-4x the trailing net annuity of $36.2k/year). Same error range applies.

## Markets by review language

- german: 3% (game NOT localized in this language)
- english: 95% (game NOT localized in this language)
- russian: 3% (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)

A gritty open-world Western action-RPG set in a post-apocalyptic frontier with morally weighted choices and solid gunplay.

Deadrock Salvation sits in a rare niche: Western-themed action RPGs with meaningful narrative weight, and it's attracting genuinely engaged players (89% positive, 36 reviews/month on a small installed base). At $3.0k/mo residual on lifetime revenue of ~$4k, the absolute numbers are modest, but the game has never run a discount promotion and maintains full price, suggesting either confidence in positioning or untapped commercial potential. The core risk is polish: early reviews flag empty equipment slots and occasional hitbox issues that read as unfinished. For a studio or publisher confident in Western-focused audiences, this could be a quiet catalog addition with room to unlock revenue through targeted discounting, sequel development, or IP expansion.

- Most realistic play: acquisition
- Risk (tech): Multiple reviews cite missing equipment, unfinished systems (empty rifle slot), and occasional hitbox/trigger glitches that suggest the build may still contain rough edges or incomplete content tuning.
- Risk (market): Lifetime install base of ~1,184 units across 8 months indicates very limited market penetration; Western-themed games occupy a narrow audience segment with limited mainstream crossover.
- Risk (other): Zero promotional activity in 12 months and no recent developer communication (last post unknown) raises questions about ongoing studio commitment and post-launch support cadence.

What players are asking for:
- Fix hitbox/collision bugs where shots pass through enemies
- Complete or clarify equipment system (address empty rifle slot)
- Continued post-launch polish and bug-fix support

Suggested first moves:
1. Secure IP and conduct a full technical audit to map remaining polish issues, especially hitbox systems and equipment UI, to determine scope for a targeted 1.1 patch and repositioning effort.
2. Test limited discount promotions (10-15%) to measure elasticity and revenue uplift; current zero-promotion history leaves pricing strategy untested despite full $9.99 ask.
3. Evaluate Deadrock franchise potential (case file notes 2 studio titles): assess whether a sequel, expanded DLC, or merchandising play (Western IP has crossover appeal with tabletop and streaming audiences) justifies investment.

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/4261070
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
