# Momodora: Reverie Under The Moonlight

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

- Steam appid: 428550
- Developer: Bombservice
- Publisher: PLAYISM
- Released: 2016 · Genre: Action · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.9k to $4.4k per month (mid $3.7k)
- Opportunity score: $5.5k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 679.7k · Est. lifetime net revenue: $1.5M
- Review sentiment: 93% positive across 11886 reviews (10457 from Steam purchases)
- Review velocity: 68.2 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 6 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 4.9 years ago
- Last discounted 0 months ago, 9 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 | $6.6k |
| After VAT / sales tax (-13% blended) | $5.8k |
| After refunds (-9.5% median) | $5.2k |
| Net to developer (after Steam 30%) | $3.7k |

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

40, 39, 33, 24, 55, 55, 46, 40, 39, 29, 19, 40, 31, 24, 29, 33, 37, 60, 21, 111, 42, 97, 55, 83

## Estimated acquisition range

$87.8k to $175.7k (2-4x the trailing net annuity of $43.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

Momodora: Reverie Under The Moonlight is a 2016 pixel-art metroidvania with souls-like elements and a devoted cult following, earning $3.7k/mo residual revenue five years post-launch.

A textbook overlooked gem: 93% positive, $1.46M lifetime net on 680k units, yet dormant marketing and zero developer posts in 5+ months suggest the title and its IP franchise are ripe for revival or catalog acquisition. The series has demonstrated franchise legs (three studio titles), and residual monthly cash flow ($3.7k/mo mid-range estimate) reflects a stable, low-maintenance evergreen asset that responds well to discount elasticity (1.84). Best suited for a publisher seeking to revive the Momodora franchise with modern marketing, console ports, or a sequel greenlight.

- Most realistic play: revival
- Risk (market): Metroidvania market is saturated post-2018; title's age (8 years) and lack of active developer engagement risk perceived staleness without repositioning.
- Risk (other): Polarized difficulty design (instant-death spikes, high punishment curve) is a cited friction point that may limit console/casual crossover appeal.
- Risk (tech): No recent patch activity or platform expansion (console ports, anniversary edition) leaves potential revenue on table and suggests no active roadmap.

What players are asking for:
- Console ports (Switch, PS4/5) to reach handheld and couch-play audiences
- Quality-of-life features such as adjustable difficulty spikes, better visual feedback on damage sources, and checkpoint tuning
- New entries in the Momodora franchise or spin-offs exploiting the rich world-building and character lore

Suggested first moves:
1. Commission a market study on console port viability (Switch lead): Momodora's art, control scheme, and 4-6h play session fit handheld SKU profile well; residual monthly revenue could 2-3x with platform expansion.
2. Audit IP and sequel development rights: confirm Bombservice/PLAYISM IP ownership and negotiate franchise control or co-dev agreement for a 'Momodora 5' or anniversary remaster targeting modern metroidvania audiences.
3. Run a limited promotional campaign (social media, influencer seeding, bundle deals) to stress-test demand elasticity (1.84) and validate if $3.7k/mo floor can triple or quadruple with minimal marketing spend.

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/428550
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
