# Divinity Vassals

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

- Steam appid: 4298240
- Developer: Yi
- Released: 2026 · Genre: Action · List price: $11.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.6k to $3.9k per month (mid $3.2k)
- Opportunity score: $4.8k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 1.1k · Est. lifetime net revenue: $4.4k
- Review sentiment: 74% positive across 35 reviews (34 from Steam purchases)
- Review velocity: 32.0 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 1 months ago
- Last build shipped 1 months ago
- No Steam discount in 4.0 years (deepest tracked: -0%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $5.8k |
| After VAT / sales tax (-13% blended) | $5.1k |
| After refunds (-9.5% median) | $4.6k |
| Net to developer (after Steam 30%) | $3.2k |

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

32

## Missed seasonal-sale revenue (modeled)

Skipped 1 Steam seasonal sale window(s) in the last 1 months. Running a -50% discount in those windows is modeled at +$1.6k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$77.2k to $154.4k (2-4x the trailing net annuity of $38.6k/year). Same error range applies.

## Markets by review language

- english: 12%
- russian: 3%
- schinese: 82%
- german: 3% (game NOT localized in this language)

## Analyst notes (AI-assisted)

An early-access action game where players build and customize monster teams, currently in active development with strong developer engagement.

Divinity Vassals is a B-grade title generating $3.2k/mo residual revenue despite zero promotional activity in 48 months and a tiny install base (1,088 lifetime units). The game sits at 74% positive with a highly responsive developer and Discord-native community actively requesting features. For a revival-focused publisher or a developer seeking a ready-made codebase with engaged players, this represents a low-risk, high-upside opportunity to inject marketing spend and content updates into dormant but fundamentally sound IP.

- Most realistic play: revival
- Risk (market): Ultra-niche audience (27 of 35 reviews in Simplified Chinese suggests regional concentration); scaling revenue beyond current $3.2k/mo may hit a ceiling without localization and genre marketing.
- Risk (tech): Multiple reviews cite UI/UX friction, missing tutorial scaffolding, and ultrawide support gaps; technical debt may consume revival budget before content additions.
- Risk (other): Studio is one-title operation; developer burnout or departure would stall the momentum players currently praise.

What players are asking for:
- Better tutorial and UI polish to lower barrier to entry
- End-game content and progression expansion
- Ultrawide monitor support and display options
- Continued active patching and feature requests honored on Discord

Suggested first moves:
1. Audit the complete feature backlog and UI/UX debt against the dev's current velocity; prioritize tutorial and accessibility fixes before any marketing spend to avoid high churn from new players.
2. Negotiate a modest publishing partnership with Yi to fund localization (especially German, Russian, and broader CJK) and run regional discount campaigns (current max_discount_pct is 0; test 20-30% off promotions in target markets).
3. Validate Chinese market concentration (27 of 35 reviews) through regional sales data and player surveys; if confirmed, consider whether this is a strength (loyal niche) or fragility (over-dependence on one region).

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/4298240
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
