# Heliborne Collection

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

- Steam appid: 433530
- Developer: Klabater
- Released: 2017 · Genre: Action · List price: $29.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.7k per month (mid $1.5k)
- Opportunity score: $3.8k/month at x2.60 dormancy multiplier
- Est. lifetime owners: 178.5k · Est. lifetime net revenue: $1.2M
- Review sentiment: 74% positive across 4019 reviews (3245 from Steam purchases)
- Review velocity: 9.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.4 years
- Studio inactive: no public activity across 2 tracked titles
- Last build shipped 3.4 years 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 | $2.6k |
| After VAT / sales tax (-13% blended) | $2.3k |
| After refunds (-9.5% median) | $2.1k |
| Net to developer (after Steam 30%) | $1.5k |

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

8, 13, 6, 3, 5, 11, 5, 10, 6, 7, 11, 27, 9, 6, 12, 9, 14, 12, 13, 9, 11, 12, 3, 6

## Missed seasonal-sale revenue (modeled)

Skipped 12 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$9.7k 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

$34.8k to $69.6k (2-4x the trailing net annuity of $17.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

Heliborne Collection is a tactical helicopter combat game where scouts, attack birds, and transports each have distinct roles in territory control.

The game has generated $1.15M lifetime on modest volume (178k units) and still earns $1.45k/mo with zero promotional activity in 48 months, suggesting a loyal core audience and clean unit economics. However, studio dormancy since 40+ months ago, zero discounts in the past year, and absent developer communication create an opening for an acquirer or publisher to revive multiplayer engagement, modernize controls, and unlock upside through seasonal content or a sequel. The niche flight-sim audience and strong positive ratio (74%) indicate sustainable but untapped potential.

- Most realistic play: revival
- Risk (multiplayer): Multiplayer-dependent title with no recent patches or player acquisition; revival requires server health assessment and content roadmap to rebuild queue depth.
- Risk (tech): Player reports of broken HOTAS controller input in enhanced edition suggest legacy code debt and fragmentation between classic and modern builds.
- Risk (market): Niche genre (tactical helicopter combat) with small addressable market; growth depends on cross-promotion to flight-sim or strategy-game communities.

What players are asking for:
- New helicopter models and variants, especially modern US rotorcraft (MH-60M, AH-6, MH-6) and international platforms
- Active developer communication and regular content updates
- Fix HOTAS/controller input detection and menu responsiveness bugs
- Cross-game integration or seasonal battle pass mechanics

Suggested first moves:
1. Audit multiplayer server health, player retention cohorts, and DAU/MAU trends over the last 18 months to validate profitability runway.
2. Conduct technical review of HOTAS input layer and menu code to identify quick wins (controller calibration, UI responsiveness) that could re-engage lapsed players.
3. Commission a content roadmap focused on helicopter variants and seasonal progression to test community appetite and measure incremental revenue uplift before committing to full sequel.

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/433530
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
