# Qianli: The Vastscape Scroll

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

- Steam appid: 4358380
- Developer: Betobe Studio
- Publisher:  2P Games
- Released: 2026 · Genre: Casual · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $5.0k to $7.4k per month (mid $6.2k)
- Opportunity score: $9.3k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 2.4k · Est. lifetime net revenue: $8.0k
- Review sentiment: 92% positive across 122 reviews (75 from Steam purchases)
- Review velocity: 74.0 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 1 months ago
- Last build shipped 1 months ago
- Store page localized in only 3 language(s)
- 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 | $11.3k |
| After VAT / sales tax (-13% blended) | $9.8k |
| After refunds (-9.5% median) | $8.9k |
| Net to developer (after Steam 30%) | $6.2k |

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

74

## 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 +$3.1k 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

$148.7k to $297.5k (2-4x the trailing net annuity of $74.4k/year). Same error range applies.

## Markets by review language

- french: 1% (game NOT localized in this language)
- english: 8%
- koreana: 1% (game NOT localized in this language)
- schinese: 89%

## Analyst notes (AI-assisted)

A relaxing yet strategically engaging casual puzzle game about territory placement and area-building with competitive leaderboard integration.

Qianli is a quiet performer with strong retention signals: 91.8% positive reviews, $6.2k/mo residual revenue, and zero discount reliance over 4 years suggests organic word-of-mouth and genuine player attachment. The $9.3k/mo opportunity gap and 74 reviews/month indicate undermonetized demand; a modest localization push (French and other Asian languages flagged) or seasonal content drops could unlock 50–100% incremental revenue without major platform shifts. Best fit for a publisher seeking low-risk, high-margin catalog depth or a studio hunting evergreen mechanics to license or learn from.

- Most realistic play: publishing
- Risk (market): Mainstream awareness is minimal (grade A but non-mainstream tag); growth is capped unless backed by marketing spend or discovery placement.
- Risk (other): Developer is a single-title studio (Betobe); continued support depends entirely on one small team with no visible track record or pipeline.
- Risk (other): No discounts in 48 months suggests either strong pricing discipline or untested elasticity; aggressive bundling or sales could backfire or set bad precedent.

What players are asking for:
- More content or seasonal challenges to extend replayability
- Cross-platform or mobile version to reach commuters
- Cooperative or asynchronous multiplayer modes
- Deeper localization for non-English audiences (especially Chinese and French speakers)

Suggested first moves:
1. Commission localization audit: French gap is flagged at 2.8%, and 63 Chinese reviews suggest unmet demand; a Simplified Chinese audio + UI pass could unlock 30–50% regional uplift.
2. Run a single, tightly scoped seasonal event (4–6 week limited-time leaderboard challenge) with community co-design to test engagement elasticity and validate content appetite without over-committing.
3. Explore licensing Qianli's core mechanic (territory-placement puzzle loop) to indie publishers or mobile studios via a mechanics-only deal, while retaining revenue share; Betobe's single-title status makes a full acquisition low-priority, but the engine has teachable value.

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/4358380
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
