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Unpossess 2: Exorcism Simulator

Chreseeba Games · 2026 · $15.99 · Action · deal grade C

Measured on 2026-08-30 06:28 UTC. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $3.3k to $5.0k per month
  • Opportunity: $4.2k per month at x1.00 dormancy
  • Estimated lifetime owners: 1.5k
  • 70%% positive across 44 reviews · 31.1 reviews/month

Why it's flagged

  • Developer active, last post 0 months ago
  • Studio active elsewhere (2 titles tracked), so this one may welcome a partner
  • Last build shipped 0 months ago

Analyst notes (AI-assisted)

Note written 2026-08-29; the live figures above take precedence over any numbers in it.

An early-access cooperative horror exorcism simulator where players investigate and expel demons from haunted locations, with gameplay inspired by Phasmophobia.

Unpossess 2 sits in a narrow but active subgenre (ghost-hunting sims) that proved viable through Phasmophobia's success. The title carries solid four-figure monthly residuals despite minimal marketing spend and zero discounts in 48 months, suggesting organic word-of-mouth traction and strong retention among its small core. Early access status, persistent technical friction (crashes, audio/UI gaps, progression bugs), and price-sensitivity complaints mean the game is not yet mature; however, the developer is actively shipping, evidenced by fresh patches, and player sentiment remains tilted positive. For a publisher seeking a low-risk catalog add or a studio wanting a co-op horror IP with clear design DNA, this is worth a test partnership or acquisition conversation. Most realistic play: publishing.

  • Risk: Early access build exhibits recurring crash reports, progression blockers, and missing audio/input customization, which may deter mainstream adoption until stability hardens.
  • Risk: Positioned as a Phasmophobia adjacent title in a crowded subcategory; differentiation is subtle and relies heavily on community word-of-mouth rather than distinctive mechanics.
  • Risk: Core design assumes cooperative play; solo experience is feasible but reports suggest difficulty ramping alienates new players and compound bugs (ghost NPC pathfinding, item discovery opacity) are more punishing in single-player.

This case as Markdown · Estimates carry ±30-50%% error per title.