# Unpossess 2: Exorcism Simulator > ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title. **Measured on 2026-08-30 06:28 UTC.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 4373870 - Developer: Chreseeba Games - Released: 2026 · Genre: Action · List price: $15.99 - Deal grade: C (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $3.3k to $5.0k per month (mid $4.2k) - Opportunity score: $4.2k/month at x1.00 dormancy multiplier - Est. lifetime owners: 1.5k · Est. lifetime net revenue: $7.9k - Review sentiment: 70% positive across 44 reviews (37 from Steam purchases) - Review velocity: 31.1 reviews/month (6-month average) ## 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 ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $7.6k | | After VAT / sales tax (-13% blended) | $6.6k | | After refunds (-9.5% median) | $6.0k | | Net to developer (after Steam 30%) | $4.2k | ## Markets by review language - spanish: 15% - brazilian: 6% - german: 12% - english: 65% - russian: 3% ## Analyst notes (AI-assisted) _Note written 2026-08-29 from that day's data; the figures in the header are live and supersede any numbers here._ 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 (tech): Early access build exhibits recurring crash reports, progression blockers, and missing audio/input customization, which may deter mainstream adoption until stability hardens. - Risk (market): 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 (multiplayer): 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. What players are asking for: - Comprehensive tutorial or onboarding explaining objectives and item-search patterns - Audio/voice-chat volume controls and in-game mic settings - Additional maps and case variety to reduce repetition - Graduated difficulty or progression (low-tier loadout progression like Phasmophobia) Suggested first moves: 1. Commission a stability audit focused on crash vectors (startup, progression triggers, multiplayer state sync) and prioritize audio/UI accessibility gaps; fixing these would likely reduce refund friction and improve review valence significantly. 2. Analyze cohort data (team size, session length, retention curves at 7/30/90 days) to validate whether cooperative play is truly the primary value driver and whether solo-player investment ROI is defensible. 3. Evaluate licensing or publishing partnership with a mid-tier horror/co-op publisher (e.g., Devolver, Raw Fury) to fund QA, marketing, and content roadmap expansion; the residual margin and engaged core suggest a sub-$5M acquisition or 30–40% revenue-share deal could be accretive if technical debt is cleared within 4–6 months. Generated 2026-08-29 from public signals and player reviews. Directional, not diligence. ## Methodology Units are estimated from Steam-purchase reviews times a release-cohort multiplier, 40-75x by year. Cohorts from 2020 on are calibrated against 182 sales milestones announced by developers; older ones follow the published Boxleiter tables. 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/4373870 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.