Don’t Pull Me!
Komplo Games · 2026 · $4.99 · Adventure · deal grade B
Measured on 2026-09-24 11:13 UTC, 20 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $1.2k to $1.8k per month
- Opportunity: $2.4k per month at x1.60 dormancy
- Estimated lifetime owners: 2.1k
- 77% positive across 60 reviews · 35.3 reviews/month
Why it's flagged
- No developer announcement on record, ever
Analyst notes (AI-assisted)
Note written 2026-09-01; the live figures above take precedence over any numbers in it.
A physics-based cooperative parkour game where up to four players navigate obstacle courses while tethered together by rope.
Don't Pull Me! is a micro-budget indie title with strong core-loop appeal and robust multiplayer-driven sentiment, but minimal marketing footprint and a tiny active player base. The game shows solid residual monthly revenue and above-target review velocity despite near-zero discount history, suggesting genuine organic word-of-mouth among a niche audience. For a publisher seeking a quick catalog acquisition with upside potential in the couch-co-op or casual-multiplayer space, this represents low absolute commitment with meaningful revival upside if repositioned toward streamers and friendship-game communities. Most realistic play: publishing.
- Risk: Player retention drops sharply outside active-session windows; median playtime is under three hours, indicating high churn after initial novelty wears off.
- Risk: Rope physics and four-player synchronization introduce latency and desync challenges that may limit long-tail appeal if multiplayer netcode is not robust.
- Risk: One-man studio (studio_titles: 1) raises long-term support and content-pipeline risk; post-acquisition, developer capacity or handoff will be critical.
This case as Markdown · Estimates carry ±30-50% error per title.