ResidualPlaybeta Open the radar

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.