# OPUS: The Day We Found Earth

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

- Steam appid: 457680
- Developer: SIGONO INC.
- Released: 2016 · Genre: Adventure · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $784 to $1.2k per month (mid $980)
- Opportunity score: $2.1k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 90.6k · Est. lifetime net revenue: $291.9k
- Review sentiment: 87% positive across 1723 reviews (1394 from Steam purchases)
- Review velocity: 12.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.7 years
- Studio active elsewhere (4 titles tracked), so this one may welcome a partner
- Last build shipped 4.8 years ago
- Last discounted 0 months ago, 9 sales in the last 12 months
- Proven demand elasticity: x1.2 review velocity during past deep sales

## Where a gross dollar goes (monthly, at current velocity)

| Stage | USD/month |
|---|---|
| Gross storefront sales | $1.8k |
| After VAT / sales tax (-13% blended) | $1.5k |
| After refunds (-9.5% median) | $1.4k |
| Net to developer (after Steam 30%) | $980 |

## Monthly review counts, oldest to newest (24 months)

10, 4, 1, 12, 6, 12, 7, 7, 6, 14, 9, 10, 6, 6, 10, 10, 8, 10, 10, 7, 13, 19, 6, 18

## Estimated acquisition range

$23.5k to $47.0k (2-4x the trailing net annuity of $11.8k/year). Same error range applies.

## Analyst notes (AI-assisted)

OPUS: The Day We Found Earth is a short narrative adventure game about discovering Earth's history, originally designed as a mobile experience.

This indie title has quietly accrued $292k lifetime revenue on modest ~91k units with a steady 87% positive rating and 12 reviews/month residual activity. At $980/mo in current earnings, it's not a growth story, but the strong attach rate to players who complete it (9+ hours logged by engaged fans), cross-platform pedigree (mobile-to-PC port), and recurring discounting pattern suggest dormant IP with indie-licensing or bundle-play potential rather than standalone acquisition value. The core friction is content length and price positioning: players love the aesthetic but resent the $14.99 ask for a 1-2 hour experience.

- Most realistic play: licensing
- Risk (market): Strong price-sensitivity signals (75% max discount used, players explicitly cite $14.99 as unjustified for playtime) limit full-price positioning; franchise extension or bundle inclusion may be only viable monetization path.
- Risk (tech): 57 months since original build and 44 months since last developer post suggests codebase stability but no active maintenance; mobile-to-PC port quality issues may resurface if ported again.
- Risk (other): Mobile version reportedly implemented as idle game (different gameplay loop); rights or code separation unclear, complicating multi-platform strategy.

What players are asking for:
- Longer story or more expansive lore (players cite lack of character attachment)
- Price reduction or clear justification for $14.99 tag relative to playtime
- Gameplay depth beyond aesthetic and narrative (currently seen as passive/linear)

Suggested first moves:
1. Verify mobile IP status and code ownership (original idle game vs. PC port) to assess rights clearance for revival or multi-platform bundle licensing.
2. Model bundle scenario (e.g., Story/Adventure subscription, Cozy Games collections) where $14.99 friction disappears and $980/mo baseline becomes upside via volume.
3. Conduct light creator outreach (streamer/YouTube) using discount keys to test whether indie darling narrative (solo developer, cross-platform heritage, visual novelty) can drive seasonal spikes above current 12-18 unit/month velocity.

Generated 2026-08-20 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/457680
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
