Crownhold
Tobias Mikula · 2026 · $6.99 · Indie · deal grade A
Measured on 2026-09-23 20:01 UTC, 12 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $20.9k to $31.3k per month
- Opportunity: $33.9k per month at x1.30 dormancy
- Estimated lifetime owners: 19.7k
- 85% positive across 495 reviews · 445.2 reviews/month
Why it's flagged
- Developer active, last post 1 months ago
- Store page localized in only 2 language(s)
Analyst notes (AI-assisted)
Note written 2026-08-28; the live figures above take precedence over any numbers in it.
A solo-developer incremental city-builder with prestige mechanics and real-time progression that launched in 2026 to a small but engaged audience.
Crownhold occupies an underexplored niche between idle and active play, with solid mid-tier monthly residuals and a devoted completion-focused playerbase. The developer is actively patching, and the game's core loop, citizen automation plus prestige resets, resonates with the incremental-game community. The main ceiling is production depth and endgame polish; a mid-sized publisher could profitably acquire the catalog rights and fund a balanced content overhaul or tactical sequel without betting heavily on AAA marketing. Most realistic play: acquisition.
- Risk: Launch bugs (visual asset loading, UI persistence, clickbox registration) remain a point of friction; fixes lag behind positive reception.
- Risk: Narrow genre appeal (incremental-game players only) and short playtime (median nine hours) limit expansion potential without significant mechanical redesign.
- Risk: Single-developer operation creates continuity risk if ownership changes; no evidence of code documentation or handoff readiness.
This case as Markdown · Estimates carry ±30-50% error per title.