# Tap Dungeon > 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 04:21 UTC.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 4676750 - Developer: Xiao5 Studios - Released: 2026 · Genre: Indie · List price: $4.99 - Deal grade: C (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $4.9k to $7.4k per month (mid $6.1k) - Opportunity score: $6.1k/month at x1.00 dormancy multiplier - Est. lifetime owners: 6.2k · Est. lifetime net revenue: $10.4k - Review sentiment: 87% positive across 166 reviews (155 from Steam purchases) - Review velocity: 146.6 reviews/month (6-month average) ## Why it's flagged - Developer active, last post 0 months ago - Last build shipped 0 months ago ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $11.1k | | After VAT / sales tax (-13% blended) | $9.7k | | After refunds (-9.5% median) | $8.8k | | Net to developer (after Steam 30%) | $6.1k | ## Markets by review language - english: 1% - koreana: 1% - russian: 4% - spanish: 1% - japanese: 1% - schinese: 92% ## 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._ A compact roguelike RPG with idle mechanics, currently dormant but posting solid monthly residuals from a small engaged base. Tap Dungeon pulls roughly 2780/mo from a committed niche audience despite near-total silence from the studio (no discounts in 4 years, minimal dev communication). The title's rapid Chinese review surge and 84% positive rate suggest untapped appeal in Asian markets. For a publisher or studio evaluating catalog depth or regional expansion, this represents low-risk portfolio ballast, though the singular title and inactive team mean upside requires external investment in localization or live ops. - Most realistic play: publishing - Risk (other): Developer has operated one title only; no track record of post-launch support, balance patching or live roadmaps. - Risk (market): Ultra-niche appeal (roguelike idle hybrid) with limited organic discoverability on a crowded platform; growth plateau apparent. - Risk (tech): Extremely recent build timestamp raises questions about code quality validation; no update history visible to assess stability. What players are asking for: - Additional difficulty tiers or endless mode scaling - Quality-of-life tweaks (faster UI, clearer progression milestones) - More meaningful character variety or build diversity Suggested first moves: 1. Audit the unusual recent build timestamp against Git logs and source control to confirm active development or flag potential data anomaly. 2. Analyze the 63 Chinese-language reviews separately to quantify regional engagement and identify unmet localization needs (UI, balancing, onboarding). 3. Map the 373-player cohort by playtime distribution and retention curve to identify whether audience is loyal (revival candidate) or churning (lower opportunity). 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/4676750 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.