ResidualPlaybeta Open the radar

Children of a Dead Earth

Q Switched Productions, LLC · 2016 · $19.99 · Simulation · deal grade B

Measured on 2026-10-02 19:17 UTC, 3 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.

  • Estimated net residual revenue: $582 to $873 per month
  • Opportunity: $1.4k per month at x1.90 dormancy
  • Estimated lifetime owners: 59.2k
  • 90% positive across 942 reviews · 6.8 reviews/month

Why it's flagged

  • Developer silent for 8.4 years
  • Studio active elsewhere (2 titles tracked), so this one may welcome a partner
  • Store page localized in only 1 language(s)
  • Last discounted 0 months ago, 4 sales in the last 12 months
  • Proven demand elasticity: x1.3 review velocity during past deep sales

Analyst notes (AI-assisted)

Note written 2026-08-24; the live figures above take precedence over any numbers in it.

A hardcore newtonian space combat and ship-design simulator with physics-accurate orbital mechanics and material engineering.

Children of a Dead Earth occupies a rare niche: the only existing hard sci-fi space-warfare game with genuine engineering depth, built by a solo or tiny team over 8+ years. At $728/mo residual revenue and 90% positive sentiment, it demonstrates sustained player loyalty despite dormant marketing (zero dev posts in 99 months, four discounts in 12 months). The title is acquisition-risk-free, has significant modding infrastructure (3,318 workshop items), and appeals to a tight but passionate simulator audience willing to spend 50+ median hours. However, the 10-12 concurrent players and no post-2016 updates signal the design space may be complete rather than growth-ready. Best approached as: publisher taking a quiet catalog title off a solo developer's hands, or studio evaluating whether this IP justifies a modernized sequel or community-focused expansion. Most realistic play: acquisition.

  • Risk: Extreme genre specificity (hard sci-fi + newtonian mechanics + engineering sim) means player base is capped; expansion beyond 12 concurrent players historically difficult for this archetype.
  • Risk: Eight-year gap since last developer engagement suggests either completion or unknown maintenance burden; engine, dependencies, and modding system stability unknown without code audit.
  • Risk: Solo developer studio status and one-person team risk on IP continuity and support post-acquisition; no franchise visibility outside core sim community.

This case as Markdown · Estimates carry ±30-50% error per title.