# Thousand Floors

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

- Steam appid: 4794380
- Developer: 琥珀塔
- Released: 2026 · Genre: Casual · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $7.1k to $10.7k per month (mid $8.9k)
- Opportunity score: $13.3k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 6.7k · Est. lifetime net revenue: $22.4k
- Review sentiment: 50% positive across 254 reviews (209 from Steam purchases)
- Review velocity: 106.0 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 0 months ago
- Last build shipped 0 months ago
- No Steam discount in 4.0 years (deepest tracked: -0%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $16.1k |
| After VAT / sales tax (-13% blended) | $14.0k |
| After refunds (-9.5% median) | $12.7k |
| Net to developer (after Steam 30%) | $8.9k |

## Monthly review counts, oldest to newest (2 months)

192, 20

## Missed seasonal-sale revenue (modeled)

Skipped 2 Steam seasonal sale window(s) in the last 2 months. Running a -50% discount in those windows is modeled at +$8.9k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$213.0k to $426.1k (2-4x the trailing net annuity of $106.5k/year). Same error range applies.

## Markets by review language

- spanish: 4%
- japanese: 1%
- schinese: 86%
- brazilian: 1%
- french: 1%
- english: 6%
- koreana: 3%

## Analyst notes (AI-assisted)

Thousand Floors is a Chinese-developed idle/clicker game with progression gated behind marketplace purchases and language-localization friction.

The title shows 6.7k lifetime units sold and $8.9k/mo residual revenue, but a 50% positive-review ratio and player feedback indicate severe monetization and design friction. The game appears to be an early-stage or rapidly iterated project (0.1 months since last build) from a solo-title studio, with zero discount promotions in 12 months and 48 months since last sale event. It is not a candidate for acquisition; the core risk is that aggressive marketplace extraction and thin gameplay loop have alienated the core audience. A publisher or licensor with clicker-game expertise could theoretically revive this through UX redesign and pricing normalization, but the small user base and Chinese localization dominance suggest limited upside outside Asia.

- Most realistic play: watch
- Risk (market): Only 50% positive reviews; player complaints center on forced marketplace spending, slow progression, and minimal core gameplay depth.
- Risk (other): Floor numbers and UI text in Mandarin create friction for English-speaking players; 164 of 209 Steam reviews are in Simplified Chinese, suggesting the game was not meaningfully localized for Western release.
- Risk (other): Studio has only one published title and no discount activity in 12 months; very limited post-launch support signal.

What players are asking for:
- Proper English localization (floor numbers, UI text, progression indicators)
- Reduction of marketplace pressure; ability to progress without paid items
- Meaningful gameplay loops beyond click-wait-unlock cycles

Suggested first moves:
1. If acquired, conduct full gameplay audit and player-intent survey to validate whether clicker mechanics can be rebalanced without marketplace dependency.
2. Implement complete English localization (UI, floor numbering, progression tooltips) and A/B test pricing ($2.99-$4.99 range) and marketplace removal in a regional test.
3. Monitor residual revenue trend; if monthly earnings fall below $5k/mo, the title no longer justifies revival resources.

Generated 2026-08-21 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/4794380
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
