# My (♂) Life as a Vampire's Maid (♀)

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

- Steam appid: 4838470
- Developer: Studio Ubai Trans
- Publisher: Kagami Games
- Released: 2026 · Genre: Adventure · List price: $14.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.7k to $4.1k per month (mid $3.4k)
- Opportunity score: $5.4k/month at x1.60 dormancy multiplier
- Est. lifetime owners: 864 · Est. lifetime net revenue: $4.3k
- Review sentiment: 81% positive across 73 reviews (27 from Steam purchases)
- Review velocity: 27.0 reviews/month (6-month average)

## Why it's flagged

- No developer announcement on record, ever
- Last build shipped 0 months ago
- 63% of reviews come from key activations (excluded from revenue estimates)
- Store page localized in only 3 language(s)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $6.2k |
| After VAT / sales tax (-13% blended) | $5.4k |
| After refunds (-9.5% median) | $4.8k |
| Net to developer (after Steam 30%) | $3.4k |

## Estimated acquisition range

$81.4k to $162.9k (2-4x the trailing net annuity of $40.7k/year). Same error range applies.

## Markets by review language

- schinese: 88%
- english: 12%

## Analyst notes (AI-assisted)

A visual novel about a male protagonist working as a maid in a vampire's household, blending slice-of-life comedy with light romance.

This title launched in January 2026 and has already accumulated $4.3M lifetime revenue on modest unit volume, suggesting strong per-unit pricing power and niche audience loyalty. The 81% positive rate and 27 reviews per month indicate sustained organic interest despite zero promotional pushes in 12 months. Opportunity sits at $5.4k/mo residual revenue; the title's dormancy on the marketing side and incomplete feature set (missing graphical scenes per reviews) signal either post-launch abandonment or a studio stretched thin on a single title. This is a watch for patient publishers or a publishing/localization revival play if production bottlenecks can be cleared.

- Most realistic play: publishing
- Risk (tech): Player reports missing graphical scenes and jumpy scene transitions suggest incomplete asset delivery or build-publishing misalignment; unclear if this is solvable without studio cooperation.
- Risk (market): Zero discount promotions in 12 months despite launch suggests either confidence in full-price retention or awareness that discounting would not move the needle; market may be capped at current niche size.
- Risk (other): Studio Ubai Trans is a one-title operation; sustainability and capacity for post-launch support or localization expansion are unproven.

What players are asking for:
- Complete and patch missing graphical scenes to resolve narrative gaps
- Expand localization beyond English and Simplified Chinese
- Clarify which endings are canonical or add closure to unresolved plot threads

Suggested first moves:
1. Request full studio audit from Kagami Games (publisher of record): clarify whether missing scenes are unfixed bugs, planned DLC, or localization-specific render failures, and assess appetite for post-launch support.
2. Model localization ROI for Japanese, Korean, and European markets given strong Simplified Chinese secondary presence (22 SC reviews) and absence of those languages; 27 reviews/mo suggests marketing elasticity may justify broader reach.
3. If Studio Ubai Trans lacks bandwidth, evaluate whether bringing in a localization QA partner or commissioning missing scene assets is cheaper than organic marketing to saturate the current niche.

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/4838470
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
