# Kingdom: New Lands

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

- Steam appid: 496300
- Developer: Noio
- Publisher: Raw Fury
- Released: 2016 · Genre: Indie · List price: $14.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $2.8k to $4.3k per month (mid $3.5k)
- Opportunity score: $7.4k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 657.5k · Est. lifetime net revenue: $2.1M
- Review sentiment: 85% positive across 12337 reviews (10116 from Steam purchases)
- Review velocity: 44.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.2 years
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Last build shipped 6.8 years ago
- Last discounted 1 months ago, 11 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $6.4k |
| After VAT / sales tax (-13% blended) | $5.6k |
| After refunds (-9.5% median) | $5.1k |
| Net to developer (after Steam 30%) | $3.5k |

## Monthly review counts, oldest to newest (24 months)

67, 49, 176, 70, 71, 61, 49, 41, 44, 40, 41, 49, 42, 35, 101, 42, 43, 48, 37, 35, 57, 41, 39, 55

## Estimated acquisition range

$85.1k to $170.1k (2-4x the trailing net annuity of $42.5k/year). Same error range applies.

## Analyst notes (AI-assisted)

Kingdom: New Lands is a pixel-art kingdom-management sim where you build defenses and economies across procedurally varied islands while managing seasons and resource scarcity.

This 2016 indie title has generated $2.1M lifetime on 657k units with steady 85%+ positive reception, yet earns only $3.5k/mo residually, suggesting weak discoverability and marketing rather than design failure. The franchise demonstrates durable appeal (Raw Fury backing, sequel context in reviews), but player friction around onboarding, winter mechanics, and UI clarity has calcified; a modern rebalance or targeted expansion could unlock dormant franchise equity for publishing partners or acquirers interested in cozy-strategy catalog depth.

- Most realistic play: publishing
- Risk (tech): Core gameplay loop contains acknowledged friction points (winter stall, non-intuitive build order, slow pacing) that may require design iteration, not just marketing, to move residual revenue meaningfully.
- Risk (market): Indie strategy genre has densified since 2016; title competes against Spiritfarer, Unpacking, Dave the Diver and other cozy-management releases with stronger narrative hooks and onboarding clarity.
- Risk (other): Developer Noio has shipped only 2 titles; studio may lack bandwidth for post-launch support or expansion content that could reignite player interest.

What players are asking for:
- Make winter seasonal, not permanent stall condition, or add income sources during freeze periods
- Improve UI and onboarding so progression path is legible without external wiki or YouTube guides
- Allow building destruction and clearer combat feedback so defense strategy feels less arbitrary
- Reduce idle time and add toggles for pacing so casual players don't feel punished for AFK

Suggested first moves:
1. Audit live telemetry (if available) on cohort churn during winter arcs and first-island resource locks; prioritize fix that unblocks new-player retention, then A/B test with free weekend + sale.
2. Commission lightweight UX pass targeting build-order visibility and winter-season messaging (tooltip overhaul, tutorial annotation); validate impact with 50-100 beta players before patch release.
3. Evaluate sequel or horizontal franchise extension (mobile port, roguelike spin-off, or limited-time seasonal events) as lower-risk refresh versus deep rebalance; Kingdom: Classic's success implies audience will follow refined execution.

Generated 2026-08-20 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/496300
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
