# All Your Wrestling Pro Manager > ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title. **Measured on 2026-08-29 14:46 UTC.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 4979160 - Developer: All Your Games Studios - Released: 2026 · Genre: Casual · List price: $19.99 - Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $3.4k to $5.0k per month (mid $4.2k) - Opportunity score: $5.5k/month at x1.30 dormancy multiplier - Est. lifetime owners: 1.0k · Est. lifetime net revenue: $6.7k - Review sentiment: 80% positive across 25 reviews (25 from Steam purchases) - Review velocity: 25.0 reviews/month (6-month average) ## Why it's flagged - Developer active, last post 0 months ago - Last build shipped 0 months ago - Store page localized in only 1 language(s) ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $7.6k | | After VAT / sales tax (-13% blended) | $6.6k | | After refunds (-9.5% median) | $6.0k | | Net to developer (after Steam 30%) | $4.2k | ## Estimated acquisition range $100.6k to $201.1k (2-4x the trailing net annuity of $50.3k/year). Same error range applies. ## Markets by review language - french: 4% (game NOT localized in this language) - german: 8% (game NOT localized in this language) - english: 83% - japanese: 4% (game NOT localized in this language) Localization gap: 17% of measured reviews are written in languages the game does not support (top: german). Localizing is likely immediate market expansion. ## 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 Football Manager-style wrestling promotion simulator with deep booking, roster, and financial management mechanics, launched in early 2026. All Your Wrestling Pro Manager sits at an interesting inflection point: the developer is shipping rapid updates, player sentiment is turning positive despite rough edges, and the niche wrestling-management audience is starved for modern alternatives to aging competitors like TEW. The title shows solid residual revenue and active engagement despite minimal marketing reach. This is a classic early-access gem play, ideal for a publisher or studio seeking a cult-building IP in a high-engagement, low-saturation vertical with proven long-tail monetization. - Most realistic play: publishing - Risk (market): Addressable audience is narrow (wrestling fans + management-game fans); mainstream growth will be capped even with marketing. - Risk (tech): Heavy reliance on AI-generated wrestler portraits and missing content (USA wrestler artwork incomplete) signals production debt that must be retired before scaling. - Risk (other): Single-person or micro-team developer; scaling support and content velocity post-acquisition will require front-loaded staffing investment. What players are asking for: - Complete wrestler portrait library, especially USA promotions - Multiple difficulty and economy presets at game start - Workshop or mod-creation tools for custom content - Smoother booking UI (current flow feels clunky to some) Suggested first moves: 1. Audit the developer's content pipeline and timeline for wrestler portraits, missing promotions, and feature completeness; quantify the dev-cost and calendar gap to 'launch ready' state. 2. Map licensing dependencies: confirm no third-party wrestling talent, promotion names, or IP contracts that would complicate or block acquisition. 3. Explore co-development or publishing deal structure: the rapid-update cadence and community responsiveness suggest the creator thrives under autonomy; a traditional acquisition may not preserve that velocity. 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/4979160 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.