# Ultimate General: Civil War

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

- Steam appid: 502520
- Developer: Game-Labs
- Released: 2017 · Genre: Indie · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $4.7k to $7.1k per month (mid $5.9k)
- Opportunity score: $8.9k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 456.2k · Est. lifetime net revenue: $2.9M
- Review sentiment: 89% positive across 8575 reviews (8295 from Steam purchases)
- Review velocity: 36.7 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 5 months ago
- Studio active elsewhere (6 titles tracked), so this one may welcome a partner
- Last build shipped 8.3 years ago
- Last discounted 1 months ago, 9 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $10.7k |
| After VAT / sales tax (-13% blended) | $9.3k |
| After refunds (-9.5% median) | $8.4k |
| Net to developer (after Steam 30%) | $5.9k |

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

41, 29, 35, 26, 33, 43, 37, 48, 31, 57, 38, 49, 32, 112, 58, 40, 45, 29, 21, 35, 31, 46, 38, 49

## Estimated acquisition range

$141.8k to $283.6k (2-4x the trailing net annuity of $70.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

A real-time tactical Civil War strategy game where players build custom armies and command them across historical engagements with sandbox and campaign modes.

Ultimate General: Civil War has quietly earned $2.9M lifetime on 456k units sold, maintaining an 89% positive rating with steady monthly residuals of $5.9k/mo and no signs of developer abandonment (last update 4.7 months ago). The title appeals to a narrow but loyal niche: history enthusiasts, tabletop gamers, and tactical RTS fans. Acquisition or publishing partnership could unlock dormant revenue through seasonal content drops (new battle scenarios, AI tuning), console ports, or IP licensing to tabletop/educational publishers. Current $29.99 price point and 1.4x elasticity suggest room for bundle or subscription play without cannibalizing residuals.

- Most realistic play: publishing
- Risk (market): Niche audience (history and RTS overlap) limits ceiling; mainstream strategy players gravitate toward faster-paced or fantasy titles.
- Risk (tech): Player feedback mentions scripted battle interruptions and limited terrain customization (railroads, city infrastructure); technical debt may deter new buyer investment.
- Risk (other): Predecessor (Ultimate General: Gettysburg) still actively played; sequel cannibalization risk if revival campaign positions Civil War as separate product rather than franchise continuation.

What players are asking for:
- Expanded map and campaign depth (railroads, supply lines, city building mechanics)
- Improved onboarding and in-game tutorial (players report needing external guides)
- Console ports or cross-platform play
- New battle scenarios and historical campaigns beyond core set

Suggested first moves:
1. Audit Game-Labs' roadmap and IP ownership status; confirm whether Civil War sequel or content expansion is planned in-house before proposing acquisition.
2. Commission player cohort analysis: segment residual payers by playstyle (sandbox vs. campaign) and estimate uplift from seasonal battle packs, difficulty tuning, or mod tools.
3. Evaluate console feasibility: port cost and store(s) priority (Switch ideal for tabletop-adjacent audience; PS5/Xbox secondary). Cross-reference with Gettysburg console performance if available.

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/502520
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
