# Guns, Gore and Cannoli 2

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

- Steam appid: 525510
- Developer: Rogueside
- Released: 2018 · Genre: Action · List price: $12.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.9k to $2.8k per month (mid $2.3k)
- Opportunity score: $4.9k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 235.6k · Est. lifetime net revenue: $657.7k
- Review sentiment: 94% positive across 5546 reviews (4711 from Steam purchases)
- Review velocity: 33.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.9 years
- Studio active elsewhere (8 titles tracked), so this one may welcome a partner
- Last build shipped 8.1 years ago
- Last discounted 1 months ago, 6 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 | $4.2k |
| After VAT / sales tax (-13% blended) | $3.7k |
| After refunds (-9.5% median) | $3.3k |
| Net to developer (after Steam 30%) | $2.3k |

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

41, 40, 37, 27, 49, 42, 32, 57, 112, 54, 52, 44, 39, 18, 45, 29, 42, 99, 32, 37, 34, 37, 31, 28

## Estimated acquisition range

$55.6k to $111.1k (2-4x the trailing net annuity of $27.8k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2D run-and-gun action game featuring a mafia protagonist mowing through zombies, fascists and absurdist violence in 1920s-inspired settings.

Guns, Gore and Cannoli 2 generates $2.3k/mo residual revenue on a 6-year-old title with 94% positive reviews and steady 30+ reviews/month, suggesting a lean but engaged core audience. The game's core complaint, removal of multiplayer, and studio dormancy (no dev post in 46 months) point to an orphaned asset ripe for a light publishing revival or porting initiative. Not a cash cow, but low-risk catalog filler with modest upside if multiplayer can be restored or the IP licensed out.

- Most realistic play: publishing
- Risk (multiplayer): Online co-op was removed; players explicitly blame lack of testing and Steam Link incompatibility, damaging trust and closing a key retention vector.
- Risk (market): Campaign length cited as only 2–3 hours; limited content depth may suppress long-term engagement despite high replay intent.
- Risk (tech): Build is 97 months old; engine and platform support (especially on console or modern PC infrastructure) unknown and likely require audit.

What players are asking for:
- Restore online co-op multiplayer (explicit player request and selling point vs. first game)
- Extend campaign length or add new story content
- Port to console platforms (implied by mentions of shared play experiences)
- Bug fixes and testing for Steam Link / local play modes

Suggested first moves:
1. Audit multiplayer code and Steam API integration; cost restore online co-op vs. licensing P2P solution (Steamworks, Netcode for GameObjects).
2. Survey installed base on console interest and validate addressable market for PS5/Xbox port (current 235k lifetime units suggest 10–15% might convert).
3. Engage community via dev post detailing roadmap (even if minimal: bug fixes, co-op restoration, no new content) to rebuild trust and unlock reviews/visibility upside.

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/525510
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
