# Haydee

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

- Steam appid: 530890
- Developer: Haydee Interactive
- Released: 2016 · Genre: Action · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.8k per month (mid $1.5k)
- Opportunity score: $2.8k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 403.9k · Est. lifetime net revenue: $1.3M
- Review sentiment: 84% positive across 6663 reviews (6214 from Steam purchases)
- Review velocity: 18.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 19 months
- Studio quiet across its whole catalog
- Last build shipped 7.6 years ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.8k |
| After VAT / sales tax (-13% blended) | $2.4k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.5k |

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

13, 30, 22, 18, 25, 20, 43, 41, 19, 18, 13, 38, 7, 11, 27, 32, 24, 24, 15, 15, 17, 26, 20, 20

## Estimated acquisition range

$36.4k to $72.8k (2-4x the trailing net annuity of $18.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

A hardcore isometric action-puzzle game featuring a scantily-clad android protagonist navigating lethal traps and resource scarcity.

Haydee sits in a narrow niche: mid-budget, single-player, mechanically demanding, with genuine 84% positive sentiment and $1.3M lifetime revenue on ~404k units. However, it has been commercially dormant for 24+ months (zero sales recorded), developer communication has gone silent (18.5 months since last post), and the studio is flagged as fading. The title generates ~$1.5k/mo in residual revenue but lacks the IP moat, live-service hooks, or franchise potential to justify acquisition. It may be worth monitoring if the developer attempts a sequel or if the asset becomes available for licensing to a revival publisher.

- Most realistic play: watch
- Risk (market): No recorded sales in past 12 months and no price discounts in over 18 months suggest the market has fully saturated; residual revenue is tail-end cash, not growth.
- Risk (tech): Game is now 90+ months old (7.5+ years) with no substantive updates; engine and netcode may present modernization challenges if revival is attempted.
- Risk (other): Player reviews highlight design friction (similar-looking rooms, camera/UI occlusion) that would require creative rework, not just bug fixes, to broaden appeal.

What players are asking for:
- Better visual differentiation between rooms to reduce navigation confusion
- Camera framing that does not obscure player sight lines during platforming
- Increased checkpoint frequency or more forgiving save mechanics in early game

Suggested first moves:
1. If developer approaches with sequel: evaluate IP strength and narrative continuity; confirm team capacity and funding clarity before greenlight.
2. If licensing the back-catalog: secure all IP and trademark rights, confirm no outstanding platform agreements with Steam, and audit user data handling.
3. Monitor studio for any public signals of new project, asset sale, or team restructuring; set annual check-in to track whether residual revenue stabilizes or declines.

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/530890
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
