# Dungeons of Sundaria

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

- Steam appid: 587520
- Developer: Industry Games
- Released: 2023 · Genre: Action · List price: $9.99
- 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 x1.90 dormancy multiplier
- Est. lifetime owners: 96.1k · Est. lifetime net revenue: $239.4k
- Review sentiment: 74% positive across 3489 reviews (3003 from Steam purchases)
- Review velocity: 23.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.0 years
- Studio quiet across its whole catalog
- Last build shipped 24 months ago
- Last discounted 0 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x3.3 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.7k |
| After VAT / sales tax (-13% blended) | $2.3k |
| After refunds (-9.5% median) | $2.1k |
| Net to developer (after Steam 30%) | $1.5k |

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

46, 50, 86, 102, 73, 48, 41, 24, 209, 56, 23, 31, 14, 23, 14, 115, 67, 66, 24, 34, 17, 10, 35, 21

## Estimated acquisition range

$35.1k to $70.2k (2-4x the trailing net annuity of $17.6k/year). Same error range applies.

## Analyst notes (AI-assisted)

Local and online multiplayer dungeon crawler with class-based progression, designed for small groups to play together.

Dungeons of Sundaria generates $1,463/mo residual revenue with 74% positive sentiment, primarily from players valuing its couch co-op feature in a genre starved for local multiplayer options. The title is technically sound at its core but hampered by network stability, split-screen UI scaling, and platforming precision issues that deter repeat engagement. Suitable for a publisher willing to patch stability and UX pain points; revival would require modest studio investment and could unlock stronger word-of-mouth in the co-op community.

- Most realistic play: publishing
- Risk (tech): Network disconnect bugs and split-screen UI scaling issues are cited by multiple reviewers as blocking continued play.
- Risk (multiplayer): Dead or very quiet matchmaking pool; players explicitly cite isolation as a reason to stop playing.
- Risk (market): Developer has posted no updates in 24+ months and studio is listed as fading; code ownership and willingness to re-engage unclear.

What players are asking for:
- Stability patches for online co-op network disconnects
- Split-screen UI scaling and legibility improvements
- Platforming control refinement to reduce drift and missed jumps
- Ongoing content or difficulty balancing to extend endgame

Suggested first moves:
1. Audit code ownership and developer's current legal/contractual standing; confirm ability to patch and redistribute.
2. Prioritize hot-fix for network stability (disconnect handling, server-side reconnect logic) and split-screen UI scaling to lower friction for new trial installs.
3. Conduct soft relaunch on social channels targeting couch co-op communities (local multiplayer Discord, Reddit) with messaging around stability refresh; track post-patch review sentiment and concurrent player uptick over 60 days.

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/587520
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
