# Carcassonne - Tiles & Tactics

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

- Steam appid: 598810
- Developer: Artefacts Studio
- Publisher: Twin Sails Interactive
- Released: 2017 · Genre: Casual · List price: $9.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.0k to $1.6k per month (mid $1.3k)
- Opportunity score: $2.4k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 108.2k · Est. lifetime net revenue: $232.4k
- Review sentiment: 84% positive across 2780 reviews (1968 from Steam purchases)
- Review velocity: 24.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 17 months
- Studio active elsewhere (12 titles tracked), so this one may welcome a partner
- Last build shipped 11 months ago
- No Steam discount in 4.0 years (deepest tracked: -0%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.4k |
| After VAT / sales tax (-13% blended) | $2.1k |
| After refunds (-9.5% median) | $1.9k |
| Net to developer (after Steam 30%) | $1.3k |

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

11, 9, 12, 7, 6, 18, 14, 21, 9, 8, 20, 10, 19, 11, 17, 16, 18, 34, 37, 14, 23, 37, 23, 12

## Missed seasonal-sale revenue (modeled)

Skipped 12 Steam seasonal sale window(s) in the last 24 months. Running a -50% discount in those windows is modeled at +$5.3k net in total, assuming a unit uplift of x3.0 (industry-typical for old catalog titles). Same ±30-50% error range applies.

## Estimated acquisition range

$31.4k to $62.7k (2-4x the trailing net annuity of $15.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

Digital adaptation of the classic tile-placement board game Carcassonne, playable solo or with AI opponents.

Carcassonne: Tiles & Tactics has generated $232k lifetime revenue from 108k units at $9.99, currently earning $1.3k/mo with stable monthly reviews (24/mo average). The 84% positive rating and casual genre positioning reflect solid product-market fit for the niche; however, input-method gaps (no controller or local-profile support despite touch-optimized UI) and developer silence (17 months since last communication) signal underinvestment rather than lack of demand. For a publisher with board-game licensing relationships or a studio seeking low-risk catalog additions with multiplayer potential, a modest post-launch support push could unlock hidden headroom.

- Most realistic play: publishing
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Carcassonne brand and board-game IP owned by Z-Man Games (Hans-Im-Glück); digital rights must be verified with Twin Sails Interactive.
- Risk (tech): UI/UX designed for touch and controllers but only supports keyboard/mouse; platform mismatch may limit console ports or mobile expansion.
- Risk (market): No sales velocity in past 12 months and zero discounting in 48 months suggest stable but plateaued appeal; growth dependent on external marketing or platform promotion.

What players are asking for:
- Local player profiles and couch multiplayer controller support
- Slower gameplay pacing options for solo and AI matches
- User-friendly UI that matches the touch/controller-ready design

Suggested first moves:
1. Audit full licensing agreement with Z-Man Games and Twin Sails to confirm scope of digital rights and any exclusivity constraints on console or mobile versions.
2. Conduct 4-week A/B test: implement controller remapping and local-profile save slots, measure retention lift and review sentiment delta to quantify fix ROI.
3. Evaluate acquisition of full IP rights (source code, art, metadata) vs. publishing partnership; at $1.3k/mo residual and $232k lifetime, upfront buyout unlikely to exceed low six figures, making a modest publishing/support deal more realistic.

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/598810
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
