# Valfaris

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

- Steam appid: 600130
- Developer: Steel Mantis
- Publisher: Silver Lining Interactive
- Released: 2019 · Genre: Action · List price: $24.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.8k to $2.7k per month (mid $2.2k)
- Opportunity score: $3.3k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 70.4k · Est. lifetime net revenue: $377.9k
- Review sentiment: 82% positive across 2807 reviews (1759 from Steam purchases)
- Review velocity: 16.5 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 1 months ago
- Studio active elsewhere (3 titles tracked), so this one may welcome a partner
- Last build shipped 4.8 years ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.0k |
| After VAT / sales tax (-13% blended) | $3.5k |
| After refunds (-9.5% median) | $3.2k |
| Net to developer (after Steam 30%) | $2.2k |

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

11, 14, 28, 24, 20, 22, 10, 17, 6, 7, 11, 4, 17, 15, 14, 18, 16, 12, 19, 15, 11, 12, 9, 33

## Estimated acquisition range

$53.2k to $106.4k (2-4x the trailing net annuity of $26.6k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2D sci-fi side-scrolling action game with heavy-metal aesthetics, procedural weapons, and punishing difficulty, developed by Steel Mantis and published by Silver Lining Interactive.

Valfaris has sustained modest but steady residual revenue (approximately $2,216/mo mid-estimate) across five years post-launch with an 82% positive rating and 70k units sold lifetime, suggesting a resilient niche audience that values its distinctive art direction and weapon variety. However, control implementation (especially mouse-and-keyboard) and difficulty curve have deterred mainstream adoption and created friction for new players, leaving substantial room for post-launch polish or a remaster. The game's low sales velocity in the past 24 months and absence of deep discounting indicate either long tail stability or quiet dormancy; revival via control overhaul, balance tuning, or porting could unlock broader appeal without major franchise risk.

- Most realistic play: revival
- Risk (tech): Mouse-and-keyboard control scheme is widely cited as unintuitive and punishing; controller play is mandatory for most players, limiting addressability on keyboard-first platforms or casual audiences.
- Risk (market): Difficulty tuning appears to repel entry-level players despite core fans finding the challenge appropriate; balance between hardcore retention and conversion is unresolved.
- Risk (other): Resurrection idol mechanic is poorly explained in-game, leading to player frustration and mid-run failure; onboarding and UX clarity remain weak points.

What players are asking for:
- Mouse-and-keyboard control remapping and preset profiles to reduce friction for non-controller players.
- In-game tutorial or UI clarification for resurrection idol economy and permanent upgrade mechanics.
- Optional difficulty adjustments or assist modes to broaden audience without alienating hardcore players.
- Quality-of-life improvements to boss design clarity and damage feedback.

Suggested first moves:
1. Audit and overhaul keyboard control bindings and mouse aiming with input from keyboard-primary testers; consider soft-launch on Xbox Game Pass or a console port to capture controller-first audiences.
2. Add a minimal tutorial sequence and UI tooltips for resurrection idol management and permanent progression; A/B test against user retention and refund rate.
3. Commission a post-mortem analysis of the 24-month velocity data to distinguish between long-tail saturation and true dormancy; if dormancy confirmed, consider a cosmetic update or seasonal event to re-engage past buyers and test appetite for paid DLC (cosmetics, weapon skins, additional levels).

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/600130
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
