# Ultimate Epic Battle Simulator

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

- Steam appid: 616560
- Developer: Brilliant Game Studios
- Released: 2017 · Genre: Action · List price: $14.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.1k to $1.6k per month (mid $1.4k)
- Opportunity score: $2.8k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 473.3k · Est. lifetime net revenue: $1.5M
- Review sentiment: 77% positive across 12255 reviews (8605 from Steam purchases)
- Review velocity: 16.8 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.1 years
- Studio quiet across its whole catalog
- Last build shipped 5.8 years ago
- Store page localized in only 2 language(s)
- Last discounted 1 months ago, 3 sales in the last 12 months
- Proven demand elasticity: x1.2 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.5k |
| After VAT / sales tax (-13% blended) | $2.1k |
| After refunds (-9.5% median) | $1.9k |
| Net to developer (after Steam 30%) | $1.4k |

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

17, 20, 14, 21, 32, 38, 19, 30, 20, 21, 15, 18, 8, 8, 17, 21, 8, 19, 12, 18, 19, 18, 19, 15

## Estimated acquisition range

$32.5k to $65.1k (2-4x the trailing net annuity of $16.3k/year). Same error range applies.

## Analyst notes (AI-assisted)

Ultimate Epic Battle Simulator is a physics-based large-scale combat sandbox where players design armies and watch them collide in real-time.

UEBS has generated $1.52M lifetime on modest volume (473k units) with steady 76% positive sentiment and $1.36k/mo residual revenue. The game sits in a quiet phase: developer silent 37+ months, sales velocity cratering (from 38/mo to 8-15/mo over 24 months), yet it retains a small engaged audience valuing simulation depth over arcade fun. The opportunity is conditional: a publisher with live-ops capability or a studio seeking IP for a sequel or adjacent project could revive interest through seasonal events, balance updates or console ports, but the core audience is niche and unlikely to grow without major mechanical overhaul.

- Most realistic play: revival
- Risk (market): Niche sandbox genre with low mainstream appeal; elasticity of 1.24 suggests price cuts drive unit sales but erode margins.
- Risk (tech): Physics-heavy simulation may have aging engine constraints (built 69 months ago); porting or live-service integration could be expensive.
- Risk (other): Developer (Brilliant Game Studios, 3 titles, fading status) has been silent 37+ months; IP custody and code health unknown.

What players are asking for:
- Sequel or expanded content (one review explicitly recommends the second game)
- More frequent balance and simulation updates
- Console or mobile ports to reach beyond PC niche

Suggested first moves:
1. Acquire or license IP and conduct a code audit; assess engine viability for live-service or sequel roadmap.
2. Survey the existing 8.6k Steam review base and any Discord/Reddit remnants to quantify revival demand and preferred features (balance tweaks, new unit types, mod tools).
3. Evaluate console ports or a free-to-play mobile spin-off targeting mobile wargame / tactics audiences, which overlap but are underserved on PC.

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/616560
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
