# Fight'N Rage

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

- Steam appid: 674520
- Developer: sebagamesdev
- Released: 2017 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.1k to $1.7k per month (mid $1.4k)
- Opportunity score: $3.0k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 140.3k · Est. lifetime net revenue: $602.9k
- Review sentiment: 91% positive across 3211 reviews (2551 from Steam purchases)
- Review velocity: 13.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 3.6 years
- Studio inactive: no public activity across 1 tracked titles
- Last build shipped 4.6 years ago
- Store page localized in only 3 language(s)
- Last discounted 1 months ago, 6 sales in the last 12 months
- Proven demand elasticity: x1.7 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.6k |
| After VAT / sales tax (-13% blended) | $2.3k |
| After refunds (-9.5% median) | $2.0k |
| Net to developer (after Steam 30%) | $1.4k |

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

6, 52, 33, 15, 31, 16, 51, 32, 17, 12, 11, 8, 12, 42, 17, 15, 22, 22, 17, 16, 12, 13, 13, 9

## Estimated acquisition range

$34.4k to $68.7k (2-4x the trailing net annuity of $17.2k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2017 side-scrolling beat-em-up built as a love letter to classic arcade brawlers like Final Fight and Streets of Rage.

Fight'N Rage has generated $603k lifetime revenue and maintains a 91% positive review score, signaling strong product-market fit within its niche. Monthly residual revenue of $1.4k-$1.7k indicates a stable, if quiet, catalog performer. The developer has been inactive for 42+ months, but the title's high elasticity (1.68) and low discount frequency suggest pricing power and retention in a genre experiencing modest genre-wide revival interest. For a publisher seeking low-maintenance back-catalog IP or a studio wanting proven beat-em-up mechanics to relicense or rebuild, this represents a proven prototype with minimal ongoing support burden.

- Most realistic play: licensing
- Risk (market): Genre is narrow and underserved on modern platforms; audience growth is capped unless bundled with revival campaigns or cross-platform ports.
- Risk (other): Developer inactive 42+ months with single title; IP ownership and code state clarity will require legal/technical due diligence.

What players are asking for:
- Online multiplayer or expanded co-op modes (not explicitly stated but implied by genre expectations)
- Quality-of-life improvements: controller remapping, difficulty balancing for newer players
- Port to console platforms

Suggested first moves:
1. Confirm IP ownership, source code condition, and developer contact status via publisher registry and legal channels.
2. Assess console port viability and licensing costs (Nintendo eShop, PlayStation, Xbox); beat-em-up revivals (Streets of Rage 4, Teenage Mutant Ninja Turtles Shredder's Revenge) show renewed platform appetite.
3. Evaluate remaster or expanded edition (balance tuning, tutorial, online co-op) as lower-cost alternative to new IP development, targeting genre enthusiasts and emulation-curious audiences.

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/674520
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
