# TTV2

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

- Steam appid: 701470
- Developer: Walter Machado
- Released: 2017 · Genre: Action · List price: $4.99
- 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: $3.4k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 80.1k · Est. lifetime net revenue: $86.0k
- Review sentiment: 86% positive across 1532 reviews (1457 from Steam purchases)
- Review velocity: 83.5 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 7 months ago
- Studio active elsewhere (19 titles tracked), so this one may welcome a partner
- Last build shipped 7.8 years ago
- Last discounted 1 months ago, 7 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.1k |
| 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)

3, 3, 2, 2, 17, 64, 54, 55, 40, 31, 35, 48, 27, 51, 62, 80, 184, 79, 65, 54, 172, 117, 48, 45

## Estimated acquisition range

$53.7k to $107.5k (2-4x the trailing net annuity of $26.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

TTV2 is a retro-style arcade action game emphasizing fast-paced movement, scoring, and replayability.

TTV2 generates modest but consistent residual revenue ($2,239/mo mid-estimate) on a 2017 launch with minimal ongoing development or marketing spend. The 86% positive score and healthy review velocity (83.5/mo average) suggest a small, engaged audience that appreciates arcade mechanics and challenge. This is not a catalog jewel, but the low friction and casual monetization (card drops, DLC) make it suitable for a publisher managing a broad indie portfolio or testing revival mechanics on underexposed titles.

- Most realistic play: publishing
- Risk (market): Extremely niche arcade genre with minimal mainstream appeal; growth ceiling appears near current level.
- Risk (other): Developer (Walter Machado, solo or small team) shows low engagement (last post 7 months ago); continuity risk if developer unavailable.
- Risk (tech): Seven-year-old build with no recent patching signals; potential compatibility drift on modern OS versions and hardware.

What players are asking for:
- Quality-of-life improvements to DLC value proposition (reviewers note DLC as exploitative but useful for cosmetics/cards)
- Leaderboard or ranked progression system to sustain long-term engagement
- Balance tweaks to difficulty curve (some friction around 'rage inducing' difficulty ceiling)

Suggested first moves:
1. Audit server/backend stability and OS compatibility; identify minimal technical debt for a low-cost refresh (shader updates, input remapping).
2. Contact developer to secure long-term IP rights and establish support SLA; if unavailable, evaluate dev-friendly handoff or open-source licensing.
3. A/B test seasonal cosmetic passes and leaderboard resets on existing audience to test willingness to spend beyond current $2,239/mo baseline without alienating core players.

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/701470
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
