# BlazBlue: Cross Tag Battle

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

- Steam appid: 702890
- Developer: Arc System Works
- Released: 2019 · Genre: Action · List price: $19.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.8k per month (mid $1.5k)
- Opportunity score: $4.0k/month at x2.60 dormancy multiplier
- Est. lifetime owners: 131.8k · Est. lifetime net revenue: $566.5k
- Review sentiment: 80% positive across 4681 reviews (3296 from Steam purchases)
- Review velocity: 14.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 4.1 years
- Studio active elsewhere (21 titles tracked), so this one may welcome a partner
- Last build shipped 4.1 years 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 | $2.8k |
| After VAT / sales tax (-13% blended) | $2.4k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.5k |

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

9, 19, 10, 16, 17, 10, 11, 12, 11, 18, 22, 20, 19, 9, 18, 14, 16, 16, 11, 11, 15, 14, 20, 14

## 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 +$10.1k 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

$36.5k to $73.0k (2-4x the trailing net annuity of $18.3k/year). Same error range applies.

## Analyst notes (AI-assisted)

BlazBlue: Cross Tag Battle is a tag-team fighting game by Arc System Works that combines characters from BlazBlue, Persona, and other franchises into a single crossover roster.

CCTB earned $566k lifetime on a modest $19.99 price point and still generates $1.5k/mo, with 80% positive reviews and steady micro-engagement (14 reviews/mo). The title sits in a niche but durable fighting-game catalog slot, though four years without developer communication and zero discounting suggest it is quietly dormant rather than actively managed. For a publisher or franchise manager seeking to inherit a cult fighting-game asset with minimal live-service overhead, the core mechanics and community affection warrant evaluation, particularly if revival involves regional tournament support or cross-promotion with Arc's newer titles like Guilty Gear Strive.

- Most realistic play: watch
- Licensed IP: the game is built on third-party intellectual property
- Risk (licensed_ip): Game includes characters and IP from BlazBlue, Persona (Atlus), Under Night In-Birth, and Arcana Heart; rights expiry, renewal cost, or licensor disputes could restrict republishing or porting.
- Risk (market): Fighting-game community is highly competitive and fragmented; CCTB occupies a tag-team niche that lacks mainstream visibility compared to Strive or Street Fighter 6.
- Risk (tech): UI and character-balance complaints in reviews suggest design debt; modernization would require art and balance resources.

What players are asking for:
- UI overhaul or clearer menu navigation for new players
- Character balance adjustments, particularly for Persona cast and tag-dependency mechanics
- Regional competitive events or esports integration
- Cross-promotion or cosmetic tie-ins with Guilty Gear Strive to draw crossover interest

Suggested first moves:
1. Audit all active IP licenses (Atlus, French Bread, Examu) for renewal costs and term expiry to establish true acquisition and revival feasibility.
2. Conduct competitive analysis: compare CCTB's tag mechanics and roster appeal to Persona 4 Arena Ultimax and Under Night In-Birth II Sys:Sp to identify differentiation and tournament potential.
3. If revival is viable, prioritize UI refresh and balance patch for steam re-release; sponsor a regional open qualifier or online league to re-engage dormant community and test demand before major investment.

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/702890
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
