# DISTRAINT 2

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

- Steam appid: 743390
- Developer: Jesse Makkonen
- Released: 2018 · Genre: Adventure · List price: $8.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.2k to $1.9k per month (mid $1.6k)
- Opportunity score: $2.6k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 206.1k · Est. lifetime net revenue: $398.2k
- Review sentiment: 95% positive across 4888 reviews (4121 from Steam purchases)
- Review velocity: 32.2 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 13 months
- Studio active elsewhere (5 titles tracked), so this one may welcome a partner
- Last build shipped 25 months ago
- Last discounted 1 months ago, 9 sales in the last 12 months

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $2.8k |
| After VAT / sales tax (-13% blended) | $2.5k |
| After refunds (-9.5% median) | $2.2k |
| Net to developer (after Steam 30%) | $1.6k |

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

38, 51, 60, 61, 65, 94, 66, 50, 42, 41, 38, 82, 47, 37, 45, 31, 50, 52, 31, 27, 35, 33, 36, 31

## Estimated acquisition range

$37.3k to $74.6k (2-4x the trailing net annuity of $18.6k/year). Same error range applies.

## Analyst notes (AI-assisted)

A psychological adventure game about a real-estate developer's moral reckoning, sequel to the 2015 indie hit DISTRAINT.

DISTRAINT 2 has maintained a 95% positive rating and $398k lifetime net revenue from 206k units across 25 months, generating $1.55k/mo residually. The franchise has proven narrative and emotional resonance in a niche but loyal audience; the developer is fading and the game is quiet, but monthly review velocity (32/mo) and lack of deep discounting suggest sustainable, engaged play. This is a candidate for catalog acquisition if a publisher wants proven indie IP with demonstrated word-of-mouth durability, or for revival via a port to console or mobile if rights are clean.

- Most realistic play: acquisition
- Risk (market): Small but fervent audience (95% positive, 4.9k reviews lifetime) may not expand meaningfully; the game's brevity and narrative focus limit replayability and franchise extension.
- Risk (tech): No developer activity for 13 months suggests limited support for engine updates, platform maintenance, or bug fixes.
- Risk (other): Anecdotal feedback indicates pacing issues and short runtime (2-5h played, meant for one sitting); some players find the ending rushed or heavy-handed on thematic messaging.

What players are asking for:
- Multiple endings or branching moral choice system (players want agency over Price's redemption arc)
- Longer game or expanded content (some felt conclusion was rushed)
- Console port or mobile release to reach new audiences

Suggested first moves:
1. Confirm IP ownership and rights status with Jesse Makkonen; verify no co-publishing or third-party IP claims exist (critical for clean M&A).
2. Evaluate console/mobile port feasibility and audience size estimates; the game's compact scope and strong review sentiment suggest good fit for Nintendo Switch or iOS.
3. Model catalog synergy: if buyer owns DISTRAINT 1 or similar narrative-indie IP, bundle or cross-promote to test franchise awareness and retention.

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/743390
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
