# Good Pizza, Great Pizza - Cooking Simulator Game

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

- Steam appid: 770810
- Developer: TapBlaze
- Released: 2023 · Genre: Casual · List price: $9.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.6k to $5.4k per month (mid $4.5k)
- Opportunity score: $6.7k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 198.9k · Est. lifetime net revenue: $495.5k
- Review sentiment: 88% positive across 6730 reviews (6216 from Steam purchases)
- Review velocity: 71.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 0 months ago
- Last build shipped 0 months 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 | $8.1k |
| After VAT / sales tax (-13% blended) | $7.1k |
| After refunds (-9.5% median) | $6.4k |
| Net to developer (after Steam 30%) | $4.5k |

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

118, 83, 105, 351, 209, 151, 115, 125, 181, 78, 70, 102, 88, 73, 76, 117, 109, 70, 74, 71, 84, 63, 59, 80

## 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 +$47.1k 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

$107.4k to $214.7k (2-4x the trailing net annuity of $53.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

A cozy pizza-shop simulator with light business mechanics, originally mobile, now on PC with seasonal events and cosmetic monetization.

Good Pizza, Great Pizza generates $4,473/mo in residual revenue on PC alone, holding 88% positive sentiment despite a fragmented player base split between mobile (free) and PC ($9.99). The core tension: PC buyers resent a direct mobile port with intact microtransactions and occasional stability issues, yet engaged players clock 50+ hours and praise its comfort-game positioning. For a publisher, the opportunity lies in either acquiting the catalog rights to consolidate versions and remove friction, or in a targeted revival campaign addressing port quality and monetization transparency. TapBlaze's single-title studio status and lack of promotional activity in 4 years suggest capacity or interest constraints.

- Most realistic play: acquisition
- Risk (tech): Multiple recent reports of crashes and boot failures on PC with no clear root cause, likely tied to fragmented platform versions or outdated middleware.
- Risk (market): Free mobile version directly cannibalizes PC sales; players explicitly choose to not repurchase, eroding the $9.99 price umbrella.
- Risk (other): Monetization model (decorations locked behind real money, grindy side quests) generates friction among PC players used to premium-game expectations, even if mobile audiences accept it.

What players are asking for:
- Remove or drastically reduce cosmetic paywalls; make decorations earnable through play
- Fix crashes and stability on PC; optimize touch-to-mouse input translation
- Add a clear monetization toggle or 'premium edition' to separate PC from mobile
- Clarify roadmap and content cadence; no dev communication in months

Suggested first moves:
1. Acquire publishing rights and IP from TapBlaze; assess whether studio retains dev capacity or if a ported rebuild by a live-service operator is needed.
2. Audit codebase for crash regression; prioritize stability patch for PC within 30 days to rebuild trust and unlock positive word-of-mouth at $9.99 price point.
3. Pilot a 'deluxe' or 'premium' PC edition with cosmetics unlocked and no ads, priced $14.99, to segment willing buyers from mobile refugee base; test elasticity before sunset of free-to-play model.

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/770810
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
