# Freeman: Guerrilla Warfare

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

- Steam appid: 773951
- Developer: KK Game Studio
- Released: 2019 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.9k to $2.8k per month (mid $2.3k)
- Opportunity score: $6.1k/month at x2.60 dormancy multiplier
- Est. lifetime owners: 459.0k · Est. lifetime net revenue: $2.5M
- Review sentiment: 64% positive across 12448 reviews (11475 from Steam purchases)
- Review velocity: 17.3 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.4 years
- Studio quiet across its whole catalog
- Last build shipped 6.2 years ago
- Store page localized in only 3 language(s)
- No Steam discount in 1.1 years (deepest tracked: -65%)

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.2k |
| After VAT / sales tax (-13% blended) | $3.7k |
| After refunds (-9.5% median) | $3.3k |
| Net to developer (after Steam 30%) | $2.3k |

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

25, 32, 19, 28, 23, 25, 28, 19, 26, 27, 25, 33, 20, 20, 27, 16, 13, 24, 15, 20, 16, 18, 16, 19

## Estimated acquisition range

$55.9k to $111.7k (2-4x the trailing net annuity of $27.9k/year). Same error range applies.

## Analyst notes (AI-assisted)

Freeman: Guerrilla Warfare is a hybrid RTS-FPS action title that blends real-time strategy and first-person shooter gameplay.

Freeman generated $2.47M lifetime from 459k units at $24.99, earning $2.3k/mo residual revenue with stable 20-unit monthly velocity despite zero developer communication for 29 months. The 64% positive rating masks severe community trust erosion around broken promises and incomplete systems (vehicle combat, AI behavior, promised remake). This is acquisition-only if a new team can deliver on the original vision; otherwise, the IP may have salvageable design bones but the player base expects abandonment and will resist any revival without radical transparency and concrete deliverables.

- Most realistic play: acquisition
- Risk (market): Player trust is severely damaged; all top reviews cite broken promises and system failures, creating high friction for any revival campaign regardless of execution.
- Risk (tech): Vehicle combat and AI pathfinding appear fundamentally broken and unrepairable without core engine work; scope creep from 'space game' pivot suggests architectural debt.
- Risk (other): Developer has made no public statement in 29 months despite in-game workshop feature addition, signaling either studio implosion or silent mode that erodes confidence.

What players are asking for:
- Fix vehicle combat to be viable in multiplayer
- Complete the promised internal systems remake
- Deliver substantive post-launch content roadmap with dates

Suggested first moves:
1. Conduct technical audit of codebase, vehicle physics, and AI systems to determine whether fixes require point patches or engine rewrite; be realistic with timeline.
2. Acquire underlying IP and assess whether hybrid RTS-FPS mechanic retains market demand post-2024, or if genre has moved on.
3. If proceeding, commit to 90-day public development roadmap before any marketing spend; player base will reject vague promises.

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/773951
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
