# Heaven's Vault

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

- Steam appid: 774201
- Developer: inkle Ltd
- Released: 2019 · Genre: Adventure · List price: $24.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.9k to $2.9k per month (mid $2.4k)
- Opportunity score: $3.6k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 78.0k · Est. lifetime net revenue: $419.2k
- Review sentiment: 84% positive across 2483 reviews (1951 from Steam purchases)
- Review velocity: 17.8 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 3 months ago
- Studio active elsewhere (7 titles tracked), so this one may welcome a partner
- Last build shipped 7.0 years ago
- Store page localized in only 1 language(s)
- Last discounted 0 months ago, 9 sales in the last 12 months
- Proven demand elasticity: x1.7 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $4.3k |
| After VAT / sales tax (-13% blended) | $3.8k |
| After refunds (-9.5% median) | $3.4k |
| Net to developer (after Steam 30%) | $2.4k |

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

7, 6, 11, 17, 19, 10, 11, 8, 18, 11, 15, 26, 15, 14, 13, 8, 11, 22, 13, 21, 7, 32, 24, 10

## Estimated acquisition range

$57.5k to $115.0k (2-4x the trailing net annuity of $28.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

A narrative adventure where players reconstruct an alien civilization's language and history as archaeologist Aliya, combining point-and-click exploration with linguistic puzzle-solving.

Heaven's Vault sits in a sweet spot for quiet IP: $419k lifetime on 78k units at $25, with 84% positive reviews and steady residual revenue of $2,395/mo despite zero recent discounting and minimal developer visibility (last post 3.4 months ago). The game's core draw, linguistic archaeology as interactive storytelling, resonates deeply with a niche but loyal audience. For a publisher seeking to expand an adventure/narrative catalog or a studio wanting to revive dormant indie hits through modest marketing or expanded platform releases, this represents proven product-market fit with upside in console ports, sequel positioning, or bundle strategies.

- Most realistic play: revival
- Risk (market): Niche genre (narrative adventure with language puzzles) has ceiling; elasticity of 1.66 suggests price sensitivity, but recent zero-discount strategy and 0.08-month gap to last sale indicate publisher confidence in full-price positioning.
- Risk (tech): Multiple reviews cite camera friction and point-and-click jank on exploration; porting or modernizing UI/controls for console could unlock sales but requires developer effort.
- Risk (other): Game is 84 months old with 17.8 reviews/mo; low velocity suggests word-of-mouth is primary driver; paid marketing ROI is unproven.

What players are asking for:
- Smoother camera controls and UI refinement for exploration
- Console versions (implied by multi-platform play mentions)
- Sequel or spiritual successor in the same universe

Suggested first moves:
1. Audit console port feasibility (Switch/PS4/5) and cost; residual $2,395/mo suggests 2-3 year payback window if ports retain 30-50% of PC audience.
2. Evaluate sequel or prequel viability with inkle Ltd; narrative IP is fully owned and players explicitly ask for more in the same universe.
3. Test modest marketing push (YouTube creators, narrative-game communities, Apple Arcade/Xbox Game Pass bundle) to probe demand elasticity without deep discounting.

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/774201
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
