# SNK HEROINES Tag Team Frenzy

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

- Steam appid: 794580
- Developer: SNK CORPORATION
- Released: 2019 · Genre: Action · List price: $49.99
- Deal grade: B (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $1.5k to $2.2k per month (mid $1.8k)
- Opportunity score: $3.9k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 35.5k · Est. lifetime net revenue: $381.2k
- Review sentiment: 73% positive across 979 reviews (887 from Steam purchases)
- Review velocity: 6.8 reviews/month (6-month average)

## Why it's flagged

- No developer announcement on record, ever
- Studio active elsewhere (19 titles tracked), so this one may welcome a partner
- Last build shipped 7.5 years ago
- Last discounted 1 months ago, 4 sales in the last 12 months
- Proven demand elasticity: x2.1 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $3.3k |
| After VAT / sales tax (-13% blended) | $2.9k |
| After refunds (-9.5% median) | $2.6k |
| Net to developer (after Steam 30%) | $1.8k |

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

2, 7, 2, 15, 15, 9, 10, 10, 7, 11, 8, 5, 19, 5, 11, 4, 16, 3, 5, 6, 11, 5, 2, 12

## Estimated acquisition range

$44.1k to $88.1k (2-4x the trailing net annuity of $22.0k/year). Same error range applies.

## Analyst notes (AI-assisted)

SNK Heroines Tag Team Frenzy is a 2019 party fighting game featuring SNK's female characters in tag-team casual combat with cosmetic customization.

The title shows steady but modest residual revenue ($1,835/mo mid-estimate) across 35k lifetime units and maintains a 72% positive rating despite niche positioning. It's a licensed SNK IP derivative that lacks depth for competitive players but finds traction with casual/younger audiences and character devotees. The angle is publishing partnership or licensing revival rather than acquisition, given SNK's active stewardship and the title's ability to sustain interest without developer intervention.

- Most realistic play: publishing
- Risk (market): Party fighting games occupy a small segment; mainstream fighting-game players dismiss it as shallow, limiting upside.
- Risk (tech): Launched 89+ months ago on aging tech; visual fidelity and engine performance lag behind KOF XIV per reviewer feedback.
- Risk (other): Cosmetic-heavy monetization model risks perception as predatory if pricing or DLC expansion is mismanaged.

What players are asking for:
- Deeper fighting mechanics or competitive viability for experienced players
- Higher visual fidelity and character model quality
- New character additions and meaningful cosmetic drops

Suggested first moves:
1. Audit SNK's current DLC roadmap and cosmetic monetization performance; identify whether incremental costume packs or character crossovers drive engagement spikes.
2. Evaluate regional performance (Japan vs. West); check whether anime/idol franchise crossovers or local marketing moves the needle in underserved territories.
3. Model bundling or platform exclusivity plays (e.g., Game Pass, Nintendo Switch port) to expand reach into casual/family segments without cannibalizing full-price sales.

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/794580
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
