# Tomb Raider: Anniversary

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

- Steam appid: 8000
- Developer: Crystal Dynamics
- Released: 2007 · Genre: Action · List price: $8.99
- 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: $4.4k/month at x1.85 dormancy multiplier
- Est. lifetime owners: 495.2k · Est. lifetime net revenue: $957.0k
- Review sentiment: 82% positive across 7388 reviews (6603 from Steam purchases)
- Review velocity: 49.5 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 18 months
- Studio active elsewhere (12 titles tracked), so this one may welcome a partner
- Last build shipped 11.0 years ago
- Last discounted 1 months ago, 7 sales in the last 12 months

## 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)

34, 44, 61, 30, 45, 47, 51, 47, 35, 44, 42, 48, 42, 40, 38, 37, 114, 70, 51, 45, 58, 37, 54, 52

## Estimated acquisition range

$57.4k to $114.8k (2-4x the trailing net annuity of $28.7k/year). Same error range applies.

## Analyst notes (AI-assisted)

A 2007 remake of the original Tomb Raider that reimagines the 1996 classic with improved graphics and new mechanics, built on Crystal Dynamics' Legend-era engine.

Anniversary sits in an interesting gray zone: it earns $2,391/mo in residual revenue across a 495k-unit lifetime install base, with an 81.6% positive review rate and steady 49.5 reviews/mo over six months. The title is dormant from a development standpoint (18 months since last dev communication, no updates in 131 months) but shows quiet, consistent player engagement. For a legacy catalog buyer or publisher seeking proven mid-tier action IP with minimal support overhead, this represents safe, predictable cash flow. Revival upside is limited unless tied to a broader Tomb Raider franchise strategy, but the $8.99 price point and 10.6% key-share leakage suggest pricing or regional licensing may be leaving money on the table.

- Most realistic play: watch
- Risk (tech): Controller remapping friction and reported grapple/auto-target inconsistencies in platforming sections (Obelisk of Khamoon, Great Pyramid) still frustrate new players; compatibility with modern input devices and OS patches unlikely to happen.
- Risk (market): Game exists in shadow of Legend of Atlantis (referenced by players as superior alternative) and the 2013+ reboot trilogy, limiting appeal to franchise completionists rather than driving new audience discovery.
- Risk (other): Design philosophy inconsistency noted by players: jump mechanics favor developer intent over spatial logic, leading to frustration and perceived jank despite solid graphics and audio.

What players are asking for:
- Consistent controller compatibility for non-Xbox devices
- Grapple and auto-targeting reliability fixes
- Visual modernization or upscaling for contemporary displays

Suggested first moves:
1. Audit telemetry on where players drop off (obelisk/pyramid sections noted in reviews) and validate whether a lightweight input/collision patch would reduce churn and improve reviews; estimate ROI vs. cost.
2. Cross-reference regional pricing and key-reseller activity (10.6% key share) to identify arbitrage leakage; test price adjustments or regional locks on third-party storefronts.
3. Model licensing or bundling Anniversary into a Tomb Raider retrospective or franchise pass strategy (e.g., Legend + Anniversary discounted tier) to drive incremental engagement rather than standalone revival.

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/8000
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
