Iron Harvest
KING Art · 2020 · $29.99 · Strategy · deal grade A
- Estimated net residual revenue: $6.9k to $10.4k per month
- Opportunity: $13.9k per month at x1.60 dormancy
- Estimated lifetime owners: 349.5k
- 73%% positive across 15947 reviews · 53.8 reviews/month
Why it's flagged
- Developer silent for 2.8 years
- Studio active elsewhere (7 titles tracked), so this one may welcome a partner
- Last build shipped 11 months ago
- Last discounted 0 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.3 review velocity during past deep sales
Analyst notes (AI-assisted)
A 2020 real-time strategy game set in an alternate-history dieselpunk 1920s, with single-player campaign focus and lightweight multiplayer.
Iron Harvest has generated $2.25M lifetime on 349K units with steady residual revenue of $8.7K/mo, but languishes at 72% positive despite strong narrative and aesthetic appeal. The core issue is multiplayer infrastructure collapse and RTS design that underperforms versus Company of Heroes 2 and Starcraft 2. For a strategy-focused publisher, the single-player campaign architecture and IP ownership (King Art original) represent acquisition appeal if live-service ambitions are modest; for a revival partner, the path is campaign DLC or mod-tooling enablement, not competitive ladder resurrection. Most realistic play: acquisition.
- Risk: Online PvP community is acknowledged as dead or dormant; matchmaking queues and ladder play are not viable revenue drivers.
- Risk: Unit pathfinding, UI responsiveness, and balance tuning remain complaint flashpoints four years post-launch; refactoring would demand design iteration.
- Risk: The RTS genre is niche; elasticity of 1.31 suggests moderate price sensitivity, and last deep sale was ~10 days ago, signaling promotional fatigue.
This case as Markdown · Estimates carry ±30-50%% error per title.