# Project Wingman

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

- Steam appid: 895870
- Developer: Sector D2
- Released: 2020 · Genre: Action · List price: $24.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $18.5k to $27.7k per month (mid $23.1k)
- Opportunity score: $38.1k/month at x1.65 dormancy multiplier
- Est. lifetime owners: 548.4k · Est. lifetime net revenue: $2.9M
- Review sentiment: 94% positive across 22101 reviews (18280 from Steam purchases)
- Review velocity: 172.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 21 months
- Studio quiet across its whole catalog
- Last build shipped 21 months ago

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $41.9k |
| After VAT / sales tax (-13% blended) | $36.5k |
| After refunds (-9.5% median) | $33.0k |
| Net to developer (after Steam 30%) | $23.1k |

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

142, 211, 129, 120, 598, 286, 153, 201, 152, 121, 128, 219, 226, 131, 179, 126, 310, 268, 111, 151, 194, 128, 228, 220

## Estimated acquisition range

$554.3k to $1.1M (2-4x the trailing net annuity of $277.2k/year). Same error range applies.

## Markets by review language

- russian: 3% (game NOT localized in this language)
- spanish: 2% (game NOT localized in this language)
- japanese: 2%
- brazilian: 2% (game NOT localized in this language)
- schinese: 17%
- french: 1%
- german: 1%
- english: 70%
- koreana: 2%

## Analyst notes (AI-assisted)

An indie arcade fighter jet game heavily inspired by Ace Combat, developed by a three-person team with a story-driven campaign and active VR support.

Project Wingman has quietly maintained $23k/mo in residual revenue on $24.99 MSRP with a 93.8% positive rating and no discount strategy since launch, suggesting a tight, loyal fanbase and strong word-of-mouth. The tiny studio (Sector D2, one title) is inactive, but the game's VR mode, strong replay engagement (172 reviews/mo), and clear headroom in Russian localization (6.4% gap) make it a logical acquisition for a publisher wanting a proven, low-maintenance catalog asset with expansion potential. Not a blockbuster, but a disciplined boutique title.

- Most realistic play: acquisition
- Risk (market): Ace Combat is a known franchise with a dedicated audience; Project Wingman's upside depends on differentiation and IP moat, which indie status limits.
- Risk (tech): VR implementation is praised but represents a small revenue stream; any platform migration or engine maintenance falls on the new owner.
- Risk (other): Developer studio is fading and inactive (20+ months since last dev post); acquiring game without ongoing team means no live-ops, balance patches, or sequel momentum.

What players are asking for:
- More aircraft variety (recurring complaint across reviews)
- Campaign sequel or continuation (players want to know what happens next)
- Expanded multiplayer or co-op modes
- Quality-of-life: checkpoints or shorter mission segments (frustration from 10+ hour runs without saves)

Suggested first moves:
1. Audit IP and asset ownership with Sector D2; secure full code/art/sound escrow and confirm no third-party engine or middleware licensing blocking reissue.
2. Commission a live ops roadmap for Y1: Russian localization polish (+6.4% TAM), VR platform expansion (PlayStation VR2, Meta Quest 3), and three minor content drops (cockpit variants, cosmetics) to sustain $23k/mo baseline and test $30-40k/mo ceiling.
3. Evaluate single-player campaign DLC or prequel (players explicitly request story continuation); assess whether a $14.99 episodic release or full sequel is more profitable than maintaining the current $24.99 evergreen model.

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/895870
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
