# Amnesia: Rebirth

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

- Steam appid: 999220
- Developer: Frictional Games
- Released: 2020 · Genre: Adventure · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $5.1k to $7.6k per month (mid $6.4k)
- Opportunity score: $9.5k/month at x1.50 dormancy multiplier
- Est. lifetime owners: 235.9k · Est. lifetime net revenue: $1.5M
- Review sentiment: 77% positive across 9312 reviews (7865 from Steam purchases)
- Review velocity: 39.5 reviews/month (6-month average)

## Why it's flagged

- Developer active, last post 9 months ago
- Studio active elsewhere (6 titles tracked), so this one may welcome a partner
- Last build shipped 5.0 years ago
- Last discounted 0 months ago, 11 sales in the last 12 months
- Proven demand elasticity: x1.5 review velocity during past deep sales

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

| Stage | USD/month |
|---|---|
| Gross storefront sales | $11.6k |
| After VAT / sales tax (-13% blended) | $10.1k |
| After refunds (-9.5% median) | $9.1k |
| Net to developer (after Steam 30%) | $6.4k |

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

36, 67, 37, 46, 64, 112, 73, 67, 61, 43, 35, 58, 43, 48, 57, 49, 58, 67, 54, 44, 31, 38, 40, 30

## Estimated acquisition range

$152.8k to $305.6k (2-4x the trailing net annuity of $76.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

Amnesia: Rebirth is a first-person survival horror game set in an Egyptian desert that expands the Lovecraftian lore of the Amnesia franchise.

Rebirth has generated $1.52M net lifetime revenue on 236k units and maintains a 77% positive ratio with 39.5 reviews/month, but recent player feedback reveals mechanical fatigue: scripted encounters, forced narrative pacing, and technical inconsistencies undermine replayability. The title remains profitable at $6.4k/mo residual, well above its $9.5k opportunity cost, making it suitable for a quiet acquisition by a publisher seeking a stable horror IP anchor or a revival candidate if Frictional Games would consider outsourced quality-of-life updates.

- Most realistic play: acquisition
- Risk (market): 77% positive score masks widening mechanical criticism; predictable enemy spawns and scripted events are eroding perceived replayability among engaged players.
- Risk (tech): HPL engine limitations cited by players (60 fps cap, performance parity with release, lighting fidelity); modernization would require substantial rework.
- Risk (other): Story pacing complaints (mandatory phone calls, unskippable cutscenes, intrusive mechanics) suggest narrative design choices alienating some segment of core horror audience.

What players are asking for:
- Frame-rate uncap and performance tuning to match modern hardware
- Option to skip or accelerate mandatory story sequences
- Less obvious, more systemic enemy AI to restore tension after first playthrough
- Visual upgrade to lighting and character models (HPL engine refresh)

Suggested first moves:
1. Audit residual revenue engine: 11 discount campaigns in 12 months with max 95% discount suggests promotional dependency; model impact of pricing strategy on $6.4k/mo baseline.
2. Commission a post-mortem on scripted encounter design with Frictional Games; identify which systems could be retrofitted to procedural/adaptive logic without full engine rewrite.
3. Evaluate revival scope: quality-of-life patch (frame-rate unlock, story skip option, UX polish) would cost ~$80-120k and could recover 15-25% of lapsed players; compare to acquisition + light maintenance cost.

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/999220
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
