What actually moves the needle before you launch on Steam

Grounded in real launch data across 700+ games, not general marketing advice. Pick the question closest to what's keeping you up right now.

47 insights

Benchmarks & conversion

Steam wishlist benchmarks, with sources

Every wishlist benchmark we can source in one place: 10-11% median Week 1 sales per launch wishlist, Next Fest gains across 16,878 games, 12 wishlists per follower, and demo conversion percentiles. Sample size, window, and method shown for each.

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Store page & capsule

Pre-launch Steam store page checklist

Twenty verifiable checks across the three store page layers, ordered by how much of the funnel each one controls. Every item is answerable by opening your own page.

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Store page & capsule

Why is my Steam page not converting?

Usually the capsule dies at thumbnail size, so the click never happens. Eight causes ordered by likelihood, plus when a low rate is a traffic-mix artefact rather than a page problem.

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Store page & capsule

Steam store page FAQ

Fifteen answers on requirements, permissions, publishing mechanics, artwork overrides and localisation. Tags publish separately, and library assets are a required second set.

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Store page & capsule

Steam store page terms, defined

Twenty-six definitions covering the five capsule types, the four library assets, the written sections, tags, and the metrics used to judge them.

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Store page & capsule

What your Steam store page needs at each launch stage

Announce, demo, Next Fest and launch week each need different assets. Build in funnel-leverage order, because the earlier a player sees an asset, the more of the funnel it controls.

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Store page & capsule

How do you track Steam store page conversion?

Steamworks reports visits and wishlist additions in two places and never divides them. How to build the rate yourself, tag campaigns, and read what Steam cannot show you.

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Store page & capsule

How much does Steam capsule art cost?

$150 to $400 for a single capsule or basic set, $350 to $650 for every asset Steam accepts. Below roughly $100 you are buying a concept sketch, not original illustration.

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Store page & capsule

How do you choose a Steam capsule artist?

Score the portfolio at 120 x 45 pixels against the six criteria a finished capsule is judged on, then settle revisions, source files, rights and turnaround in writing.

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Store page & capsule

Should you commission Steam capsule art or make it yourself?

Commission unless you already own strong key art, because thumbnail legibility is the skill you are paying for. Generated capsules carry rights and disclosure costs.

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Grow wishlists

How to keep Steam wishlists warm before launch

Segment wishlisters into new, cold, and superfans, give each a reason to return, and pair the wishlist with an owned channel. Ubisoft's flow converted 2.8x more players on Day 1.

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Next Fest & demos

Steam demo benchmarks: conversion, players, and Next Fest

A good Steam demo converts around 16-20% of players to wishlists (16.33% survey median). Valve sets no benchmark for unique players or concurrent users, and only ~1.4% reach Top Demos.

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Launch & pricing

How does Steam regional pricing work?

Steam supports 37 currencies across 4 region groups. Suggested prices in Turkey, Argentina, Brazil, and India run 70-85% below the US price, tracking purchasing power, not exchange rates.

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Benchmarks & conversion

What's the average Steam wishlist conversion rate in 2026?

Plan for 10 to 11 Week 1 sales per 100 launch wishlists in 2026. The cohort benchmarks, the four different conversion formulas, and what actually moves the number.

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Launch & pricing

How many wishlists do you need on Steam?

Wishlist counts scale with revenue tier, from under 7,000 to 100,000+. Here's what the ranges actually mean, and why genre changes the math.

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Funding & publishers

How do I prove traction to a game publisher or investor?

Publishers evaluate 3 things beyond wishlist count: attribution, engaged fans, and conversion data. How to build 90-day proof of traction for your pitch.

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Grow wishlists

How do I build an owned audience for my game?

Steam notifies each wishlister exactly once at launch. Games that add owned channels like email and Discord convert up to 2.8x more wishlisters into players.

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Grow wishlists

Do Steam wishlists go cold?

A published cohort analysis found flat launch conversion across wishlist age groups. Here's why waiting to "keep wishlists fresh" usually costs more reach than it's worth.

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Benchmarks & conversion

Steam followers vs wishlists: what matters?

Followers are public, wishlists aren't, which is why analysts estimate one from the other. Here's what each metric actually triggers, and which one to optimise for.

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Benchmarks & conversion

Why did my Steam wishlists convert below benchmark?

A benchmark tells you performance was unusual, not why. A diagnostic framework for narrowing down whether the problem is audience, promise, price, or momentum.

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Next Fest & demos

How many wishlists before Steam Next Fest?

Roughly 5,000 estimated wishlists with strong recent growth. Pre-festival audience size explained 60% of the variance in outcomes across 16,878 games, and median gains jump 10x once a game crosses 500 followers.

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Next Fest & demos

When should you enter Steam Next Fest?

Enter the edition closest to launch, since each game gets one shot. February has historically produced 40-100% higher top-decile outcomes, but readiness should decide the edition before seasonality does.

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Next Fest & demos

How long should a Steam demo be?

About 30 minutes of focused play is a useful starting point, with the core appeal proven in the first 1-5 minutes. Genre and replayability justify going shorter or longer.

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Grow wishlists

How to Get Steam Wishlists in 2026

How to get Steam wishlists: combine organic store discovery, external marketing content, and demo distribution through creators and festivals for growth.

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Launch & pricing

When should you launch your Steam store page?

As soon as the game has a stable public promise, ideally 6-12 months before release. Valve's two-week minimum is a compliance deadline, not a marketing runway.

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Store page & capsule

What's a good Steam store page conversion rate?

Around 10% of visits becoming wishlists, with 5-10% a realistic working range and 12%+ strong. Traffic quality moves the number, so always compare against the source and the page's own history.

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Grow wishlists

What are the best channels for getting Steam wishlists?

Short-form video, Steam discovery, and word of mouth each drive a big share of the average game's wishlists, but the right mix depends on dev stage, budget, and team bandwidth.

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Grow wishlists

How do you get your first 1,000 Steam wishlists?

Below roughly 1,000 wishlists, Steam's own discovery barely helps, so almost every early wishlist has to be earned manually from outside the platform.

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Grow wishlists

Why are my Steam wishlists not growing?

Usually because the game has stopped giving anyone a new reason to notice it, not because a channel is exhausted. The 4 real causes, and when it's not a problem.

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Grow wishlists

How much does a Steam wishlist cost?

Free to the player, but $0.30 to $3 per wishlist on paid social as of 2026, climbing past $25 on weaker channels. What moves the price, and how to spend a budget well.

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Grow wishlists

Organic vs paid: which grows Steam wishlists faster?

Organic wins by default and proves the message; paid wins to scale one that's already converting. The right split changes by dev stage, not a fixed rule.

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Launch & pricing

Steam launch readiness: glossary of terms

Tier minimum, visibility floor, wishlist velocity, and the other terms studios conflate most, defined and disambiguated in one place.

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Benchmarks & conversion

Wishlist count or conversion rate, which readiness signal should you trust?

Trust conversion rate over wishlist count once you have both numbers. A smaller audience that buys well usually outsells a bigger one that doesn't.

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Launch & pricing

When should you lock your Steam launch date?

Lock a launch date once your wishlist count clears your tier minimum and your conversion rate looks healthy, not on a fixed calendar rule.

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Launch & pricing

Steam launch readiness checklist

A game is launch-ready when its wishlist count clears its tier minimum, its conversion rate isn't a red flag, and there's still time for one final push.

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Launch & pricing

Should you delay your Steam launch?

Delay if your wishlist count is well below your tier minimum and your conversion rate is also weak. The four questions that actually decide it.

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Launch & pricing

How do you track Steam launch readiness week over week?

Track how fast your wishlist count is growing, not just the running total, checking it weekly rather than once a month.

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Launch & pricing

Should you launch at a discount or at full price?

Discount by default: it is the only cut Steam allows in your first 30 days. The four cases where full price wins, and how deep to go when it doesn't.

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Launch & pricing

Email vs Discord for your game launch

Email reaches every subscriber on launch day; Discord only reaches members who left notifications on. Seven criteria, and the job each channel is actually good at.

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Launch & pricing

How does Steam notify wishlisters at launch?

One automatic email and push, no developer control. Five reasons it doesn't land, starting with the two-week cooldown per App ID that blocks a second send.

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Benchmarks & conversion

Steam launch conversion terms, defined

Fifteen definitions separating Valve's fixed rules from the benchmarks: wishlist balance, the two ratios both called conversion, cooldowns, and refunds.

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Creators & influencers

What goes in an indie game press kit?

Eight sections, copyable as a folder structure, plus where to host it and the five mistakes that make a writer click back instead of downloading.

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Grow wishlists

Why does Steam UTM tracking undercount your marketing?

Steam's UTM tracking only counts wishlists and purchases made within 72 hours of a tracked click, in the same logged-in browser. Demo downloads and cross-browser journeys never count, so low numbers usually mean lost attribution, not a failed campaign.

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Grow wishlists

Steam Update Visibility Rounds explained

Valve's post-launch promotional slots: each game gets five lifetime rounds, and each round runs 30 days or 1 million impressions, whichever comes first.

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Grow wishlists

What can you track on Steam without Steamworks access?

Steam publishes follower count, review count and score, price, tags, launch date and top-seller rank. Real wishlist counts, impressions, and channel attribution stay behind the developer login.

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Grow wishlists

How do you build marketing attribution outside Steam?

Measure the click on a layer you control, a tracked landing page that captures an owned identity, before traffic reaches Steam. Steam's own UTM analytics credits only wishlists and purchases within 72 hours of a trusted visit.

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Grow wishlists

Steam marketing attribution glossary

Plain-language definitions of the terms studios meet when doing marketing attribution for Steam games, from UTM parameters to Update Visibility Rounds.

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The growth engine games use to launch with momentum, grow wishlists effectively, see which channels work, turn wishlists into buyers, stop guessing what works, and sell their next game.

Trusted by 700+ games

Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment