ReviewPulse

Steam wishlists to sales: what to expect at launch

By Abhishek Rathi · · 6 min read

Expect roughly 10 to 20 first-week sales for every 100 Steam wishlists you have on launch day. GameDiscoverCo data puts the median at 0.2x across surveyed games, 0.15x for games with over 25,000 wishlists and 0.10x for games priced above $10, with individual results ranging far above and below. First-year revenue has typically been around three times week one.

What is a typical Steam wishlist conversion rate?

Valve itself says there is "no formula to accurately predict sales from wishlists" in its Steamworks wishlist documentation. What exists instead is benchmark data, mostly from GameDiscoverCo, which measures first-week sales as a multiple of the wishlist balance on launch day. That ratio counts every first-week buyer, including people who never wishlisted the game.

SampleMedian first-week sales per wishlistSource
100+ games launched since 2020 (developer survey)0.2xGameDiscoverCo, April 2024
Same survey, games with over 10,000 wishlists0.17xGameDiscoverCo, April 2024
New releases August to October 2024 with 5,000+ wishlists10.5%Game World Observer, December 2024
Games with over 25,000 wishlists, past year0.15xGameDiscoverCo, October 2025
Games priced above $10 at launch0.10xGameDiscoverCo, October 2025

So a reasonable central expectation is 10 to 20 first-week sales per 100 wishlists, lower for games over $10 and for games with large wishlist counts. The spread is wide: in GameDiscoverCo's survey, individual results ranged from about a tenth of the median to several times it. A forecast should always be a range.

How do you forecast your launch week from wishlists?

  1. Use your net wishlist balance on launch day. That is outstanding wishlists, not total adds. Deletions and purchases during Early Access or discounts reduce it.
  2. Pick a central ratio. Start at 0.10x for a game over $10, around 0.15x for most indies with 10,000 to 50,000 wishlists, and up to 0.2x for cheaper games in genres that convert well.
  3. Build three scenarios. For example, 0.05x (weak reviews or a crowded week), your central ratio, and 0.3x (strong reviews and streamer pickup). These scenario ratios are planning assumptions, not published benchmarks.
  4. Convert units into revenue. Multiply by your price after any launch discount, remove Steam's 30% cut, and allow for VAT and regional pricing, which lower the average amount per copy.
  5. Extend to the first month and year. GameDiscoverCo's 2024 survey found median first-month revenue was 1.39x week one, first-year revenue 3.16x week one (ranging from under 2x to over 6x) and two-year revenue 4.2x.

A worked example

Say your game launches at $14.99 with a 10% launch discount ($13.49) and 30,000 wishlists.

StepLow (0.10x)Central (0.17x)
First-week units3,0005,100
Gross at $13.49$40,470$68,800
After Steam's 30%$28,330$48,160
First year at the median 3.16xabout $89,500about $152,200

VAT, refunds and lower regional prices reduce these figures further, and a publisher share would come out after that. The ReviewPulse launch forecast runs this calculation with regional prices built in and also estimates how many reviews to expect in week one.

What makes wishlists convert better or worse?

What does Valve do for your wishlists at launch?

Wishlists matter because Steam acts on them. According to the Steamworks wishlist documentation:

Plan your launch discount and first sale around these rules so you do not waste the notifications.

How many wishlists do you need before launch?

There is no official threshold. A commonly quoted marker comes from Chris Zukowski of How To Market A Game, who uses about 7,000 wishlists as roughly what a game needs to appear in Steam's Popular Upcoming list at launch (How To Market A Game). It is an observed rule of thumb rather than a Valve rule.

Work backwards from what you need to earn. If your break-even after Steam's cut is $50,000 in year one and you sell at $14.99, the worked example above implies you need roughly 10,000 to 17,000 launch wishlists (the example earns about $3 to $5 per wishlist in year one), more if your reviews are weaker or VAT and regional prices cut deeper.

How many wishlists does Steam Next Fest add?

Next Fest is the biggest single wishlist event for most indies, but it amplifies momentum you already have. Zukowski's survey of the February 2026 Next Fest (182 responses) found median wishlists gained during the festival rose with the wishlists a game already had:

Wishlists before Next FestMedian wishlists gained during the fest
0 to 999322
1,000 to 9,9991,006
10,000 to 99,9995,215
100,000+12,882

His advice from the same research: go in with at least 2,000 wishlists, release your demo well before the festival rather than shadow-dropping it, give the demo its own Steam page, and use the last Next Fest before your launch. In a follow-up analysis he put the overall median at 806 wishlists for that festival.

The ReviewPulse launch checklist covers demo timing and store page readiness, and the curators and events page lists other festivals that can add wishlists before Next Fest.

How should you track wishlists before launch?

Steamworks reports wishlist activity daily, with figures current through the previous day. A few habits make the numbers more useful for forecasting:

If you know where your traffic comes from, you can also see which communities send buyers rather than browsers. ReviewPulse's find players tool ranks subreddits for a game and tracks UTM-tagged visits from posts.

What should you do if your wishlists are low?

Frequently asked questions

What is a good wishlist conversion rate on Steam?

Around 0.15x to 0.2x first-week sales per launch wishlist is typical according to GameDiscoverCo data, and 0.10x for games priced above $10. Anything above 0.3x is strong; below 0.05x usually points to weak reviews or stale wishlists.

How many sales will 10,000 wishlists get me?

At median conversion, roughly 1,000 to 2,000 copies in the first week, including buyers who never wishlisted. Reviews, price and launch timing can move that a lot in either direction.

How many wishlists do I need to reach Popular Upcoming?

Valve does not publish a threshold. Chris Zukowski of How To Market A Game uses about 7,000 wishlists as a rough marker, based on observed games rather than an official rule.

Do wishlists still matter after launch?

Yes. Steam notifies wishlisters when a game is discounted by at least 20% for more than 8 hours, so the remaining wishlist balance drives sales during later discounts and seasonal sales.

Try it on a real game

Paste any Steam link, app ID or game name and get rivals, review themes, pricing by country and a store page teardown in minutes. Free to start.

Keep reading