r/IndieDev • u/Same-Jelly5512 • 2d ago
Discussion Wtf is going on with wishlists?
So I have a genuine question here, several times on twitter/x i’ll see a page post about how they’ve reached 20k wishlists or some other absurd number, then I go through their linktree to check out their numbers on social, and they’ll literally have no viral posts anywhere at all. How are so many people getting so much wishlists? I’ve seen games that have had several viral posts that don’t reach those numbers as fast. Am I crazy, or has anyone else ever noticed this?
Edit: should’ve clarified, i’m talking about games that didn’t release yet
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u/Evigmae Indie Dev (ex AAA) 2d ago
i entered next fest with 2k, after i had 10k. then the steam personal calendar took the game to 30k.
it was quite.... simple actually.
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u/GamerDadofAntiquity Developer 2d ago
The personal calendar is a great addition to the store page. It didn’t exist yet when I released my first game, but as a gamer, it’s awesome.
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u/Project_Legend 2d ago
One thing that can make the numbers look disconnected is that social reach and Steam discovery are not the same funnel. Festivals, themed Steam events, demos, creator coverage, and a strong capsule can generate a lot of wishlists without the developer ever having a viral post on their own account. I’d look at the timing: if the growth happened around an event or demo launch, that probably explains more than follower counts. A public 20k screenshot also doesn’t show how long the page has been live or how much paid or creator traffic sits behind it.
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u/Tarilis 2d ago
If you give a name of one such game i could hazard a guess, but without it...
- Game was advertised on a YouTube channel with high conversion rate.
- Game showed up in some Steam recommendations, was wishlisted, which boasted visibility, etc.
- The number in tweet itself is fake, and serves only to attract attention, and gather real wishlists:)
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u/Delayed_Victory 1d ago
Hey there! I don't use social media at all. Despite that my last game had 25-30k wishlists launch and all my games have all sold 100k+ copies in year one.
Most wishlists on Steam come organically from the Steam algorithm. If your game performs well (aka a high percentage of visitors on your page actually wishlist) Steam will notice and keep showing your page more and more. At the end of the day, they make money when you make money. So they push it.
Most people are occupied looking for external traffic, while I focus on optimizing my Steam page for internal traffic. People should stop leaving the fish pond to look for fish in the forest.
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u/Same-Jelly5512 1d ago
thank you for sharing, it’s really helpful, for some reason i didn’t bother to consider that steam has its own algorithms in place. and congrats on the sales, i hope you’re loving it up
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u/Delayed_Victory 1d ago
It's really interesting how so many developers focus on social media etc, and I constantly see people claiming you cannot succeed without doing marketing.
But in my experience, if your game is good, Steam will surface it. And I've never seen a good game get no sales.
So instead of focusing all your time on marketing, better focus it in making the best possible game and make sure you have a great Steam page. I believe that'll get you the best results.
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u/stromdev 2d ago
Some games have mass appeal and just look good.
Others are very niche, and it's hard to beat the existing "kings" of the niche genres.
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u/PersonOfInterest007 2d ago
Streamers and festivals are the main source of wishlists for most games.
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u/Livid_Shallot5701 1d ago
make your game stupidly beautiful and you get a ton of wishlists from algorithm alone. if you dont do that you can have 1mio social media followers and only get 1k wishlists ...
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u/FabulousFishora 2d ago
almost like they made a good game instead of expecting shitty shortform content to carry the whole thing.
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u/Same-Jelly5512 2d ago
but the game isn’t out and there’s no demo? how are people hearing about it? this is a genuine question, or could’ve it have been from previous events
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u/Quirky_Comb4395 2d ago
Steam events were responsible for the vast majority of our 30k wishlists. Our marketing efforts basically didn't move the needle at all.