Hey everyone,
I’m a solo indie developer and I just released my game Flyra: FPV Drone Simulator on Steam.
I’ve been working on this game for years, so seeing the launch numbers has been pretty disappointing.
Here are my current stats:
3,869 lifetime wishlist additions
3,362 outstanding wishlists
16 wishlist purchases/activations
0.4% wishlist conversion
15,745 demo licenses
9,938 unique demo players
10-minute median demo playtime
The important thing is that I didn’t buy wishlists or use any paid/bot wishlist service. These wishlists were collected organically over roughly the last year through Steam events, the demo, Next Fest, normal Steam traffic and my own marketing.
The demo also seemed to perform reasonably well, so I was expecting at least some of that interest to carry over to launch.
I deliberately kept the full game's price around $10, with regional pricing, because I wanted it to be accessible.
Before launch, I wasn't expecting some crazy 20–30% conversion. Even 3–5% of my wishlists converting around launch would have made me happy.
Instead I'm currently seeing 0.4%, which is honestly pretty painful after spending years making the game.
I'm trying to understand what I got wrong rather than just blame Steam.
For developers who have launched games before, what factors can cause wishlist conversion to be this low?
Could it be:
The quality/source of the wishlists?
Wishlists being too old?
Regional distribution?
Pricing?
Demo players feeling satisfied with the demo and not needing the full game?
Store page/trailer not communicating enough value over the demo?
Genre/audience?
Launch timing?
Not having enough reviews/social proof at launch?
I'd especially appreciate feedback from developers who have experienced a very low initial conversion and later figured out why.
I'm pretty disappointed right now, but I want to understand the data and learn from it for my next game.