Analyzing Your Steam Next Fest Results: What the Numbers Mean
Next Fest is over. You survived the week. You probably didn't sleep enough. Now comes the part that actually determines your game's future: figuring out what the numbers mean.
TL;DR: Your Next Fest tier (Diamond/Gold/Silver/Bronze) is determined by wishlists earned, but the majority of those wishlists come from people who never played your demo. The pre-fest wishlists you entered with strongly predict your results. Use the data to decide: launch, delay, or pivot.
Key Takeaways
- 68-88% of your wishlists came from people who never touched the demo, proving your store page and capsule art did the heavy lifting
- The tier you enter Next Fest with predicts the tier you leave with, as games need wishlists to earn wishlists
- Days 1-2 are randomized visibility, but Day 3 onward the algorithm rewards performers aggressively
- Diamond tier (10K+ wishlists) means launch when ready; Bronze (0-1K) means something fundamental needs to change before launch
- Cross-reference content creator coverage dates with your daily wishlist spikes to identify which creators actually drove results
Most developers check their wishlist count on Day 7, feel either euphoric or crushed, and then move on. That's like reading the final score of a game without watching the replay. The raw number matters, but the story behind it matters more. Our complete Next Fest preparation guide covers everything leading up to the event. This article is about what happens after the confetti settles.
The good news: Valve gives you clear post-fest metrics. The better news: Chris Zukowski has been surveying hundreds of developers after every Next Fest since 2022, giving us real benchmark data to compare against. You're not operating in the dark. You just need to know where to look and what to look for.
The Metrics That Matter
Steamworks provides several data points after Next Fest. Not all of them are equally useful.
Wishlists Earned During the Fest
This is the headline number. How many people added your game to their wishlist between Day 1 and Day 7 of the festival. It's the metric everyone talks about, and it does matter, but it doesn't tell the whole story on its own.
Demo Downloads and Unique Players
How many people downloaded your demo, and how many actually launched it. These numbers are almost always different, sometimes dramatically so. A large gap between downloads and launches usually means players downloaded the demo with good intentions but ran out of time during the festival week.
Played and Wishlisted vs. Wishlisted Without Playing
This is the brain-breaking stat. Valve tells you how many people both played your demo AND wishlisted, versus how many wishlisted without ever touching the demo.
The numbers from Zukowski's February 2025 survey tell a consistent story across all tiers:
| Tier | Median Demo Players | Played and Wishlisted | Percent Who Wishlisted After Playing | Total Wishlists | Wishlists Without Playing |
|---|---|---|---|---|---|
| Diamond (10K+) | 15,039 | 4,834 | 32% | 15,037 | 68% |
| Gold (7K-10K) | 10,436 | 1,540 | 15% | 8,208 | 81% |
| Silver (1K-7K) | 1,855 | 363 | 20% | 1,972 | 81% |
| Bronze (0-1K) | 303 | 54 | 18% | 455 | 88% |
The majority of your wishlists came from people who never played the demo. Even Diamond-tier games, the breakout hits of the festival, saw 68% of wishlists from non-players. For Bronze-tier games, that number was 88%.
This doesn't mean your demo was bad. It means your store page, capsule art, and tags did most of the conversion work. What developers who track these metrics consistently report is that capsule art quality correlates more strongly with wishlist conversion than demo length or feature completeness. The demo existed to unlock your visibility within Next Fest and to give content creators something to play and share.
Impressions from the Next Fest Sale Page
Valve tracks how many times your game appeared in Next Fest browsing carousels. This tells you how much visibility the algorithm gave you.
| Tier | Median Total Impressions |
|---|---|
| Diamond | 926,369 |
| Gold | 366,593 |
| Silver | 288,883 |
| Bronze | 92,845 |
Notice the gap between Diamond and Gold is enormous. And notice how close Silver and Bronze are. The algorithm rewards the top performers aggressively. If you hit a tipping point in the first two days, the system compounds your success. If you didn't, you got roughly the same baseline exposure as everyone else.
Follower Growth
Steam followers are separate from wishlists. Followers receive notifications when you post updates to your store page. They're a smaller, more engaged subset of your audience. Check your follower count before and after the fest. Zukowski noted that having approximately 7,400 followers (roughly equivalent to about 70,000 wishlists) was needed to reach the top 25 of the "Popular Upcoming" list during February 2025.
Content Creator Coverage
This one doesn't show up in Steamworks, but it's just as important. How many YouTube videos, Twitch streams, and articles featured your game during the fest? Cross-reference the publish dates of creator content with your daily wishlist data. Spikes in wishlists that correlate with specific videos tell you exactly which creators drove results.
Benchmarking: What "Good" Looks Like
Zukowski's tier system, based on wishlists earned during the festival, is the most practical benchmark available:
Diamond (10,000+ wishlists earned). You had a breakout fest. Your game is on the charts. You have serious momentum heading into launch. Games in this tier during February 2025 included a mix of horror, strategy, management, and a few genres you wouldn't expect (point-and-click adventure, walking simulator, autobattler). Two of the point-and-click games were sequels to established franchises, which is worth remembering.
Gold (7,000 to 9,999 wishlists earned). Strong performance. 7,000 wishlists earned in a single event is roughly what you need to hit the "Popular Upcoming" list at launch. You've validated market interest. The path to a successful launch is clear.
Silver (1,000 to 6,999 wishlists earned). You have something. The market responded, just not explosively. This is where most games land, and it's not a bad place to be. You have data to work with and a foundation to build on.
Bronze (0 to 999 wishlists earned). Something fundamental needs to change before launch. It could be your capsule art, your tags, your genre positioning, your store page copy, or the game's core concept. A Bronze result is your Game Over screen, not the end of the cartridge. You can continue from here, but not by pressing Start and doing the same thing again.
The Pre-Fest Wishlist Correlation
The most actionable finding in Zukowski's data is also the most uncomfortable: the tier you enter Next Fest with is almost always the tier you leave with.
| Wishlists Before Next Fest | Median Earned During Fest | Percentage Increase |
|---|---|---|
| 0-999 | 462 | 150% |
| 1,000-9,999 | 1,513 | 45% |
| 10,000-99,999 | 6,360 | 28% |
| 100,000+ | 23,731 | 13% |
Games entering with fewer than 1,000 wishlists earned a median of 462 more. That's a 150% increase percentage-wise, but on small numbers. No game in that bracket reached Diamond tier.
Games entering with 100,000+ wishlists earned a median of 23,731 more. The percentage increase is smaller (13%), but the absolute numbers are massive.
It takes wishlists to earn wishlists. Next Fest is a multiplier, not a generator. This is why our guide to building your Steam wishlist emphasizes starting your marketing campaign months before any festival.

Reading the Day-by-Day Data
The daily breakdown tells you more than the total.
Days 1-2: The Equal Playing Field. Since late 2024, Valve gives all participating games roughly equal visibility during the first two days. Carousels are randomized. Every game gets a shot. Your Day 1 and Day 2 impressions reflect this baseline.
Day 3: The Algorithm Takes Over. After 48 hours of data collection, Steam personalizes results based on player behavior. Games that performed well in the first two days see their impressions climb. Games that didn't see a drop.
Look at your daily impression and wishlist numbers. If your Day 3 numbers jumped significantly above Day 1, the algorithm recognized your game as a performer. In practice, developers who enter Next Fest with momentum from prior marketing efforts almost always see this Day 3 boost, while those starting cold rarely do. If they dropped, players saw your capsule art on Days 1-2 and chose not to engage.
This pattern is what makes pre-fest marketing so critical. The games that entered with existing momentum (content creator coverage, social media buzz, pre-existing wishlists) had higher Day 1 conversion rates, which triggered the algorithm boost on Day 3, which generated even more wishlists. It's a flywheel, and the first push has to come from you.
Zukowski's data showed Diamond-tier games seeing their daily impressions nearly triple from Day 1 to Day 3. Bronze-tier games saw theirs fall off a cliff. The algorithm isn't malicious. It's responding to what players want. But it concentrates success aggressively.
