How to Build a Steam Wishlist Before Your Game Launches
TL;DR: Most wishlists come from Steam's own internal traffic (Discovery Queue, Browse, Search), not external marketing. External marketing's job is to trigger Steam's amplification. Target 7,000 wishlists to hit Popular Upcoming, 30,000-50,000 for Gold tier revenue. Enter Next Fest with at least 2,000 wishlists since it amplifies existing momentum rather than creating it.
Key Takeaways
- Wishlist conversion rates: 15% (under 5K wishlists), 20% (5-40K), 23% (40-100K), 25% (100K+)
- The Discovery Queue accounts for nearly half of page visits in the first two weeks post-launch, and the algorithm picks favorites by Day 3
- Steam Next Fest amplifies existing momentum: games entering with fewer than 1,000 wishlists earned a median of 462 during the fest
- Content creators often drive more wishlists than traditional press, with quality of fit mattering more than subscriber count
- The best wishlist strategy is making something people can't stop talking about; everything else is amplification
Your wishlists determine whether your launch day is a victory fanfare or a game over screen. Every wishlist is a person who told Steam "email me when this comes out," and on launch day, Steam does exactly that. The size of that email blast is one of the few things you can actually control. (For the difference between wishlists and Steam followers, and when each matters more, see Steam Followers vs. Wishlists Explained.)
Here's what this guide covers: the real numbers behind wishlist benchmarks, which channels actually drive wishlists (ranked by data, not vibes), how to maximize Steam Next Fest, and when to stop worrying about wishlists and ship.
Table of Contents
- Why Wishlists Matter More Than You Think
- The Benchmarks: How Many Wishlists You Actually Need
- Wishlist Conversion Rates: What the Data Shows
- The Discovery Queue: Your Silent Partner
- Wishlist Sources Ranked by Effectiveness
- Steam Next Fest: The Big One
- Content Creators and Press Coverage
- Social Media: TikTok, Reddit, Twitter
- Festivals and Showcases Beyond Next Fest
- Paid Advertising: When It Works and When It Burns Money
- Your Website and Press Kit as Wishlist Drivers
- The Wishlist Plateau and How to Break Through It
- Wishlist Age and Timing
- Converting Wishlists to Sales
- The Honest Summary
Why Wishlists Matter More Than You Think
20,282 games released on Steam in 2025. Only 608 hit 1,000 reviews. That's a 2.99% success rate, according to Chris Zukowski's annual analysis at howtomarketagame.com. Your wishlist count is the clearest early signal of whether you'll be in that 3% or the other 97%.
Wishlists do three things for you.
First, the launch email blast. When you hit the release button, Steam sends an email and a mobile push notification to every person who wishlisted your game. This is free, automatic, and reaches people who've already expressed interest. It's the single most valuable marketing event in your game's life. You can't buy this kind of targeting.
Second, pre-launch visibility. Your game can appear on Steam's "Popular Upcoming" list and in the Discovery Queue before it even launches. The threshold for Popular Upcoming is roughly 7,000 wishlists accumulated within a short window. Getting on that list triggers a visibility snowball where more eyeballs lead to more wishlists, which lead to more eyeballs.
Third, a sanity check. Wishlists are the market telling you whether they care. If you've been marketing for six months and you're sitting at 300 wishlists, that's information. Painful, but useful. Maybe the game isn't clicking with Steam's audience. Maybe your Steam page needs a complete overhaul. Either way, you need to know before launch day, not after.
Valve's own documentation says there's "no minimum number of wishlists your game must have before Steam starts showing it to users." That's technically true. But Chris Zukowski's data tells a different story about what happens in practice, which we'll get to.
The Benchmarks: How Many Wishlists You Actually Need
There's no universal magic number. But there are benchmarks that separate tiers of outcomes, and Chris Zukowski has spent years collecting the data to define them.

His benchmark tiers, based on gross lifetime revenue:
- Bronze ($0 to $10K): Games that underperformed by most measures. Typically fewer than 10 reviews. The Steam algorithm won't recommend them.
- Silver ($10K to $249K): Possibly profitable if you're solo or part-time. Often stall out around 100 to 200 reviews. The algorithm mostly ignores them.
- Gold ($250K to $999K): "Real Steam." This is where Valve starts promoting your game actively. Daily Deals become available. The algorithm works for you instead of against you.
- Diamond ($1M+): Life-changing money. Valve sends you chocolate at Christmas. Not a joke.
The critical threshold: games that earn at least 1,000 reviews typically correlate with $150K or more in gross revenue. That's the Gold tier minimum.
So how many wishlists do you need to get there? Based on Simon Carless's data at Game Discover Co, wishlist-to-first-week-sale conversion rates break down like this:
| Wishlists at Launch | Median Conversion Rate |
|---|---|
| Under 5,000 | 15% |
| 5,000 to 39,999 | 20% |
| 40,000 to 99,999 | 23% |
| 100,000+ | 25% |
If you have 10,000 wishlists at launch with a 20% conversion rate, that's 2,000 first-week sales. At $15 per copy, you're looking at $30,000 in week one before Steam's cut. That's silver tier territory.
If you want Gold tier results, you're generally looking at 30,000 to 50,000 wishlists at launch as a realistic target. Games that break into Diamond territory often launch with 100,000 or more.
The 7,000 wishlist benchmark keeps coming up in Zukowski's research. It's roughly the threshold where your game appears on the Popular Upcoming list. It's also the Gold tier cutoff for wishlists earned during a single Steam Next Fest. If you can hit 7,000 before launch, you're in the conversation.
But here's the uncomfortable truth: 7,000 is the floor, not the ceiling. Many games launch with 7,000 wishlists and still land in Silver tier. The conversion rate matters, the genre matters, and most of all, the game itself matters. Zukowski calls it "the magic," that ineffable quality that makes Steam's algorithm fall in love with your game.
Wishlist Conversion Rates: What the Data Shows
A common rookie mistake is assuming most of your wishlists will convert. They won't.
Even a great game converts only about 20 to 25% of wishlists into first-week sales. A typical game converts around 15%. And that's just the launch window.
Why so low? People wishlist aspirationally. Simon Carless has written extensively about how most people's Steam libraries are full of games they've never played. Games are an aspirational hobby. People buy games because they want to identify as someone who plays those types of games, but they might not have the time or the actual will to follow through.
Wishlists work the same way, just one step earlier in the funnel. Someone sees your game, thinks "that looks cool," clicks the wishlist button, and moves on. They may or may not open the launch email. They may or may not buy during the first week.
This isn't cause for despair. It's cause for realistic planning.
If you need 5,000 first-week sales to break even, and your expected conversion rate is 20%, you need 25,000 wishlists at launch. Work backward from your financial needs, not forward from some arbitrary target.
Genre affects conversion rates too. Zukowski's data consistently shows that "crafty-buildy-strategy-simulation" games, horror, and idle/incremental games convert well because Steam's audience is hungry for them. A narrative visual novel or a 2D platformer might convert at the lower end, even with identical wishlist counts.
The Discovery Queue: Your Silent Partner
Most developers don't think about the Discovery Queue enough. Zukowski's 2025 survey data revealed something striking: the DQ accounts for nearly half of a game's total page visits during the first two weeks after launch.
Here's how it works. On launch day, Steam puts every new release into the Discovery Queue, a little widget that shows users 12 games matched to their play history. On Day 1, most games get a baseline of roughly 25,000 to 35,000 impressions. Equal footing.
By Day 3, the algorithm starts picking favorites. Games that players actually click on, wishlist, and buy get their DQ impressions doubled or tripled. Games that players skip get throttled. Hard.
The median impressions by revenue tier, across the first 10 days post-launch:
- Diamond tier: 665,000 DQ impressions (32% of total traffic)
- Gold tier: 250,000 DQ impressions (45% of total traffic)
- Silver tier: 126,000 DQ impressions (45% of total traffic)
- Bronze tier: 22,000 DQ impressions (54% of total traffic)
Bronze tier games don't even get the full Day 1 baseline. Zukowski found that games launching with fewer than 5,000 wishlists, unprofessional capsule art, and slow review accumulation get suppressed from the start. The DQ gives visibility to games that have already proven some external validation through content creators, festivals, or social media.
This is why wishlists matter even if Valve says they're "not a direct factor in algorithmic visibility." Your pre-launch wishlist count is a proxy for market validation. It tells the algorithm that people out there care about this game, and the algorithm responds accordingly.
Wishlist Sources Ranked by Effectiveness
Where do wishlists actually come from? This is where a lot of indie dev advice goes sideways. People spend months grinding on Twitter when the data shows something different.
Here's the ranking, based on Zukowski's research and case studies from dozens of successful launches:
- Steam itself (Discovery Queue, Browse, Search, More Like This)
- Steam Next Fest
- Content creators (YouTube, Twitch)
- Viral social media moments (TikTok, Reddit)
- Showcase events and festivals
- Press coverage
- Your own website and press kit
- Paid advertising
The counterintuitive finding: most wishlists for most games come from Steam's own internal traffic. Browse, search, "More Like This" recommendations, and the Discovery Queue. What developers who track their traffic sources consistently discover is that external marketing's job is to trigger Steam's internal systems—once the algorithm starts working for you, it does the heavy lifting. External marketing (social media, press, ads) drives a minority of wishlists for most indie games.
This doesn't mean external marketing is useless. It means its primary function is to trigger Steam's internal amplification. A viral TikTok doesn't convert millions of TikTok viewers into wishlisters directly. What it does is create a spike in wishlist velocity that pushes your game onto Popular Upcoming and into the Discovery Queue, where Steam's own machinery takes over.
Think of external marketing as the spark. Steam is the gasoline. Your job is to light the match and then get out of the blast radius.
Steam Next Fest: The Big One
Steam Next Fest happens three times a year (February, June, October). It's the single largest wishlist-generating event available to indie developers. Every game with a demo can participate.

But the results are wildly uneven.
Zukowski surveyed 208 developers after the February 2025 Next Fest (about 9.2% of the 2,244 participating games). Here's what he found:
| Tier | Wishlists Earned During SNF |
|---|---|
| Diamond | 10,000+ |
| Gold | 7,000 to 9,999 |
| Silver | 1,000 to 6,999 |
| Bronze | 0 to 999 |
The single most important finding: it takes wishlists to earn wishlists.
Games entering Next Fest with fewer than 1,000 wishlists earned a median of 462 new ones. Not a single game in that bracket broke into Diamond tier. Games entering with 10,000 to 99,999 wishlists earned a median of 6,360 new ones. Games entering with 100,000+ earned a median of 23,731.
The data is clear: you need at least 2,000 wishlists before entering Steam Next Fest to see meaningful results. Below that, the lift is minimal.
How to Maximize Steam Next Fest
Do your last Next Fest before launch. This is Zukowski's core recommendation and the data backs it up. The games with the most wishlists entering SNF earn the most during it.
Launch your demo well before Next Fest. Cairn launched their demo a full year before their SNF appearance. They used that time to enter 18 other festivals, collect feedback, and accumulate 32,000 followers. When Next Fest arrived, they were already on the Popular Upcoming chart on Day 1.
Don't use Next Fest to "kick off momentum." This is the most common mistake. Devs think Next Fest will be their jumpstart. The data shows the opposite. SNF amplifies existing momentum. It doesn't create it from nothing.
Push hard on the first two days. Valve gives all games roughly equal visibility during Days 1 and 2. By Day 3, the algorithm starts sorting winners from losers. If your game hasn't gained traction by then, your SNF impressions drop off a cliff.
Most people won't play your demo. That's fine. Zukowski's data shows that 68 to 88% of wishlists during Next Fest come from people who never downloaded the demo. They wishlist based on your capsule art, screenshots, and trailer. The demo unlocks your visibility in the festival. It's the entry ticket, not the main show.
Use a separate Steam page for your demo. Exactly half of SNF participants did this in February 2025. The separate page lets you collect reviews on the demo, which gives you real player feedback before launch. Don't be afraid of negative demo reviews. Listen to your players.
The Three Tiers of Next Fest Outcomes
Zukowski describes three outcome tiers from years of studying Next Fest:
Tier 1 (Sub-1,000 wishlists): First game, wrong genre for Steam, no marketing, bad timing. Preventable with basic market research and preparation.
Tier 2 (1,000 to 5,000 wishlists): You followed the playbook. Good genre, proper staging. But the game didn't "spark." Content creators played it but didn't go crazy. It got into some festivals but not 18 of them. These games typically cross the 7,000 total wishlist threshold, which is good, but Next Fest wasn't transformational.
Tier 3 (20,000 to 300,000 wishlists): The magic tier. Something viral happened just before or during Next Fest. A TikTok exploded. Content creators went wild. A major showcase featured the game days before SNF started. These games "win" Next Fest.
The uncomfortable truth about Tier 3: you can't manufacture it. You can set up the conditions (good genre, great trailer, content creator outreach), but whether the spark catches fire depends on the game itself. Zukowski's advice: "Focus on the game. Make it a good game that people go crazy for. That is what you need to spend your brain power on."
Content Creators and Press Coverage
The right content creator playing your game can add thousands of wishlists in a single day. The wrong hundred creators playing it might add dozens.

Quality over quantity, but with a twist: you need to reach a lot of people to find the ones who'll actually care. The pattern we see most often is that mid-tier creators (10K-100K subscribers) who actually play your genre convert better than mega-creators who cover everything.
LORT's team used jestr.gg for content creator outreach before their October 2025 Next Fest. They got over 2 million views and 57 videos from the campaign, helping them go from 45,000 to 85,000 wishlists across demo launch and Next Fest combined.
Cairn's team reached out to about 400 content creators before Next Fest. They specifically targeted creators who had covered previous Steam Next Fest demos. Smart targeting: find people who already make "SNF roundup" content and give them something worth featuring.
Timing matters too. Cairn's marketing manager said they reached out to creators one week before Next Fest: "Not too late as to be in the bulk of emails, and not too early to be forgotten."
For this to work, you need assets ready to go. A professional press kit with screenshots, trailer, key art, and a compelling description. Every content creator who might cover your game should be able to find everything they need in under 60 seconds. Tools like presskit.gg exist specifically to solve this problem: one URL with everything a creator or journalist needs, hosted on your own domain.
Traditional press coverage (PC Gamer, IGN, Rock Paper Shotgun) still matters, but the impact has shifted. A mid-tier YouTuber who plays your game for 30 minutes often drives more wishlists than a written preview on a major outlet. Content creators give people a vicarious experience of the game. Articles describe it. The difference matters.

