ShipYourGame

How many wishlists do you actually need?

Updated September 2026 · ShipYourGame

Two numbers get quoted constantly and neither is useful on its own: "you need 7,000 wishlists" and "wishlists convert at 10%". Both are roughly true and both hide the parts that decide whether your launch pays for itself.

What a wishlist is worth

A wishlist is a person who saw your page, liked it enough to save it, and was not willing to buy right then. On release, Steam emails them. Some fraction buys.

The commonly cited band is that 10-20% of your wishlists convert in the first month, higher if you launch with a discount, lower if your page has drifted away from what those people originally wanted. The long tail matters too: wishlists keep converting for years, particularly during sales.

The trap is applying that percentage to the sticker price. Between the shopper clicking buy and money reaching you, four things happen:

Multiply those together and the sticker-price estimate is off by a factor of three to five. Our wishlist revenue estimate shows each deduction separately so you can see which one is eating you.

The Popular Upcoming number

Steam has a front-page list of games about to release. Getting on it is meaningful free visibility in the days when it matters most, and it is widely reported to depend on wishlist count and recent wishlist velocity relative to other games launching the same week.

The figure that circulates is that you want somewhere around 7,000 to 10,000 wishlists to have a real chance. Treat it as a moving target rather than a threshold: it is a ranking against whoever else is launching that week, not a fixed bar. A quiet week needs fewer; December needs many more.

The practical reading is not "hit 7,000 or fail". It is that wishlist velocity in the final weeks counts, so a beat that produces 2,000 wishlists in the week before release is worth more than the same 2,000 spread over six months.

Which number to work backwards from

Do not start from wishlists. Start from what you need.

  1. Decide what the game must earn to have been worth making, or to fund the next one.
  2. Work out what reaches your bank per copy after discount, regional pricing, refunds, tax and the platform share. On a $14.99 game this is often in the $6-8 range.
  3. Divide. That is your first-month unit target.
  4. Divide by your conversion assumption, 10-20%. That is your wishlist target.

Doing it in that order tends to produce an uncomfortable number, which is the point. It is better to be uncomfortable four months before release than two weeks after.

What actually moves the count

In rough order of what the post-mortems keep reporting:

What does not move it

Posting the same screenshot in more places. Buying followers. Launching the page and then going quiet for two months, which is the most common failure and the hardest to fix afterwards.

Paid version

The version that models the whole runway

Steam Revenue & Runway Calculator - three scenarios, a nine-step revenue waterfall, 18-month cash runway and break-even, 353 formulas cross-checked by an independent script. Excel and Google Sheets. $14.

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