Entry № 07Steam Wishlists

Steam Wishlist Conversion Rate: 12% of Wishlists Buy at Launch

Wishlist-to-sale benchmarks: the median Steam wishlist buys at about 12% on launch day and 10.5% in week one, per a GameDiscoverCo study of 420 games.

13 min readBy Steam Page Analyzer Team

The median Steam wishlist converts to a sale about 12% of the time on launch day. Over the first full week the public benchmark is a little lower: GameDiscoverCo’s October 2024 study of roughly 420 games that launched with at least 5,000 wishlists put the median first-week wishlist-to-sales ratio at 10.5%. The spread is enormous ( the top quartile hit about 18%, the bottom quartile about 4.8% ), so a game with 10,000 launch wishlists might sell anywhere from 500 to 1,800 copies in week one.

That is the whole answer. The rest of this post explains where those numbers come from, why three different studies quote three different “conversion rates”, and how to work backward from a revenue goal to a wishlist target. I checked GameDiscoverCo’s wishlist conversion studies, the howtomarketagame.com benchmark tables, and the Steamworks wishlist documentation on July 19, 2026.

Settle one thing before the tables, because two metrics share the name. This post is about wishlist-to-sale conversion: the denominator is your wishlist balance, and the question is how many of those names buy. The other conversion rate divides by store page visits and asks what share of arriving visitors wishlist or buy in the first place. That one sits around 8-12% for wishlists and 2-5% for purchases across the pages we have reviewed, and it lives in our store page visitor conversion benchmarks. Never benchmark one against the other.

Wishlist-to-sale benchmarks: day one, week one, lifetime

Here are the verified numbers, so you can copy them straight into a spreadsheet. Each row carries its own source and sample size, because they do not all come from the same place.

WindowMedian conversionSourceSampleData from
Launch day~12% of existing wishlistsWidely repeated community benchmark; no single study behind itNot publishedStanding figure
First week10.5%GameDiscoverCo~420 games launching with 5,000+ wishlistsAug-Oct 2024
First week, top quartile~18%GameDiscoverCoSame ~420 gamesAug-Oct 2024
First week, bottom quartile~4.8%GameDiscoverCoSame ~420 gamesAug-Oct 2024
First week, bottom decile~1.9%GameDiscoverCoSame ~420 gamesAug-Oct 2024
First month13-14%GameDiscoverCo current median projection (their revenue predictor previously assumed 20%)Not published2025
Lifetime20-30% for games still being marketedOur estimate, consistent with the howtomarketagame.com gross-revenue tiers belowNo sample size2026

All source pages were last checked on July 19, 2026. The launch-day and lifetime rows are the two without a named study behind them; if you cite either, cite it as an approximate range.

The single most important thing this data tells you is how wide the range is. GameDiscoverCo’s own summary is that conversions vary “by 10-20x, not 10-20%”. A game at the median and a game in the top quartile are not 8 percentage points apart in outcome, they are a different business.

Week-one wishlist conversion by percentile
Bottom 10%1.9%
Bottom 25%4.8%
Median10.5%
Top 25%18%
Source: GameDiscoverCo, October 2024 study of ~420 Steam games that launched with 5,000+ wishlists (first-week units divided by launch wishlist balance)

GameDiscoverCo’s October 2025 follow-up study refined the median for bigger launches: 0.15x ( 15 sales per 100 wishlists ) for games launching with more than 25,000 wishlists, dropping to 0.10x for games priced above $10 at launch. So a title entering the market with 100,000 wishlists can plan around roughly 10,000-15,000 first-week sales. Price and size both bend the number, and higher price bends it down.

Three numbers people call “conversion rate”

Before you compare your dashboard to any benchmark, know which number you are holding. There are three, and they are not the same.

Launch-day conversion is the share of your existing wishlists that buy on release day. Steamworks reports it in your dashboard, per wishlist holder. Median around 12%.

First-week wishlist-to-sales ratio is first-week units divided by your wishlist balance at launch. This is the public benchmark, the one GameDiscoverCo and howtomarketagame publish, because anyone can estimate it from outside. Median around 10.5%. One catch: the numerator counts all first-week buyers, including people who never wishlisted, so it is a planning proxy, not a pure per-holder rate.

Lifetime conversion is the share of all wishlists that ever turn into a sale, measured over the game’s whole life. Estimated 20-30% for well-supported games.

Warning

Do not stack these. Launch-day 12% and first-week 10.5% use different denominators and different numerators, so the week number being close to the day number is not a contradiction. Pick one definition and hold it constant when you compare yourself to a benchmark.

The takeaway for planning is boring and correct: use the first-week ratio ( ~10-14% ) when you model revenue, because it is the number every public tool is built on, including our own Wishlist Calculator.

Day-one conversion: the launch spike

Day one is where the biggest single chunk of wishlist conversions happens, because Steam does your reminder marketing for you. When your game releases, every user with it wishlisted gets an email and a mobile push. Per the Steamworks documentation, “E-mail notifications may be sent out over multiple hours depending on how many users the system needs to send to.” So do not panic if day-one looks soft at hour three. The batch is still going out.

What decides where you land in the 5-22% day-one range:

Wishlist recency is the strongest lever. GameDiscoverCo’s October 2025 analysis found the top-converting launches had been on Steam a median of 214 days before release, versus 411 days for the underperformers. Wishlists gathered closer to launch convert better, full stop. A pile of wishlists collected at a Steam Next Fest eighteen months ago is worth less per name than a smaller pile from last month.

A launch discount measurably helps. A 10-15% cut shows in the wishlist notification and creates a deadline. Your pricing strategy and the discount work together, and the effect is real enough that most successful indie launches run one.

Timing matters. Launching inside a big seasonal sale buries your notification under everyone else’s. Check the Steam Sale Calendar and read our best launch dates analysis before you lock a date.

Model your own day-one spike with the Wishlist Calculator, and if you are still building toward launch, our guide on how many wishlists you need before launch works the targets tier by tier.

Week one and the weeks after

Most of your launch-window sales land in the first 24 hours, then the curve drops fast. For a game with 10,000 wishlists converting at the median, roughly 1,200 sales come on day one, then a few hundred more trickle in across days two through seven as the notification batch finishes and word spreads. Week one is where the median 10.5% ratio gets measured, and two things make it disproportionately valuable.

First, the Popular New Releases list. Steam surfaces games selling well relative to their visibility, so a strong first day compounds into more visibility and more sales. Momentum is self-reinforcing here, which is exactly why front-loading the launch beat beats spreading it thin.

Second, your review score forms this week, and it moves conversion hard. In GameDiscoverCo’s October 2025 data the top 20 converting launches averaged 91% positive ( “Very Positive” ) after seven days, while the underperformers sat at 67% ( “Mixed” ). If you can get 10-20 genuine reviews up in the first 48 hours, from beta testers or an engaged community, you protect the label that undecided wishlist holders read before they buy. Our review management guide covers how to do that inside Steam’s rules, and our store page visitor conversion benchmarks show how much the review label alone shifts visit-to-purchase rates. For a fuller picture of how these first-seven-days sales stack up across real games, see our Steam first week sales data.

Fix crash bugs before anything else. Nothing tanks week-one conversion like a wave of “it won’t launch” reviews while your notification batch is still landing in inboxes.

Lifetime conversion and wishlist decay

Over a game’s whole life, wishlist conversion tends to land in the 20-30% band for titles that keep getting marketed, and lower for titles that go dark. There is a clean pattern behind that spread: the games that earn more also convert more. howtomarketagame.com’s benchmark tables put median wishlist conversion at about 12% for games grossing ~$1,000, rising to about 27% for games grossing ~$1,000,000.

Median wishlist conversion by lifetime revenue tier
~$1K gross11.9%
~$10K gross20.5%
~$100K gross25.4%
~$1M gross27.1%
Source: howtomarketagame.com benchmark tables, wishlist-to-sales conversion by revenue tier

Read that chart carefully before you get excited. It does not say “market harder and your rate climbs to 27%”. It says the games that already broke out also had high conversion. Causation runs in both directions, and survivorship is baked in. Treat the top tiers as what winning looks like after the fact, not a dial you turn.

The other half of lifetime conversion is decay. Not every wishlist converts, and a wishlist loses value with age:

Wishlist ageConversion potential
0-3 monthsHighest. Engaged, recently interested players.
3-6 monthsModerate. A sale or good press can reactivate.
6-12 monthsLow. Usually needs a 50%+ discount to move.
12+ monthsLargely dormant. A sequel or major update might wake it.

This decay is the whole reason building wishlists close to launch beats building them a year out, and it is the same effect the 214-days-versus-411-days data measured from the other side. Most of a game’s lifetime conversions still concentrate around events: launch week and the first big seasonal sale do the heavy lifting, and the trickle of organic sales between sales is thin. Your indie game revenue is lumpy by design, so plan around events, not steady daily income.

How many wishlists you need

Work backward from revenue. Here is the math with every assumption on the table so you can swap in your own.

Take a $14.99 price, a 10% launch discount ( effective $13.49 ), and Steam’s standard 30% cut. Net revenue per sale is about $9.44. Apply a first-month conversion of 14% ( GameDiscoverCo’s current median projection ), and each launch wishlist is worth about $1.32 in first-month net revenue. That is roughly $1,320 per 1,000 wishlists.

Run that backward:

First-month net revenue goalWishlists needed at launch
$10,000~7,600
$25,000~19,000
$50,000~38,000
$100,000~76,000
Note

This site’s older model assumed 20% first-month conversion, which put the $10,000 tier near 5,300 wishlists. The fresher GameDiscoverCo median ( ~13-14% ) is less flattering and pushes it to ~7,600. If a calculator quotes you a 20% conversion, it is using pre-2025 numbers.

For a sense of scale on the tiers, howtomarketagame.com’s benchmarks peg a modest commercial launch ( “Silver”, low five-figure revenue ) around 8,000 launch wishlists and a strong one ( “Gold” ) around 50,000. Below roughly 2,000 wishlists a launch is very small, and you should seriously weigh delaying to market more. Plug your own price and discount into the Wishlist Calculator and the Revenue Calculator rather than trusting any single median, since your genre can move the result by a factor of two.

Five levers that move your wishlist-to-sale rate

Five things account for most of the variance between a 5% launch and a 20% one.

Store page quality. The notification email is the click, your store page is the close. If your capsule image, screenshots, and description got stronger since a player wishlisted, conversion rises. Audit it against our store page checklist before launch.

Review label. A first-week “Mostly Positive” converts undecided wishlist holders at meaningfully higher rates than a “Mixed”, which is why the first ten reviews are a launch-week priority.

Price. Cheaper games convert a higher percentage but earn less per sale, and above $10 the first-week ratio drops toward 0.10x. There is a genre-dependent sweet spot ( see pricing strategy ).

Genre. Roguelikes and sims convert strongly among enthusiast audiences that buy on day one. Multiplayer-dependent games convert lower at launch because players wait to see if a community forms. Our conversion rate by genre breakdown has the specifics.

Followers versus wishlists. These measure different intent, and a healthy follower base signals the kind of engaged audience that converts. Our followers vs wishlists guide covers why you want both and how they behave differently at launch.

Track these numbers in Steamworks and act on them

Steam gives you the raw data in the Steamworks dashboard. Check it weekly in the run-up to launch and daily during launch week, and use it to make three decisions rather than to brag about a counter.

  1. Additions minus deletions. A healthy page adds more than it loses. If deletions spike, something on your page or in the news around it turned people off. Investigate before launch, not after.
  2. Conversion by source. Steam breaks wishlists down by where they came from ( discovery queue, search, external ). Different sources convert differently, so pour more effort into the ones that actually turn into sales. Tag your external traffic so you can tell, which our UTM tracking guide walks through.
  3. Recency of the balance. If most of your wishlists are older than six months on launch day, expect the low end of the range and lean harder on a launch discount to pull them off the fence.

The developers who treat wishlists as a measurable funnel, not a vanity number, are the ones who plan launches that pay rent. Run your page through the free Steam Page Analyzer to see which conversion elements are weak, then model the revenue in the Wishlist Calculator before you set a date.

Frequently asked questions

What is a good wishlist conversion rate on Steam?

The median first-week wishlist-to-sales ratio is about 10.5%, with launch-day conversion around 12% of existing wishlists. Top-quartile launches hit roughly 18% in week one. If you are above 15%, you are doing well. Below about 5% usually means the wishlists were too old, the store page did not close, or you launched into a crowded sale. Benchmark your own numbers with the Wishlist Calculator.

Is wishlist conversion the same as store page conversion rate?

No. Wishlist conversion divides sales by your wishlist balance: about 12% on launch day, 10.5% in week one per GameDiscoverCo. Store page conversion divides actions by visits: roughly 8-12% of visitors wishlist and 2-5% buy, across the pages we have reviewed. A page can convert visitors well and still convert wishlists badly if the balance aged out, and a page with a small but fresh balance can beat a big stale one. Our store page visitor conversion benchmarks cover the visit side of the funnel.

How many wishlists do I need to launch on Steam?

Work backward from revenue. At a $14.99 price and a ~14% first-month conversion, you need roughly 7,600 wishlists for $10,000 in first-month net revenue and about 38,000 for $50,000. Most commercially viable indie launches land somewhere in the 7,000-50,000 range. Our how many wishlists before launch post breaks it down tier by tier, and your pricing strategy changes the math.

Do wishlists expire or lose value over time?

They do not expire, but they decay. A wishlist added in the last few months converts far better than one added a year ago, and after 12 months most are effectively dormant. GameDiscoverCo’s data shows top-converting launches had a median of 214 days on Steam before release versus 411 for underperformers, which is decay measured from the outside. Time your marketing push close to launch. Our Coming Soon page guide covers when to start.

Does Steam Next Fest actually boost wishlist conversions?

A demo festival can add thousands of wishlists fast, but the conversion payoff depends on timing. If your Next Fest runs 6+ months before launch, those wishlists decay before release day. The stronger play is a fest 1-3 months out, so the wishlist spike is still fresh when notifications go out. A good demo is what turns fest browsers into wishlists worth having in the first place.

Where do wishlist conversions actually come from?

Mostly events, not organic daily sales. Launch week and your first big seasonal sale do the heavy lifting, because each one fires a fresh batch of wishlist notification emails with your discounted price attached. Between sales the trickle is thin. Plan revenue around the sale calendar and treat every relevant sale as free re-marketing to your unconverted wishlists.

How to cite this page: Steam Page Analyzer Team, “Steam Wishlist Conversion Rate: 12% of Wishlists Buy at Launch”, Steam Page Analyzer, February 21, 2026. Canonical URL: https://www.steampageanalyzer.com/blog/steam-wishlist-conversion-rates

End of entry № 07

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