Entry № 118Steam Wishlists

Steam Wishlists Dropped? Purge Events and Normal Delete Rates

Median lifetime wishlist deletion rate is 7.75%, average 9.8%. What causes one-day drops - sale cleanups, launch purchases, the 2019 purge - and when to worry.

9 min readBy Steam Page Analyzer Team

If your Steam wishlist count dropped overnight, the cause is almost certainly one of three things: a seasonal sale just started and shoppers are pruning their lists, your game just launched and buyers are converting (a direct Steam purchase removes the wishlist entry automatically), or an ordinary batch of deletes that every game gets. Across 58 developers surveyed by Chris Zukowski, the median game loses 7.75% of its lifetime wishlists to deletion and the average is 9.8%. A one-day cliff is rarely a verdict on your game.

One thing this post will not tell you, because I could not verify it anywhere: that Valve runs periodic purges of wishlists from abandoned or banned accounts. That claim circulates in dev forums every time counts dip in unison, and after checking Steamworks documentation, Valve’s announcements, and the press coverage of every “purge” scare since 2019, I found no announced event of that kind. What is documented is more mundane and more useful, so the rest of this post covers the real causes, the published deletion benchmarks, and a triage rule for telling a normal cliff from an actual problem.

Was there ever a Steam wishlist purge?

The phrase “wishlist purge” entered indie dev vocabulary in June 2019, and the event behind it was real - just not what the name suggests. When the Steam Grand Prix summer sale launched on June 25, 2019, its confusing promo copy led players to believe that deleting cheaper games from their wishlists would improve their odds of winning the top item on the list for free. So they did, en masse. PC Gamer covered the fallout as developers posted screenshots of deletion spikes, and developer David Stark reported that during the event roughly three people deleted his game for every copy sold.

Note who did the purging: players, not Valve. Every documented mass-deletion event since has the same shape. Shoppers open their wishlists during a sale, see games they no longer want, and clean house. Zukowski’s mass wishlist deletes post records The Riftbreaker losing 290 wishlists in a single day when a Steam sale opened, before the game was even purchasable. Nothing was wrong with the game. Millions of shoppers were simply looking hard at their lists on the same day.

What about banned and abandoned accounts? Valve does ban accounts at enormous scale - it banned roughly 960,000 CS2 item-farming bot accounts in a single day in March 2026 - but I found no developer reports of wishlist counts moving when that happened, and no Steamworks announcement has ever described a wishlist cleanup tied to account status. If Valve quietly trims dead accounts from wishlist tallies, it has never said so, and no one has published before-and-after data proving it. Treat “Valve purged my wishlists” as an unverified explanation of last resort, not a default.

What a normal deletion rate looks like

The best public benchmark comes from Zukowski’s 2022 survey of 58 developers, reporting on 2021 data. Lifetime deletion rate - total deletions divided by total wishlist additions - clustered tightly across revenue tiers:

Lifetime wishlist deletion rate by revenue tier
Bronze (under $10K)9%
Silver12.7%
Gold10.5%
Diamond11.7%
Source: Chris Zukowski / How To Market A Game survey of 58 developers, 2021 data (published 2022). Median across all games: 7.75%, average 9.8%

Two patterns in that data are worth knowing. First, games with huge wishlist counts tend to have slightly higher deletion rates, not lower. Zukowski’s read: festival features and streamer spikes attract casual wishlisters who treat the button as a bookmark, and bookmarks get cleaned up later. Second, the only two games in the survey above a 30% deletion rate were both gag games a YouTuber made for his channel. The impulse that drives a joke wishlist fades fast.

So if a tenth of everyone who ever wishlisted your game eventually deletes it, you are exactly average. A concrete example: the action game Song of Iron reached 89,082 wishlists at launch and recorded 7,928 lifetime deletions, an 8.9% rate, per developer data published on How To Market A Game. That same dataset answers the follow-up fear - do the surviving old wishlists rot? No. Song of Iron’s monthly wishlist cohorts converted at a flat 8.02% average with a 2% standard deviation regardless of age, and one of its best-converting cohorts was added 15 months before launch. Deletions are the pruning; what remains stays healthy. If you want more of them, the playbook is in our guide to getting Steam wishlists, and the conversion math lives in our wishlist conversion rates post.

Sale events: one-day cliffs on a published schedule

Deletion spikes are not random. They land on sale-start days, because that is when Steam actively pushes shoppers back to their wishlists. Per the Steamworks wishlist documentation, Steam emails wishlisters when a game they saved gets a discount of 20% or more, and seasonal sales fire millions of those notifications at once. Every one of those emails is a shopper reopening a list they have not looked at in months.

Most of them buy something or leave. Some tidy up on the way out. The result is a deletes spike of a few days that shows up for nearly every game on Steam simultaneously - which is your first diagnostic: if your drop happened the same day a major sale started, check whether other devs are posting the same graph. They will be.

Note

Sale-day cleanup usually coexists with a wishlist gain. Sale traffic adds new wishlists at the same time old ones get deleted, so your net balance often still climbs through the event. Look at the adds and deletes columns separately in your Steamworks report rather than the single net line.

The sale calendar is public, so you can predict your own cliffs. Cross-check any suspicious date against the 2026 Steam sales events schedule before assuming anything is wrong.

Launch week: purchases remove wishlists by design

The other guaranteed drop is the one you should celebrate. When someone buys your game directly on Steam, the wishlist entry is removed automatically and lands in the “purchases & activations” column of your report rather than the deletions column. Your outstanding wishlist balance falls with every sale. That is the entire point of collecting wishlists.

The scale is large. Median day-one wishlist conversion is around 12%, so a game launching with 10,000 wishlists typically watches on the order of a thousand entries vanish in the first days - as revenue. Launch also triggers the wishlist notification email to everyone on your list, and just like sale emails, that prompts a real deletes spike from people who look one more time and decide no. Both movements at once can make a launch-week wishlist graph look alarming if you read only the balance line.

Plan for this before launch, not during it. Our post on how many wishlists you need before launch covers the targets, and the wishlist calculator will convert your current count into projected first-week sales so the launch-day drop reads as the number you predicted instead of a surprise.

Drops that are not deletions at all

A few wishlist “drops” are artifacts of how the data is reported rather than shopper behavior:

  • Reporting lag. Steamworks wishlist data updates daily with roughly a one-day delay. A partial day, or a day that posts late and then corrects, can look like a dip that heals itself. Give any unexplained single-day anomaly 48 hours before investigating further.
  • Balance vs additions. The headline number most devs screenshot is outstanding balance: adds minus deletes minus purchases. Any one-day fall in the balance has three possible sources, and two of them are neutral or good. Always open the columns.
  • Delisted games on shoppers’ lists. When a game is removed from sale, wishlist entries for it stop functioning for shoppers, and community threads fill with “item no longer available” confusion. This one affects you only if your own page availability changed. If your page got hidden in a region, say from an age-rating gap or a temporary takedown, wishlisting stops there too.

None of these need action. They need a second look before you burn a day of morale on them.

The triage rule: one-day cliff vs sustained decline

Here is the decision rule I would pin above the Steamworks dashboard. A cliff has a date; a decline has a slope. Diagnose them differently:

PatternMost likely causeWhat to do
One-day deletes spike, sale started that dayShoppers cleaning lists during the eventNothing. Verify adds also rose from sale traffic
One-day balance drop at your launch or big discountPurchases removing entries, plus decide-no deletesCheck the purchases column; this is conversion
One-day spike, no event you know ofSteam-wide event, festival email, or reporting artifactCheck the sale calendar and dev forums; wait 48 hours
Deletes elevated for 2+ weeks, adds flatAudience mismatch: recent wishlists came from people the game does not fitReview where the recent traffic came from before scaling it
Adds falling for weeks while deletes stay normalVisibility problem, not a deletion problemFix discovery: tags, capsule, festivals - see the wishlist guide
Lifetime deletion rate above ~20% outside launch/sale windowsPage overpromises or novelty audienceCompare page against genre expectations and reposition

The single most common mistake is treating pattern one as pattern six: reading a synchronized, Steam-wide cleanup day as evidence that your game specifically is bleeding interest. The deletes column spiking for 48 hours around a sale tells you nothing. The adds column sagging for a month tells you a lot.

Before you panic: a five-minute checklist

Run this the morning after any drop, in order:

  1. Open the full wishlist report in Steamworks, not the summary graph. Split the movement into adds, deletes, and purchases & activations for the exact date.
  2. Check the date against the sale calendar. Seasonal sale, themed fest, or Next Fest starting that day explains a deletes spike by itself.
  3. Check your own events. A launch, discount, demo release, or major update fired notification emails to your whole list. Expect both purchases and deletes.
  4. Compute your lifetime deletion rate: total deletions divided by total additions. Under 12% is unremarkable. Under 8% is better than the median game.
  5. Look at the two-week trend in adds. This is the number that deserves your attention. Deletions are shoppers editing the past; additions are your future revenue forming.

If everything checks out, close the dashboard and get back to the build. If additions are genuinely stalling, that is a discovery and store page problem, and it is fixable: run your page through the free Steam Page Analyzer to find what is costing you conversions, then model what your current balance is worth at launch with the wishlist calculator and the conversion rate benchmarks. Every game loses wishlists. The devs who ship well just know which column matters.

End of entry № 118

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