Wishlist calculator

How many copies will your wishlists sell?

You launch with wishlists at a price of $ as . Based on how other Steam games converted their wishlists, this is the range of sales you can expect.

Sales and revenue over time

PeriodLowTypicalHigh
Week 1
375
$1,658
1,350
$5,970
3,750
$16,583
Month 1
450
$1,990
1,875
$8,291
4,875
$21,557
Year 1
900
$3,980
3,750
$16,583
9,750
$43,115

Copies sold since launch, with net revenue below. Totals are cumulative, so year 1 includes week 1 and month 1.

0
5K
10K
15K
Your wishlists (10,000)
9.8K High
3.8K Typical
900 Low
Launch
Week 1
Month 1
Year 1
TypicalLow to highA real launch, scaled to your wishlistsCopies sold since launch. Hover a period or a dot for details.

What the research says

01

There are two numbers called “conversion”

Steamworks reports the share of your wishlisters who bought, which is usually 5–13%. The number that predicts sales is different: all sales divided by your wishlists at launch. It counts buyers who never wishlisted, so it runs several times higher. This calculator uses the second one.

02

The “0.5 sales per wishlist” rule is optimistic

The rule comes from Jake Birkett's 2018 data, where the median was 0.36. GameDiscoverCo's recent surveys put the week-1 median at 0.15–0.22, and about 0.10 for games over $10.

03

The spread is enormous

GameDiscoverCo finds outcomes vary 10–20x around the median. In the launches we collected, week-1 sales ran from 0.02 to 1.19 copies per wishlist. Treat the typical figure as the middle of a wide range, not a forecast.

04

Most of the first year happens after launch week

Month 1 is usually 1.25–1.5x week 1. By the end of the first year a game has sold about 2.5x its launch-week units, mostly through sales and discounts. The first week tells you which part of the range you are in.

What moves the number

Wishlists are the best single predictor of launch sales, but these push a game toward the low or high end.

Price
Cheaper games convert better. Above $10 the median falls by about a third. The calculator applies this.
Early Access
Early Access launches convert about a third lower than full releases. Wishlists left over when the game reaches 1.0 convert even worse. The calculator applies this.
Reviews
The best converters averaged 91% positive reviews in their first week. The worst averaged 67%. Games rated 95% or higher reach about 0.5 sales per wishlist in the first month.
Wishlist quality
Wishlists from festivals, giveaways and free prologues convert worse. A demo that gives away too much can replace the purchase.
Momentum
Fresh wishlists convert better than old ones. Games that beat the median spent around 7 months on the store before launch. Games that missed it spent over a year.
Timing
Launching during a big seasonal sale, especially the Winter Sale, converts poorly.

Real launches

Developers who shared both their wishlists at launch and their sales. The periods differ, so compare each one with the matching row above.

GameWishlistsSalesPeriodPer wishlist
Tiny Glade1,300,000616,000Month 10.47
shapez 2Early Access330,000260,0003 weeks0.79
Urban Jungle120,00013,000Week 10.11
Hundred Days60,0009,700Week 10.16
Mind Over Magnet50,00010,000Week 10.20
Parcel Simulator42,00050,0002 weeks1.19
Unnamed Metroidvania20,000600Week 10.03
WarriOrbHad a free prologue16,0003573 days0.02
ExtraneumEarly Access, then 1.010,0002,400Year 10.24
Gravity Storm70047Week 10.07
Rose Seed Replica268130Week 10.49
Dream Warrior167107Year 10.64

Method

The calculator multiplies your wishlists by a sales-per-wishlist ratio for each period. The ratios are our own estimates, drawn from GameDiscoverCo's surveys of hundreds of launches, Jake Birkett's data and the developer postmortems above.

Sales per wishlistLowTypicalHigh
Week 10.050.180.50
Month 10.060.250.65
Year 10.120.501.30

Games priced at $10 or more get 0.75x these ratios, and Early Access games get 0.7x. Revenue is copies times price, run through the same breakdown as the revenue calculator.

Sources: GameDiscoverCo, the state of Steam wishlist conversions; GameDiscoverCo, wishlist survey of 100+ games; Game Developer, wishlists to first-week sales; Jake Birkett, how many wishlists should you have.