![]() And while there are lots of factors that go into the discovery algorithm at this stage (tagging and related content, click-through rates, and more), the two big metrics to pay attention to are the quantity of visits to your store page, and the number and rate of people who add your game to their wishlist. Pre-sale metrics are KPIs (key performance indicators) that Steam uses to predict how interested people will be in buying a game once it has been released. Once a game has been released, one of the main metrics Steam’s algorithm uses is the number of people who have bought the game within a given time period: lots of sales in a short space of time and the game will become more visible, while fewer sales over a longer period of time will deprioritise your game in the discovery rankings.īut what about before a game has been released? This is where ‘pre-sale metrics’ come into play. In short, Steam shows games to people who it thinks are the most likely buy them, and prioritises them based on which it believes will make everyone the most money. ![]() Like many modern online storefronts, Steam relies heavily on an algorithm to determine which products to show to whom, where, and how often. My game doesn’t have enough wishlists! What should I do?īut I don’t have a big enough marketing budget to drive the wishlists I need! How many wishlists does my indie game need? So, read on to learn a little about this algorithm, and what that means for how to think about your game’s wishlist figures. Understanding how wishlist additions lead to success on the platform means understanding a little about how Steam’s mysterious discovery algorithm works: a closely guarded secret, but one we’ve been working hard to uncover. Still, there are some common threads we can pick through. Success to a solo developer working on a passion project in their spare time, might look quite different to success for a larger studio with staff to pay and overheads to cover. The answer to this question is more complex than it may initially seem, and depends in large part on what each individual developer means by “success”. ![]() ![]() One of the more common questions we get asked by indie game developers is: “How many wishes, or wishlists, does my indie game need in order to be successful on Steam?” ![]()
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