

I also had an Imgur post go viral with around 70k views and 1200 upvotes the night before launch.”īut the results? Not so happy: “Launch day my wishlist converted at 1.9%. I had about 10k wishlists at the start of that run-up. We’re reminded of this because the developer of space combat 2D action roguelike Power Of Ten made a Reddit post recently titled ‘ My wishlist just didn’t show up’, in which he explains: “On June 3rd I launched my game into Early Access with about 12k wishlists, which I was ecstatic about… My game was on Popular Upcoming for about 2-3 days leading up to launch. (Look, the disembodied hand is writing out your Week 1 wishlist/sales ratio!) Why? Well, working out how your game is going to sell at launch - even if you’ve accumulated a lot of apparent interest and Steam wishlists - can feel like communing with the great beyond. So I’m starting this newsletter with a picture of a Victorian seance. Divining wishlist conversions: scrying the portents Also, all this deep thinking is fun! So let’s get to it… Myself and my colleagues on the code and data-compiling side of things really do this because we care about getting better outcomes for you and your games.Īnd if we can help even a small percentage of you do that, it’s a good use of our time. Thanks for all the kind comments about the newsletter recently, too.


Welcome to another week on the game discovery treadmill, folks.
