Game Influencer Marketing: A Practical Guide for Prelaunch Steam Studios

Published

TL;DR

Game influencer marketing works when creator selection is based on genre and audience fit rather than follower count.

Outreach is tied to a specific launch beat, and every campaign is tracked back to Steam wishlists.

For prelaunch studios, a portfolio of well-fit micro and mid-tier creators consistently outperforms a single high-reach bet.

Why we wrote this

Cold creator outreach for prelaunch indie games typically gets single-digit replies from 100+ attempts.

Most of those misses happen before a single email is sent. Studios target creators by follower count, send a generic key request, and wait. When nothing happens, they assume creator marketing doesn't work for their game. Usually the problem is simpler: wrong creator, wrong moment, wrong ask.

The studios who succeed pick creators for genre and audience fit over follower count, tie outreach to a specific launch beat so creators have a reason to cover the game now, and run campaigns in tiered tranches over six to nine months.

The goal at every stage is wishlists, not views. Start with that orientation and everything in this guide follows from it.

This guide goes deep on creator outreach specifically. For where creator marketing fits alongside the rest of your pre-launch plan, see how to market an indie game.

I hope it saves you some keys and some launch-window time.

Robbie Ferguson, Co-Founder & President at Immutable

Robbie Ferguson

P.S. One thing creator campaigns consistently expose is the attribution gap: a creator posts, wishlists go up, and you have no idea which creator, hook, or platform drove it.

We built Immutable to solve exactly this problem, turning scattered player interest from YouTube, Twitch, TikTok, Steam, and Discord into a unified audience you own and can actually act on.

We've proved a x2.8 increase in wishlist conversions for studios including 200-million-user Ubisoft, and we work primarily with small to medium Steam games. Book a demo to see how Immutable can help you track which creators are actually moving your wishlist.


Part 1: Strategy

1. What creator marketing can and cannot do

A creator campaign is any arrangement where a studio gives a gaming creator access to their game (through a free review key, a paid sponsorship, or a creator program) with the goal of generating coverage to that creator's audience.

Creator campaigns can generate wishlist spikes, build credibility with your target players, drive demo installs, and send high-intent traffic to your Steam page. They cannot rescue a weak Steam page, replace a clear gameplay hook, or guarantee coverage.

The key tension to understand before sending a key: creators and studios have different incentives. A creator's goal is content that builds their audience. Your goal is wishlists and sales. These can align well or diverge entirely, depending on the creator, the timing, and what you ask them to do.

A 2024 academic study found that a 10% increase in livestream viewing minutes produced a 3.08% increase in gameplay minutes. The effect was strongest for micro-streamers and weakest for mega-streamers.

The same study found that creator and publisher incentives can diverge.

A variety streamer covering your game for one session exposes your title to an audience that may not care about your genre. A genre-specialist creator covering your game to an audience that already plays games like yours has the right match.

Key insight: hire the creator for a specific job

A useful way to think about creator campaigns comes from the jobs-to-be-done framework (Clayton Christensen). Studios often hire creators for vague awareness goals. A clearer brief: which specific player behavior do I want this campaign to produce?

Wishlist before SNF. Install the demo. Join Discord. Sign up for email. Buy at launch. The answer shapes which creator you need, what you offer, and what you measure.

2. The six beats where creator campaigns work

Creator campaigns work best when they're tied to a specific launch beat, a moment in the studio's calendar that gives the creator a reason to cover the game now. Outreach without a beat is a request with no hook. Outreach with a clear beat is a news item.

The six beats where creator campaigns reliably produce results for prelaunch Steam studios:

BeatWhat the creator coversWhat you need readyWhat you're measuring
Demo dropFirst impressions, let's play, first-look reviewStable playable demo, Steam page liveDemo installs, wishlists, comments
Steam Next FestFestival coverage, first-look ahead of and during the eventDemo, SNF registration confirmedWishlist spike during festival window
PlaytestBehind-the-scenes access, early build reactionsSteam Playtest or RSO keys, playable buildPlaytest signups, community feedback
LaunchReview, launch-week let's playFull game, launch key, press kitDay-1 sales, reviews, launch window velocity
Major updateUpdate review, returning to the gameUpdate build, patch notes, access keySales spike post-update
Giveaway or challengeGiveaway announcement, community challengeGiveaway keys, challenge conceptDiscord/email signups, wishlist adds

Warning: outreach without a beat

Pitching a creator to cover your game with no specific hook ("we'd love for you to check out our game") is the most common reason pitches go unanswered. A creator needs a reason to cover this now, for their audience. The beat is that reason.


Part 2: Finding and approaching creators

3. Creator types decoded

"Influencer marketing for games" gets treated as one channel. It's at least seven different channels with different mechanics, different audiences, and different asks.

Creator typePrimary platformWhat they produceStrengthsBest for
YouTube reviewerYouTubeReview videos, first-look, let's playLong shelf life, SEO value, high-intent viewersDemo reviews, launch reviews
YouTube essayistYouTubeAnalysis, "why this game is brilliant" videosCredibility, niche depth, strong watch timeGenre-defining games, games with strong design hooks
Twitch streamerTwitchLive gameplay, real-time reactionsAuthentic social proof, chat creates community feelGames with emergent moments, co-op, roguelikes
TikTok / Shorts creatorTikTok, YouTube ShortsShort clips, reactions, viral momentsReach, discovery, low cost per impressionVisually hooky games, funny or social games
Steam CuratorSteamCurator reviews on Steam itselfDirect on-platform discovery, trusted by Steam playersAll game types with a Steam-native audience
Discord / community creatorDiscord, RedditServer presence, community postsHigh intent audience, direct conversion pathDeep or niche games, community-first titles
Press-adjacent creatorNewsletter, Substack, podcastWritten reviews, roundups, episodesCredibility, searchability, cross-promotionNewsworthy launches, genre milestones

Each type has different expectations around pitches, timelines, and compensation. A Twitch streamer might cover your demo within two days. A YouTube essayist might take six weeks. A Steam Curator might accept your Curator Connect request and never play the game.

Treat each type separately: the outreach, the offer, and the timeline all differ.

4. The creator fit framework: how to find creators who can move wishlists

The most common mistake in creator outreach is starting with reach. Studios pull a list of the biggest gaming YouTubers or Twitch streamers and start sending keys.

The reply rate is low because those creators receive hundreds of requests. The conversion to wishlists is lower still because their audience may not overlap with your target player at all.

A better framework starts with fit.

The eight signals for creator fit:

  1. Genre fit: Does this creator regularly cover games in your genre or with similar mechanics? A single off-genre cover does not count.
  2. Audience fit: Based on their comments, chat, and community, do their viewers match the player profile for your game?
  3. Prior coverage: Have they covered similar titles? Look at which games they've covered voluntarily, not only as sponsored content.
  4. Format: Does their format suit your game? A co-op game needs a streamer. A lore-heavy game might need an essayist. A visually hooky roguelike works on TikTok.
  5. Average views or concurrent viewers: Use averages, not peaks. A channel with one viral video and 1,000 average views is a 1,000-average-view channel.
  6. Engagement quality: Read the comments and chat. Specific, game-focused comments signal an invested audience. Generic comments ("nice video!") signal low audience investment in the content.
  7. Location and language: Steam wishlists from regions where your genre converts well are worth more than wishlists from regions where it doesn't. Check whether the creator's audience is in markets where your game type sells.
  8. Conversion path: Does this creator's audience click through to Steam, or stay on-platform? Channels where the audience comments but never leaves are low on wishlist conversion.

Pro Tip: use our free creator tool

Free gaming creator tool showing filterable creator cards with genre tags, platform, and match scores

We built a free tool to help studios find and filter gaming creators by genre, platform, audience size, and more. Start building your list here.

Steam's own Curator documentation makes the same point about audience size: don't evaluate Curators by follower count alone. A smaller, more tailored Curator may be as valuable as a larger, broader one. The same principle applies across every creator type.

5. Micro vs mega: why fit beats reach

Most studios target creators based on audience size, but a creator whose niche fits your game closely will usually outperform a much larger one whose audience is broader.

A 2024 study on livestreamed game content found that players' loyalty to niche micro-streamers amplified their engagement with the game by 36%, while loyalty to mega-streamers reduced it by 17%.

For mega-streamers, audiences watch for the creator, not the game being covered.

A separate study on player influence networks found that follower count and network centrality don't reliably identify the creators who actually shape what people play.

In practice, a creator with 8,000 average views who has spent three years covering survival roguelikes to an audience that buys survival roguelikes is worth more to a survival roguelike studio than a variety channel with 500,000 subscribers who dabbles in the genre occasionally.

Key insight: what "micro" means in practice

"Micro" doesn't have a universal definition. For prelaunch Steam studios, a useful working range is 1,000 to 50,000 average views per video, or 500 to 5,000 average concurrent viewers on Twitch. The ceiling matters less than the genre specificity and the quality of audience engagement.

This doesn't mean large creators have no value. A studio launching a high-production game with meaningful marketing budget may want a mid-tier or top-tier creator as one part of a broader campaign.

For most prelaunch studios with limited keys and limited budget, a portfolio of well-fit micro and mid-tier creators outperforms a single high-reach bet.

6. What to offer

There's a spectrum from free to expensive, and the right option depends on the creator, the campaign goal, and the studio's budget.

Offer typeCostCoverage guaranteed?Best forKey risks
Free review keyFreeNoMicro-creators, aligned genre coverageLow reply rate; creator has no obligation to cover
Release State Override key (pre-release)FreeNoPress and creators before launch~2,500 key limit across all pre-release distribution
Curator ConnectFreeNoSteam Curators specificallyNo obligation to accept, play, or publish a review
Paid sponsorshipWide range; get current quotes from creators directlyYes (contracted deliverable)Mid-tier or top-tier creators with clear audience fitCost, disclosure requirements, ROI uncertainty
Affiliate / creator codeRevenue share (typically 10-30%)NoCreators already interested in the gameRequires tracking infrastructure; can dilute urgency
Giveaway keysFree (key inventory)NoCommunity beats, Discord engagementAttracts low-intent "giveaway hunters" who won't convert
Creator programVariable (keys, early access, assets, revenue share, perks)NoLong-term relationships across multiple beatsRequires ongoing management

Warning: pre-release key limits

Release State Override keys are the key type you use for press and creator access before your game launches, generally limited to 2,500 total across all pre-release access. Plan your allocation before starting outreach.

Note on creator pricing

Gaming creator rates vary widely by platform, niche, average views, deliverable type, exclusivity, and whether the creator is agency-represented. Public rate cards are rare.

Before committing to a paid sponsorship budget, get current quotes directly from creators or from an agency. The market shifts quickly, and anything published more than six months ago is likely stale.

For most prelaunch studios early in their outreach: start with free review keys and Curator Connect. Both are zero-cost, scalable across many creators, and operationally simple. Move to paid sponsorships only after you have evidence of which creators and which audience segments are actually converting to wishlists.


Part 3: Running the campaign

7. How to pitch a gaming creator

Creators with meaningful gaming audiences receive dozens of key requests per week, and mid-tier YouTubers and Twitch streamers commonly receive several hundred. A generic pitch ("Hi, I'm [name] from [studio]. We'd love for you to check out our game. I've attached a key.") is functionally invisible.

A pitch worth reading has four components:

  1. One sentence showing you've watched their content: reference a specific video, stream, or series. Not "I love your channel." Name the specific thing.
  2. One sentence on why your game fits their audience specifically: based on what you've seen them cover, not on a general genre category.
  3. What you're offering and what the beat is: a key, a demo slot, a sponsored stream, tied to a specific moment in your launch calendar.
  4. A clear ask with no-obligation language: "I'd love to send you a key if you're interested" works. "I expect coverage by [date]" does not.

The entire pitch should fit in four to six sentences. Press kits and attachments belong in a follow-up, not the initial email.

Warning: generic templates backfire

Creator outreach templates circulate widely in indie dev communities. When a creator sees the same template for the fifth time that week (even a good one), it signals a studio that hasn't done their homework. Personalisation is what separates a pitch that gets a reply from one that gets deleted.

One practical note: if you're offering something of value (a key, a paid deal, affiliate revenue), be clear about that in the pitch. Vagueness creates friction. It also means the creator has to ask for clarification before they can even evaluate the offer.

7b. How to sequence your pitches: the staggered reach out

Most studios make one of two mistakes with creator outreach: they pitch everyone at once, or they work through a list from smallest to largest in strict order. Neither is optimal.

The staggered reach out is a sequenced approach that builds social proof while improving your demo in parallel.

Step 1: Build your master list

Create a list of every creator, streamer, festival, and press outlet you'd want to cover your game. Use the free tool at gaming-content-creators.netlify.app to find relevant creators by genre and platform, and look at where your most successful comp titles in your genre have been featured.

For each entry, score three dimensions:

  • Fit: how well does their audience match your target player?
  • Reach: how many people will see the coverage?
  • Competitiveness: how hard is this outlet to get into?

Step 2: Tier your list

Group your list into three tiers:

  • A: best fit and reach, or highly competitive to land (top YouTubers, major festivals)
  • B: solid fit and reach, moderate to get into
  • C: good fit, lower reach, easiest to get coverage from

Step 3: Go out in mixed tranches

Don't exhaust your C tier before touching A or B. Start with a tranche that's mostly C, with a few B and A. Two reasons for this:

First, smaller creators give you real feedback from their comments and chat that you can use to improve your demo before the bigger windows arrive.

Second, having coverage from a few well-fit B-tier creators makes your A-tier pitches more credible. Social proof travels upward in creator markets.

Step 4: Update your demo

After each tranche, review what creators and their audiences said. Treat their live reactions and comment sections as free playtesting. Fix friction points and bugs before the next round.

Step 5: Trade up

With a better demo and some social proof, repeat the process with a tranche weighted more toward B and A tiers.

Step 6: Repeat

The studios who get the most out of creator outreach run this cycle three or more times before their key launch window. Aim to reach out to several hundred creators in total across all tranches. Most will not reply, and the conversion rate on cold outreach is low by design.

For most prelaunch Steam studios, creator outreach should start six to nine months before the intended launch window.

That timeline allows enough tranches to improve the demo on feedback, build meaningful social proof, and reach A-tier pitches by the time the highest-stakes beats arrive. Starting at three months or fewer leaves almost no room to iterate.

Pro Tip: Steam Next Fest is the exception

Most festivals can be entered multiple times, and it's worth entering even with an early-stage demo to collect feedback. Steam Next Fest is different: you can only participate once. Save it for the cohort closest to your launch date and treat it as your peak moment, not a learning exercise.

8. Steam setup: keys, Curator Connect, Playtest

Before sending your first key or Curator Connect offer, confirm your Coming Soon page is live on Steam (see how to optimize your Steam store page if it isn't yet). Curator Connect requires a public Coming Soon page and an uploaded build before it's available. Without that, the tooling doesn't open.

Key types and when to use them:

Key typePurposeLimitNotes
Default ReleasePost-launch retail and distributionUp to 5,000 initiallyCannot be used pre-release
Release State Override (RSO)Pre-release press and creator accessGenerally ~2,500 totalCannot be sold; for press and influencer use only
Dev compPersonal use and internal testingN/ANot for external distribution

For pre-release creator outreach, RSO keys are what you'll use for YouTube, Twitch, and TikTok creators. The ~2,500 cap is a real constraint across all pre-release access. Plan your allocation before you start.

Curator Connect:

Curator Connect is Steam's official tooling for developer-to-Curator outreach. It removes the need to manage keys or emails for Steam Curators. You can send offers to up to 100 Curators, with up to five copies each. Curators can accept, request access, and write their review on Steam.

The important caveat: Curators have no obligation to accept the offer, play the game, or publish a review. Steam's documentation is explicit on this. Curator Connect is a structured way to make the offer, not a coverage guarantee.

Filter by tags, language, and audience to find Curators relevant to your game rather than sending to the 100 largest ones by follower count.

Steam Playtest:

If your pre-release access needs exceed a few thousand players, Steam recommends Playtest over large-scale key distribution. Playtest lets you open access to a controlled pool of players directly through Steam, without depleting your RSO key inventory.

RSO keys are better for targeted press and creator outreach; Playtest is better for broader pre-launch player access.

Pro Tip: track key redemptions per creator

Where possible, generate unique keys per creator rather than pulling from a shared pool. Unique keys let you see which creator's key was redeemed, giving you coverage tracking independent of UTMs. Steamworks lets you bulk-generate keys and export them in batches.

9. Disclosure and compliance

This section is not optional.

The FTC requires disclosure when a creator has any material relationship with a brand. A material financial relationship includes anything of value, not only money. A free review key qualifies.

Sending a key without requiring disclosure is not just a creator problem. As the studio providing the key, you are part of the arrangement.

What counts as a proper disclosure:

Clear: "ad", "sponsored", "gifted [game name]"

Not clear enough: "sp", "spon", "collab", a standalone "thanks", "ambassador"

The disclosure must be placed where viewers cannot miss it:

  • In the video itself, not only in the description
  • At the beginning of the video, not buried ten minutes in
  • For livestreams: repeated periodically throughout the stream, not stated once at the start

YouTube adds its own layer. When a video includes paid product placements, endorsements, or sponsorships, creators must check the paid promotion box in video settings. This adds a disclosure message at the start of the video. If you're running a paid sponsorship deal, confirm the creator has done this.

Warning: disclosure compliance in practice

A 2018 academic study analyzing more than 500,000 YouTube videos and 2.1 million Pinterest pins found only approximately 10% of affiliate marketing content contained any disclosures. A 2026 follow-up study analyzing 2 million YouTube videos over a 10-year period confirmed the pattern holds.

Low compliance is widespread. That doesn't make it safe; it makes it a compliance risk for studios that don't get ahead of it.

The practical implication for studios: include disclosure language in your pitch. Tell creators exactly what to say. "Please disclose that you received a free key from us using clear language like 'this game was provided to me by [Studio]'" removes ambiguity and reduces friction for creators who want to comply.

A note on geography: these guidelines follow U.S. FTC rules and YouTube's platform policies, both of which apply globally for English-language content on YouTube. The UK, EU, and Australia have their own disclosure requirements. If you're targeting non-English markets, verify local rules before running campaigns there.

10. How to measure creator campaigns

Views are not wishlists, and comments are not sales. A creator campaign can generate impressive-looking numbers across every metric that doesn't matter and produce zero wishlists.

Build your measurement stack before you send the first key.

The creator campaign measurement stack:

  1. Creator-specific UTM links: Generate a unique UTM-tagged Steam page URL for each creator. Put the creator's name in utm_source. Use Steamworks UTM Analytics (Marketing & Visibility > UTM Analytics) to track visits, trusted visits, wishlists, and purchases per creator link.
  2. Creator-specific landing pages: Before sending traffic directly to Steam, route it through a lightweight page that captures email or Discord membership first. UTMs give you traffic data; landing pages give you contacts you own.
  3. Steam UTM analytics dashboard: Visits update hourly in Steamworks; conversions finalize after a 4-day lag. Check the dashboard after each creator's content goes live and note the wishlist baseline vs. post-coverage period.
  4. Steam traffic source report: The overall traffic source breakdown in Steamworks shows which external sources are driving the most traffic over time. Use alongside UTMs to cross-check the picture.
  5. Key redemption tracking: If you issued unique keys per creator, track which keys were redeemed and when. Redemption timing can correlate directly with coverage timing.
  6. Wishlist timestamp correlation: Record your wishlist count the moment a creator's video or stream goes live. Check again at 24 and 48 hours. A visible spike correlated with the creator post timing is strong evidence the coverage worked.
  7. Discord and email capture: Track signups in the 24-hour window after a creator post. A spike in Discord joins or email signups in that window is a leading indicator of high-intent traffic.
  8. Launch sales: For campaigns running close to launch, attribute launch-window sales back to the creator cohort using UTM data and email/Discord capture.

Key insight: reach metrics vs. launch metrics

Reach metrics (views, impressions, watch time, average concurrent viewers, comments) tell you whether a creator's audience saw the game. Launch metrics (wishlists, demo installs, Discord joins, email signups, sales) tell you whether the campaign is building toward launch.

Track both, but make decisions on launch metrics. A video with 200,000 views and 50 new wishlists is less valuable than one with 8,000 views and 200 new wishlists.

For the underlying benchmarks on what a "good" wishlist conversion rate actually looks like, see Steam wishlist conversion rates.

The attribution gap:

Steam attribution is imperfect by design. If a player watches a TikTok on mobile, searches for the game later on desktop, and wishlists from the front page, the UTM from the TikTok won't fire. You'll see the wishlist but not the source.

The more channels you run simultaneously, the harder this problem gets.

One way to close this gap is through a unified audience layer. Immutable Audience aggregates scattered player interest from YouTube, Twitch, TikTok, Steam, Discord, and email into a single player profile.

Instead of knowing which UTM fired, you know which player came from which source, what they engaged with, and how likely they are to convert at launch. For studios running multi-channel creator campaigns, that's the difference between guessing which campaigns worked and knowing.

11. DIY vs platform vs agency

There's no single right answer. The right approach depends on where you are in the launch cycle, how many creators you're trying to reach, and what budget you have.

ApproachWhat it includesBest forTrade-offs
DIYManual outreach via email, Curator Connect, UTM tracking in SteamworksStudios early in outreach, tight budgets, targeted micro-creator campaignsTime-intensive; hard to scale past 100 outreach targets
Creator marketplace platform (Keymailer, Lurkit, similar)Creator databases, campaign management, key distribution, creator programs, inbound creator requestsStudios scaling outreach or running a creator programVendor-mediated relationships; platform data quality varies
AgencyManaged campaigns, creator relationships, strategy, paid sponsorship execution, reportingWell-funded studios with significant launch-window budgetHigh cost; requires clear brief; takes time to ramp

My recommendation for most prelaunch Steam studios: start DIY. Use the free creator tool to build your first list, run the staggered reach out manually across three tranches, and measure results with UTMs and wishlist timestamps.

Once you have evidence of which creator types and genres are converting, a platform like Keymailer can help you scale outreach and manage key distribution. Bring in an agency only if you have a meaningful paid sponsorship budget and a launch window where that investment is warranted.

Pro Tip: creator platforms can work inbound too

Platforms like Keymailer let creators request games. This means creators who already want to cover games like yours can find your title and request a key, reversing the cold outreach dynamic. Set it up as a secondary channel that generates inbound interest alongside your direct outreach.


A practical pre-campaign checklist

Before you send anything:

  • Demo is playable and completable without crashes or soft locks
  • Steam Coming Soon page is live (required before Curator Connect is available)
  • Curator Connect offer prepared with relevant tag and language filters applied
  • Creator list built and tiered A/B/C by fit, reach, and competitiveness; use the free tool
  • First tranche identified (mostly C, a few B and A)
  • RSO key allocation planned across all pre-release access
  • Unique keys generated per creator where possible
  • Creator-specific UTM links created for each outreach target
  • Landing page or email capture set up between creator traffic and Steam handoff
  • Steam UTM analytics active and baseline wishlist count recorded
  • Disclosure language agreed and included in outreach

After coverage goes live:

  • Check Steam UTM analytics at 24 and 48 hours after creator post
  • Note wishlist count before and after creator post timing
  • Track Discord joins and email signups in the 24-hour window
  • Record which creator, which format, and the resulting wishlist lift
  • Review creator's comment section and chat for demo feedback
  • Update demo if feedback reveals consistent friction or bugs
  • Add result to creator log to inform next tranche decisions

Find out which creators are actually moving your wishlist

Creator campaigns scatter player interest across Steam, Discord, TikTok, and YouTube with no single view of what's working. Immutable brings it together, giving you a unified picture of which creators drove wishlists, which drove registrations, and which drove nothing.

Studios using Immutable have seen a x2.8 improvement in wishlist-to-player conversion at launch.

See how it works for your game

Conclusion

Creator marketing for prelaunch Steam games is a sequencing problem as much as a campaign tactic. The studios who get the most out of it start early, build lists by fit rather than reach, run outreach in tiered tranches across the pre-launch window, and track every beat back to wishlists.

It's not quick. A well-run staggered outreach campaign from first pitch to launch coverage might span six to nine months.

That timeline is exactly why it works. By the time your most important launch beats arrive, you've built real creator relationships, improved your demo on actual coverage feedback, and assembled social proof that makes each next pitch easier.

I hope you get as much value out of this guide as possible. There's no single creator campaign that works for every game, and some of this you'll need to adapt to your specific genre and audience.

At the end of the day, the fundamentals hold: find creators whose audience is your target player, give them a good reason to cover your game now, and track every campaign back to wishlists and sales.

Thanks,

Robbie Ferguson, Co-Founder & President at Immutable

Robbie Ferguson

P.S. We built Immutable to help studios turn scattered player interest from creator campaigns into owned, attributable audience data, through to launch conversion.

We've proved a x2.8 increase in wishlist conversions for studios including 200-million-user Ubisoft, and we work primarily with small to medium Steam games. Book a demo to see how Immutable can help you track which creators are actually moving your wishlist.

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Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
NomStead
Meta Toy DragonZ Saga
Might & Magic Fates
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
NomStead
Meta Toy DragonZ Saga
Might & Magic Fates