Visits to wishlist additions is the metric to instrument first
One ratio answers the store-page question: of the people who loaded your page, how many wishlisted. Everything else is upstream (impressions, click-through) or downstream (wishlist to sale), and neither tells you whether the page is doing its job.
Steamworks reports both halves in two separate places and computes neither, so build the division yourself and record it weekly. For what a healthy result looks like, see our breakdown of Steam store page conversion rate.
Where each number comes from
| What you need | Steamworks report | What it gives you |
|---|---|---|
| Store-page visits (the denominator) | Store & Steam Platform Traffic Breakdown | Impressions, visits and click-through rate, separated. Visits means unique page loads |
| Wishlist additions (the numerator) | Wishlist report | Additions, deletions and purchases, daily. Publishes for the previous day, so today is always excluded |
| Which campaign drove it | UTM Analytics dashboard | Tagged visits split into Total, Trusted and Tracked, with wishlists, purchases and activations attributed within 72 hours of the click |
Note the distinction the first report draws: an impression means your game was displayed on screen, while a visitis a load of your store page. Click-through between them is the capsule's metric, not the page's, which is why a capsule problem and a page problem show up differently. If impressions are healthy and visits are not, run the capsule through our free Steam capsule analyser before touching anything on the page itself.
Tag every external link before you send traffic
Steam accepts five UTM parameters and needs at least one of the first two to register the click:
utm_sourceorutm_campaign, at least one requiredutm_medium,utm_contentandutm_term, all optional
Decide once what utm_source means for a creator video versus a paid placement, then reuse that vocabulary. Naming schemes cannot be retrofitted onto months of inconsistent tags.
Use Tracked Visits as the denominator
The UTM dashboard splits tagged traffic three ways, and picking the wrong one silently understates every campaign:
| Metric | What it counts | What to use it for |
|---|---|---|
| Total Visits | Every tagged visit Steam recorded | Reach, not conversion. Includes traffic Steam could not tie to an account |
| Trusted Visits | Bots and crawlers removed | A cleaner reach number |
| Tracked Visits | Signed-in users only | The correct denominator for any campaign conversion rate |
Match the date windows on both halves too: a visits figure covering a festival week against a wishlist figure covering the calendar month produces a number that means nothing.
Then compare the page against itself. Traffic mix moves conversion rate further than page quality does, so a Next Fest crowd and a cold ad audience will not converge on one rate whatever your capsule looks like. A page that went from 6% to 8% after a trailer swap, on the same traffic sources, is a stronger signal than either figure held against a published average.
What Steam will not show you
Four gaps are structural, not settings you have missed:
- No per-visitor journeys. Steamworks reports aggregate counts, not sessions or paths. You cannot see that a player arrived from a creator video and wishlisted three days later.
- Impressions are not views. Valve is explicit that an impression means your game was visible on screen, not that anyone registered it. Some platform impressions do not link to the store page at all, so click-through rate is not measurable for those surfaces.
- Cross-device conversions leak. Tracked Visits counts only users signed in to Steam, so a click on a phone that becomes a wishlist on a desktop generally goes unattributed.
- Untagged traffic stays anonymous. Wishlist additions are not split by source in the wishlist report, so anything untagged is permanently unattributable.
When the numbers disagree with expectation, read the shape rather than the total. Impressions up and visits flat is a capsule problem. Visits up and additions flat is an above-the-fold problem, meaning the trailer, tags, short description and first screenshots, which is where how to optimise your Steam store page does the most work, and why is my Steam page not converting works through the causes in likelihood order. Healthy additions and weak launch revenue is neither: wishlist-to-sale conversion has fallen from roughly 20% in 2018 to 5 to 10% in 2026, covered in Steam wishlist conversion rates, which makes a wishlist count a weakening proxy for demand.
Attribution closes the gap between tagged clicks and attributed conversions: it wraps your outbound links, records the source at click time rather than at sign-in, and holds it against the player profile across Steam, Discord, and email.
Sources: Steamworks documentation on store and platform traffic reporting, UTM analytics, and wishlist reporting, all verified 5 August 2026. Wishlist-to-sale conversion figures are consistent with our own analysis published on Steam wishlist conversion rates.








