← All insights

How do I prove traction to a game publisher or investor?

TL;DR

Publishers and investors evaluate three things: quality of game, credibility of team, and provable traction. Quality and team credibility are necessary but not sufficient; the deciding factor is almost always traction. The strongest traction signal in 2026 pairs a healthy wishlist count with the audience underneath it: attributable sources, identified high-value players, and conversion data that shows the studio can activate the audience at launch.

The three pillars publishers evaluate

Across the publishers Immutable works with, the same three pillars decide whether a deal happens:

  1. Quality of the game. Necessary but not sufficient. A great-looking demo doesn't get a deal on its own.
  2. Credibility of the team. Can the studio actually deliver, on schedule, at the quality bar set?
  3. Proof of traction. The single biggest swing factor. Publishers are de-risking an investment, and traction is the only non-fakeable signal that the game will sell at launch.

Studios spend most of their pitch time on pillars one and two. Publishers spend most of their evaluation time on pillar three.

Why a wishlist number alone has become harder to interpret

A raw wishlist count is still a meaningful signal in 2026, but on its own it's increasingly hard for publishers to translate into a launch revenue forecast. The challenge is that wishlist counts don't carry information about audience quality, contactability, or conversion likelihood, and as industry wishlist conversion benchmarks have moved, the assumption that wishlists translate cleanly to sales needs to be backed up with more evidence.

What publishers want alongside the headline number is the audience underneath: who are these people, where did they come from, and can the studio reach them at launch?

What strong traction looks like in a publisher pitch deck

The strongest decks in 2026 show:

  • Attributable wishlists and pre-registrations: for each major source (TikTok, YouTube, Reddit, paid), the cost-per-wishlist and conversion rate downstream
  • Owned audience size: emails captured, Discord members, and engagement rates on each
  • Audience quality data: geo split, spend propensity scores, genre fit
  • Conversion proof: any pre-launch activation that has measurable lift (closed beta signups, Discord engagement, soft-launch revenue)
  • Repeat capability: evidence the studio can activate the same audience for DLC, sequels, or new titles

How to build this proof in 90 days

Three concrete moves. First, complement your wishlist and pre-registration funnel with a capture page that also collects email, Discord, and socials for the same player, with no impact on the wishlist itself. Second, layer attribution on every traffic source so the studio can show cost-per-wishlist and quality-per-source. Third, start activating the audience before launch with a personalised sequence, and measure the lift.

Immutable's attribution and conversion funnel generate the exact reports publishers and investors ask for. What many publishers find most compelling alongside the wishlist count is a screenshot of the underlying audience dashboard.

Sources: Aggregated from conversations with publishers including Tencent-affiliated studios, NetMarble, and indie-focused publishers, 2024–2026.

Related questions

Join 700+ funded games
growing with Immutable

8 Ball by Pokerist
Gods Unchained
Marblex
NomStead
Treeverse
Meta Toy DragonZ Saga
Might & Magic Fates
8 Ball by Pokerist
Gods Unchained
Marblex
NomStead
Treeverse
Meta Toy DragonZ Saga
Might & Magic Fates
8 Ball by Pokerist
Gods Unchained
Marblex
NomStead
Treeverse
Meta Toy DragonZ Saga
Might & Magic Fates