When should you lock your Steam launch date?

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TL;DR

Lock a launch date once your wishlist count clears your tier minimum and your conversion rate looks healthy, not on a fixed calendar rule. Locking before either number is ready means committing to a finish line for an audience that isn't there yet.

Why the date should follow your numbers, not a calendar

A launch date does two jobs at once: it gives your team a finish line, and it gives players and press a reason to act now instead of later. Locking it too early, before your wishlist count or conversion rate has actually cleared a real threshold, means committing to that finish line for an audience that doesn't exist yet.

Your tier minimumis the low end of the wishlist-count range for the revenue bracket you're aiming at, set out in how many wishlists do you need on Steam (see also the readiness glossary for the full set of terms and numbers). Example: if you're targeting the $250K-$999K tier, your tier minimum is 30,000 wishlists, the bottom of that tier's 30,000-50,000 range. Checking your actual count against this number, rather than a generic "6 to 12 months out" rule, is what tells you whether locking now makes sense.

Check your numbers in this order before locking a date

  1. Check your wishlist count against your tier minimum. A studio targeting the $250K-$999K tier wants to see its count approaching 30,000 before locking, not while still climbing toward 15,000.
  2. Check your conversion rate isn't a red flag, if you can measure it yet. See wishlist count vs conversion rate for how to read that number; a healthy wishlist count sitting on a clearly broken conversion rate isn't ready to lock against yet.
  3. Leave enough time for one more push after locking. A date locked with zero runway left to run a final marketing push (a Next Fest entry, a trailer drop, a review embargo) wastes the momentum a firm date is supposed to create.
  4. Announce once, and don't move it afterward. A date that shifts after announcement reads as instability to the same players a firm date was meant to create urgency with.

Common timing mistakes

Locking a date to hit an external deadline(a publisher milestone, a personal runway limit) without checking where your wishlist count and conversion rate actually sit. The date exists to serve those numbers, not the other way around. If the deadline is genuinely fixed, that's a reason to spend the remaining time differently, not a reason to ignore the numbers.

Comparing your count against the wrong genre's numbers. Hit rates vary enormously by genre, what clears easily for one genre can be an unrealistic bar for another. Compare your wishlist count against similar titles in your own genre, not a single industry-wide number.

Treating Next Fest entry timing and launch-date timing as the same decision. A Next Fest entry gives your wishlist velocity a temporary boost (documented at 3x to 10x normal, see the glossary), but entering with fewer than roughly 500 wishlists sees little benefit from it. Run your Next Fest entry before locking your launch date, and use its result as one more data point on whether you're ready, not as an afterthought once the date is already set.

Setting the date so far out that momentum fades before it arrives. A date locked 18 months ahead gives your audience time to forget the game exists again before release. Once your numbers actually justify locking, a 6-to-12-month window from that point tends to work better than a longer one.

Sources: Public Steam revenue-tier wishlist and Next Fest velocity benchmark data, as compiled in how-many-steam-wishlists-before-launch; Steamworks Next Fest documentation.

Related questions

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Ubisoft
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DRAGO Entertainment