Why conversion rate wins once you can measure it
Your wishlist countis simply how many people have wishlisted your game so far, as a running total. It's easy to track from day one, but it only answers "how many people noticed this game," not "how many of them will actually buy it." A game can reach a large wishlist count on broad, low-intent traffic (a giveaway, an unrelated community) and still sell poorly at launch.
Your conversion rateis the share of that wishlist count that turns into an actual sale, usually measured in launch week. It's the number that determines what your wishlist count is actually worth: a good conversion rate on a modest wishlist count still produces a respectable launch, while a large count converting badly does not.
Worked example: two games both reach 40,000 wishlists. Game A converts at 15% (roughly 6,000 sales in week one); Game B converts at 6% (roughly 2,400 sales). Same wishlist count, three times the launch result, because conversion rate was the number that actually decided the outcome.
The two signals compared
| Wishlist count | Conversion rate | |
|---|---|---|
| What it tells you | How many people noticed the game | How many of them actually want to buy it |
| When you can measure it | From day one | Only once real sales exist to measure against, usually the final weeks before launch |
| Biggest way it misleads you | Inflated by broad traffic with no real interest (giveaways, unrelated audiences) | Noisy on very small samples, a handful of early buyers can swing the percentage sharply |
| What threshold it feeds into | The visibility floor and revenue tiers | Whether the audience you already have will actually convert |
| Best used for | Deciding if you have enough reach to launch at all | Deciding if the reach you have is the right kind |
The threshold row references the visibility floor and revenue tiers set out in how many wishlists do you need on Steam.
When each signal matters more
Wishlist count matters more early, before there are enough sales to calculate a real conversion rate. A studio six months from launch has nothing to convert yet, so count and how fast it's growing are the only signals available, and the honest question at that stage is "are we reaching enough people," not "will they buy."
Conversion rate matters more from roughly 90 days out, once enough buyers exist (from a demo, a Next Fest entry, or early access) to calculate a real percentage. At that point, a conversion rate below benchmark is the more useful thing to fix, because a studio can still change its message or store page before launch, but can't manufacture six months of missing wishlist growth in six weeks.
Wishlist count still sets a hard ceiling on your launch size. Even a perfect conversion rate on 2,000 wishlists caps out at a small launch (roughly 300 sales at a strong 15% rate), because the audience itself is too small. A healthy conversion rate proves the audience you have is the right kind; it doesn't make that audience bigger.
How to read both together
Track both, but weight conversion rate for deciding whether you're actually ready to launch, and wishlist count for deciding how big that launch can realistically be. Two games can both sit at 20,000 wishlists and be in very different positions: one converting at 8% (roughly 1,600 sales) and one at 15% (roughly 3,000 sales), same audience size, a very different outcome.
When conversion rate is the weaker of the two signals, the fix usually isn't a bigger wishlist count, it's giving that audience more than Steam's single launch-day notification to act on. Engage sends automated, personalized emails across the pre-launch and launch window instead of relying on that one message, and a documented case study found 2.8x higher Day 1 purchase conversion (6.64% vs. 2.37%) and 3.0x higher Day 14 conversion for studios using it.
Sources: Immutable conversion-rate benchmark data from steam-wishlist-conversion-rates; public Steam revenue-tier benchmark data, as compiled in how-many-steam-wishlists-before-launch; Steamworks discovery documentation.








