Only 9% of games reach 100,000 wishlists at launch. Over 90% of all titles fail to exceed 10,000 wishlists.
Casual and MMO titles lag with medians between 70,000 and 80,000.
Page 6 of the reportTitles with 100,000+ wishlists have a 71% probability of strong first-month sales. Titles with fewer than 100,000 wishlists have only a 17% probability.
Low-wishlist titles require early contingency strategies.
The bulk of audience commitment happens well before the final countdown. Studios must secure audience commitment in advance of launch.
Early page creation provides sustained visibility and higher wishlist growth.
Early visibility. Publishing a Steam page at least six months prior to launch increases wishlist growth by an average of 30%.
Page 13 of the reportRegular content drops, including trailers, dev logs, and screenshots, consistently drive engagement. Kingdom Come Deliverance 2 added approximately 0.2 million wishlists per trailer.
Executive Summary – “The Importance of Wishlists” (VGI Report, 2025)
1. What the Data Shows | Metric | Key Figure | Insight | |--------|------------|---------| | Games surpassing 100 k wishlists at launch | ~9 % (141/1 500) | Only a small minority achieve the “break‑out” threshold. | | Correlation (wishlists ↔ Month‑1 sales) | r ≈ 0.70 (RSQ ≈ 0.49) | Strong overall link, but it spikes to r ≈ 0.71 for games with > 100 k wishlists. | | Top‑heavy distribution | 1–2 % of titles > 1 M wishlists; > 90 % < 10 k | Success is heavily skewed toward a few blockbuster titles. | | Genre performance | Action/Adventure & RPG/Strategy → highest medians (≈ 180‑190 k) | Casual & MMO titles lag (median ≈ 70‑80 k) and rely more on post‑launch tactics. | | Wishlist momentum | Games that hit 100 k+ before launch have a 71 % chance of strong month‑1 sales vs. 17 % for < 100 k. | Momentum is a “crystal ball” for launch success. | | Steam page creation timing | 40 % of top performers publish 0.5‑1 yr before launch; 35 % publish > 1 yr early. | Early page creation gives sustained visibility and higher wishlist growth. | | Pre‑launch wishlist accumulation | 85 % of wishlists are collected ≥ 4 months before launch. | The bulk of audience commitment happens well before the final countdown. |
2. Why Wishlists Matter
1. Predictive Power – Once a title crosses the 100 k‑wishlist threshold, its first‑month sales become far more predictable (≈ 71 % correlation). 2. Marketing Leverage – High wishlist counts signal strong community interest, making it easier to secure press coverage, influencer partnerships, and paid‑media spend. 3. Resource Allocation – Studios can prioritize titles with early wishlist momentum for larger launch budgets and store‑front promotion. 4. Risk Management – Low‑wishlist titles (≤ 10 k) have a 50 % chance of under‑performing, suggesting a need for contingency plans (e.g., extended beta, community events).
3. How Games Accumulate Wishlists
| Tactic | Effectiveness (based on VGI data) | |--------|-----------------------------------| | Early Steam page (≥ 6 months pre‑launch) | +30 % average wishlist growth vs. late‑launch pages | | Regular content drops (trailers, dev logs, screenshots) | Each major trailer ≈ 10‑15 % spike in wishlist count (case: Kingdom Come Deliverance 2 added ~0.2 M per trailer) | | Early Access / Demo releases | Boosts momentum for “core” genres; median increase ≈ 12 % | | Community engagement (Discord, Reddit AMAs) | Stronger post‑launch