u/TheEntityEffect

The pre-launch timeline I would actually follow if I were launching on Steam today

There's a lot of advice about when to announce your game, when to launch your Steam page, and when to start marketing. Most of it is too vague to be useful. Here is the specific framework I think makes the most sense based on how the platform works.

The core insight:

Steam rewards wishlist momentum, not just wishlist totals. A game with 2,000 wishlists accumulated over 3 months of consistent activity will often outperform a game with 3,000 wishlists accumulated in one week, because the former shows Steam that the audience is genuinely interested.

The timeline I would use:

  • 6 months before launch: Open the Steam page in Coming Soon state. Do not announce it widely yet. Run paid ads to a very small audience ($5 to $10 per day) to seed initial wishlists and let Steam index the page. This matters because Steam uses early engagement data to calibrate what the algorithm shows you.

  • 5 months before launch: Start your community presence. Reddit posts sharing development content. Short-form clips on TikTok and Reels showing development progress or interesting mechanics. The goal here is not viral reach. It is consistent presence so you have an engaged audience when you actually need them.

  • 3 months before launch: Full marketing push begins. Prioritize Steam Next Fest if your timing aligns. Having a playable demo on Steam Next Fest can generate more wishlists in one week than 3 months of regular marketing.

  • 6 weeks before launch: Contact streamers. Not huge streamers. Streamers with 500 to 10,000 followers in your specific genre. Smaller streamers have audiences that actually watch and actually buy. Reach out 6 weeks out because streamers plan their content in advance.

  • 2 weeks before launch: Your trailer goes everywhere. This is not the time to introduce your game to new audiences. This is the time to remind the audience you have already built that the launch is coming.

  • Launch day: Do not leave the computer. Respond to every comment, review, and question within hours. The first 72 hours of reviews and wishlist conversions determine Steam's early algorithmic treatment of your game. This window matters more than any single marketing activity.

  • 1 week after launch: Most developers go quiet here. This is a mistake. Post a "one week update" everywhere. Share the numbers if they are positive. Share what you learned if they are not. This keeps the momentum going and generates additional coverage.

That's pretty much it. What would you add or change to this timeline based on your experiences?

reddit.com
u/TheEntityEffect — 1 day ago

The pre-launch timeline I would actually follow if I were launching on Steam today

There's a lot of advice about when to announce your game, when to launch your Steam page, and when to start marketing. Most of it is too vague to be useful. Here is the specific framework I think makes the most sense based on how the platform works.

The core insight:

Steam rewards wishlist momentum, not just wishlist totals. A game with 2,000 wishlists accumulated over 3 months of consistent activity will often outperform a game with 3,000 wishlists accumulated in one week, because the former shows Steam that the audience is genuinely interested.

The timeline I would use:

  • 6 months before launch: Open the Steam page in Coming Soon state. Do not announce it widely yet. Run paid ads to a very small audience ($5 to $10 per day) to seed initial wishlists and let Steam index the page. This matters because Steam uses early engagement data to calibrate what the algorithm shows you.

  • 5 months before launch: Start your community presence. Reddit posts sharing development content. Short-form clips on TikTok and Reels showing development progress or interesting mechanics. The goal here is not viral reach. It is consistent presence so you have an engaged audience when you actually need them.

  • 3 months before launch: Full marketing push begins. Prioritize Steam Next Fest if your timing aligns. Having a playable demo on Steam Next Fest can generate more wishlists in one week than 3 months of regular marketing.

  • 6 weeks before launch: Contact streamers. Not huge streamers. Streamers with 500 to 10,000 followers in your specific genre. Smaller streamers have audiences that actually watch and actually buy. Reach out 6 weeks out because streamers plan their content in advance.

  • 2 weeks before launch: Your trailer goes everywhere. This is not the time to introduce your game to new audiences. This is the time to remind the audience you have already built that the launch is coming.

  • Launch day: Do not leave the computer. Respond to every comment, review, and question within hours. The first 72 hours of reviews and wishlist conversions determine Steam's early algorithmic treatment of your game. This window matters more than any single marketing activity.

  • 1 week after launch: Most developers go quiet here. This is a mistake. Post a "one week update" everywhere. Share the numbers if they are positive. Share what you learned if they are not. This keeps the momentum going and generates additional coverage.

That's pretty much it. What would you add or change to this timeline based on your experiences?

reddit.com
u/TheEntityEffect — 1 day ago

The pre-launch timeline I would actually follow if I were launching on Steam today

There's a lot of advice about when to announce your game, when to launch your Steam page, and when to start marketing. Most of it is too vague to be useful. Here is the specific framework I think makes the most sense based on how the platform works.

The core insight:

Steam rewards wishlist momentum, not just wishlist totals. A game with 2,000 wishlists accumulated over 3 months of consistent activity will often outperform a game with 3,000 wishlists accumulated in one week, because the former shows Steam that the audience is genuinely interested.

The timeline I would use:

  • 6 months before launch: Open the Steam page in Coming Soon state. Do not announce it widely yet. Run paid ads to a very small audience ($5 to $10 per day) to seed initial wishlists and let Steam index the page. This matters because Steam uses early engagement data to calibrate what the algorithm shows you.

  • 5 months before launch: Start your community presence. Reddit posts sharing development content. Short-form clips on TikTok and Reels showing development progress or interesting mechanics. The goal here is not viral reach. It is consistent presence so you have an engaged audience when you actually need them.

  • 3 months before launch: Full marketing push begins. Prioritize Steam Next Fest if your timing aligns. Having a playable demo on Steam Next Fest can generate more wishlists in one week than 3 months of regular marketing.

  • 6 weeks before launch: Contact streamers. Not huge streamers. Streamers with 500 to 10,000 followers in your specific genre. Smaller streamers have audiences that actually watch and actually buy. Reach out 6 weeks out because streamers plan their content in advance.

  • 2 weeks before launch: Your trailer goes everywhere. This is not the time to introduce your game to new audiences. This is the time to remind the audience you have already built that the launch is coming.

  • Launch day: Do not leave the computer. Respond to every comment, review, and question within hours. The first 72 hours of reviews and wishlist conversions determine Steam's early algorithmic treatment of your game. This window matters more than any single marketing activity.

  • 1 week after launch: Most developers go quiet here. This is a mistake. Post a "one week update" everywhere. Share the numbers if they are positive. Share what you learned if they are not. This keeps the momentum going and generates additional coverage.

That's pretty much it. What would you add or change to this timeline based on your experiences?

reddit.com
u/TheEntityEffect — 1 day ago

The wishlist conversion benchmarks I wish someone had told me earlier

Wishlists are not all equal and I think a lot of developers find that out too late.

The conversion rate from wishlist to purchase varies pretty significantly by genre. I spent a while digging into publicly available SteamSpy data and developer postmortems. This is roughly what the numbers look like:

  • Action/Adventure: 10-16%

  • RPG: 14-22%

  • Horror (especially first-person): 18-28%

  • Puzzle: 8-14%

  • Strategy: 12-18%

  • Roguelike: 16-24%

  • Simulation: 11-17%

Horror buyers convert at high rates but leave reviews way less often than other genres. So if you're making a horror game and your wishlist-to-review ratio looks off, that's probably why. The game isn't underperforming, the metric just looks weird for that genre.

Puzzle is kind of the rough end of the deal here. Lower conversion rate means you need a lot more wishlists to hit the same launch revenue as someone making a roguelike. Worth knowing before you set your pre-launch targets.

The most useful piece of data I've come across on wishlist conversions comes from GameDiscoverCo, who surveyed 100+ developers and have been tracking Steam launch data since 2022. Their numbers for games launching with 10,000+ wishlists:

  • Median week-1 conversion sits around 15-17%.

Meaning if you launch with 50,000 wishlists, you're realistically looking at somewhere around 7,500-8,500 sales in your first week at the median. That median drops to around 10% if your game is priced above $10.

The range around that median is brutal though. Some games hit 10% of the median. Others hit 10x. Wishlists tell you there's interest. They don't tell you how much.

A few things that actually move the needle on conversion:

  • Review Score

It matters more than most people expect. Data shows games that overperformed at launch had a median first-week user score of 91%. The ones that underperformed were sitting at 67%. The game has to deliver on what the page promised.

  • Pre-release Period

This matters too, but not in the way you'd think. Games that underperformed averaged 411 days in pre-release on Steam. The ones that overperformed averaged 214. Longer isn't better. Momentum fades.

  • Wishlist Velocity

This is the thing I see talked about least. Steam's Popular Upcoming placement (which gives you real visibility before launch) is driven by how fast you're accumulating wishlists, not just your total. The general benchmark is 7,000-10,000 wishlists to start appearing there.

  • Concentrated Marketing Pushes

Steam Next Fest, a demo drop, a streamer picking you up. These do more for velocity than months of slow accumulation.

The last thing worth knowing: Steam notifies everyone who wishlisted your game at launch. That launch window is doing a disproportionate amount of work. Plan for it accordingly.

If you have anything you'd like to add from your own personal experiences, leave a comment below :)

reddit.com
u/TheEntityEffect — 7 days ago

What your Steam description is actually for (and why most people get it wrong)

The most common mistake I see on Steam pages is writing the description like it is an essay. You are telling the story of your game, its lore, its development history, its inspirations. Almost nobody reads it.

Here's why:

A Steam page visitor has usually already made about 60 percent of their buy or wishlist decision based on the first screenshot, the trailer thumbnail, and the short description at the top. By the time they scroll down to the full description, they are not reading for information. They are reading for confirmation.

They want a quick confirmation that this is the kind of game they thought it was. That it has the features they care about. That the developer knows what they are making and is serious about it.

This completely changes how to write the description.

The structure that works:

Line 1: One sentence. Present tense. The player is doing something. Not "a game about" or "you play as." Something like: "You are a blacksmith who accidentally discovered time travel and now your only tool for fixing history is a hammer."

Lines 2 to 4: What the player actually gets to do. Not the story. The experience. The verbs. "Craft weapons that do not exist yet. Negotiate with kings who will not remember you. Break the rules of causality with enough force."

Lines 5 to 6: The differentiator. One or two sentences about what makes this game different from everything else in its genre. Specific. Not "unique gameplay" because that means nothing. Something like: "Every item you craft can be used in ways the game did not intend. The physics system is fully simulated, which means if you figure out something clever, it actually works."

Bullet points (5 to 7): Feature-level confirmation. Short, active, specific. "50+ hours of handcrafted story" or "Full controller support" or "Procedural world generation with authored story events." These are what people scan.

Close: A single line that creates urgency or emotional connection. "The timeline is collapsing. It is up to you how much of it survives."

The words that hurt you:

  • Unique
  • Immersive
  • Epic
  • Atmospheric
  • Stunning

Every game uses these words. They signal nothing. Every time you write one of these words, replace it with something specific.

Happy to do a quick critique of anyone's description in the comments if you want to share.

reddit.com
u/TheEntityEffect — 8 days ago