How to get Steam wishlists (and which ones actually turn into players)
- Steps
- 6
- Hands-on
- 45 min
- Reading
- 10 min
- Checked
- Oct 25
The short version
You get Steam wishlists by putting up a Coming Soon page early, making the capsule art win the click, and getting onto Steam's own surfaces (Next Fest, themed fests, tag pages, queues). That is where the traffic is: in one week our free game O'BLOCK got 4,150 store visits, and only 138 came from outside websites. Then let Steam's release email do the converting: it turned 18 of our 50 wishlisters into players within 7 days.

What you need
- A Steamworks partner account with an app created for your game
- Capsule art, 5+ screenshots, a short description and ideally a gameplay trailer
- Somewhere to log one number a day (a spreadsheet is fine)
Part of the article Steam Next Fest opens Oct 19. Our game launches 24 hours later. This page answers one question from it in depth.
On this page · 13 sections
- Key numbers
- Before you start: what a wishlist is worth now
- Put up the Coming Soon page first
- Make the capsule and first screenshot earn the click
- Tag every outside link with UTM, and read tracked visits
- Get onto Steam's own surfaces
- Line up the emails Steam sends for you
- Read the wishlist report every day, and log it
- What goes wrong
- What this means for you
- Related
- FAQ
- Sources
Every number below comes from our own read-only Steamworks reads for O'BLOCK (app 5357680) or from Valve's documentation, both checked October 24 and 25, 2026. Steam is the landlord here. Wishlists are the receipts you earn on its land, so learn how the land works before you spend weeks posting off it.
Key numbers
| What | Number | Source (checked Oct 24 to 25 2026) |
|---|---|---|
| Minimum time a Coming Soon page must be live before release | 2 weeks | Steamworks: Coming Soon |
| Lead time Valve asks for on store page review | 7 business days | same |
| Minimum wishlists before Steam shows your game | none | Steamworks: Wishlists |
| Discount that triggers a wishlist email | 20% or more, over 8 hours | same |
| Cooldown between wishlist emails per game | 1 to 2 weeks | same |
| UTM conversion window | 72 hours after the click | Steamworks: UTM Analytics |
| O'BLOCK store traffic, most recent week | 88,117 impressions, 4,150 visits | our Steamworks read, Oct 24 |
| Visits from external websites that week | 138 (3.3%) | same |
| Our UTM-tagged links, Oct 10 to 24 | 460 visits, 34 signed in, 2 wishlists | our UTM Analytics read, Oct 24 |
| O'BLOCK wishlists lifetime | 94 added, 9 deleted, 35 converted, 50 outstanding | our Steamworks read, Oct 24 |
| Steam's release email, Oct 20 | 50 sent, 12 claimed in 1 day, 18 in 7 days | same |
| Games in Zukowski's wishlist survey | 160 (34 from 2020-22, 126 from 2023-25) | How To Market A Game, Oct 13 2026 |
Before you start: what a wishlist is worth now
A wishlist is a bookmark with an alarm attached. When your game releases or goes 20% off, Steam emails everyone who saved it. That alarm is the whole point, and it is the one marketing channel on Steam that costs you nothing.
It is also worth less than it used to be. Chris Zukowski's survey of 160 games found that launches from 2023 to 2025 sold about half as many units per wishlist in their first month as launches from 2020 to 2022. His own explanation: Valve made wishlisting easier (one click from a hover tooltip) and festivals handed out lots of low-intent wishlists.
Wishlist inflation is real: a newer wishlist sells about half as many copies in month one. Data: Chris Zukowski, How To Market A Game, Oct 13 2026; redrawn by Tensorust for our Next Fest breakdown.
The same survey kills the opposite myth. Wishlists at launch still track first-month sales closely: a Spearman correlation of 0.87 for 2023 to 2025 games (0.89 before). The people telling you wishlists stopped mattering are selling a video. Get them, but know which ones count.
Step 01: Put up the Coming Soon page first
Every post, trailer and reply you make before the store page exists is wasted, because there is nowhere to click "Add to wishlist". Valve's own top suggestion is the same: put the page up as soon as you can.
The rules from Valve's Coming Soon documentation:
- Click Create New App in Steamworks and finish everything under Your Store Presence on the app landing page.
- Hit Mark As Ready For Review at least 7 business days before you want the page live.
- After approval, click the green Post as Coming Soon button. The page must be public for at least 2 weeks before you can release.
Valve also says there is no strong downside to a long Coming Soon period, and that someone who wishlists two years ahead can be just as likely to buy as someone who wishlists two weeks ahead. Start early. O'BLOCK went into launch day with 61 wishlists added in total, a small list for the one email that matters most.
Step 02: Make the capsule and first screenshot earn the click
Steam shows your capsule far more often than anyone visits. In our most recent week, O'BLOCK had 88,117 impressions and 4,150 visits: about 4.7% of impressions became a visit. Every point of click-through here is worth more than a week of posting.
- Open Marketing & Visibility > Traffic Breakdown in Steamworks. It lists impressions and visits per source (Coming Soon list, tag pages, search, queues).
- Change one thing at a time (main capsule, first screenshot, short description) and note the date, so you can read the before and after.
- Size every asset exactly; our Steam capsule resizer outputs every required capsule size from one image.
Step 03: Tag every outside link with UTM, and read tracked visits
Steam records UTM tags on links to your app page or a sale page and counts a conversion if the visitor wishlists, buys or claims within 72 hours. The format, from Valve's example:
https://store.steampowered.com/app/480?utm_source=x&utm_campaign=launch_trailer&utm_medium=social
Then read the report the honest way. UTM Analytics shows three kinds of visit: total, trusted (bots and crawlers removed) and tracked (visitors signed in to Steam). Only tracked visits can convert.
Two weeks of every tagged link we posted, mostly X and SteamDB. Steamworks UTM Analytics for O'BLOCK, read Oct 24 2026.
Our two weeks of tagged links: 460 visits, 220 trusted, 34 signed in, 2 wishlists. More than half the "visits" were bots or crawlers, and only about 1 in 6 trusted visitors was logged in to Steam. Our X posts alone sent 66 tagged visits through Oct 23, of which 3 were signed in. Social posting feels like marketing; this is what it measured as.
Step 04: Get onto Steam's own surfaces
Look at the hero chart again. Of 4,150 visits in one week, Steam's own shelves (browse search 682, new releases queue 188, direct search 173, Valve's website 172, discovery queue 135, tag pages 99, library 68, search suggestions 67) brought 1,584. Direct navigation, typed URLs and links that arrive without a referrer, brought 1,285. External websites, where our off-Steam links show up when the referrer survives, brought 138. Steam's shelves are the traffic. Your job is to qualify for more of them.
- Steam Next Fest runs three times a year (February, June, October), and each game can join once, before release, with a public playable demo. Valve's workback timeline: submit the demo for build review 3 weeks before the fest (5 weeks if you want it live for the Press Preview, which starts 11 days before), and release it at least 30 minutes before the start.
- Themed fests (Valve's documentation lists more than a dozen upcoming ones, from Shop Keeper Fest to Racing Fest) put you on a page full of players who already like your genre.
- Tags decide which tag pages and recommendations you land on. Set them to match what the game is, not what is popular.
- After release, update visibility rounds give you more front-page exposure for real updates; we broke those down in Steam visibility rounds, explained.
Festival wishlists are the ones Zukowski found convert worst. Take them anyway: they are free, and the release email does not care how a wishlist was earned.
Step 05: Line up the emails Steam sends for you
This is where wishlists turn into players, and you control the timing. From Valve's wishlist documentation, Steam emails your wishlisters:
- At release (Early Access or full), and again when Early Access moves to full release.
- Once for a demo, when you press the notification button on the demo's landing page within two weeks of the demo going live.
- On a discount of 20% or more that covers your cheapest package and runs longer than 8 hours.
Each player gets at most one email per game every 1 to 2 weeks, longer during big seasonal sales, and only if they verified their email with Steam.
The one email Steam sent for us. Steamworks wishlist breakdown, email notifications section, read Oct 24 2026.
Our release email went to 50 wishlisters on October 20. 12 claimed the game within a day and 18 within a week: 36%. O'BLOCK is free, so a "conversion" is a claim, not a sale; a paid game should expect less. The lesson still holds: the email is the strongest thing on Steam you control, so do not fire it on a build that is not ready.
Step 06: Read the wishlist report every day, and log it
Open the Sales & Activation Reports portal, pick your app, and scroll to Wishlists. It shows additions, deletions and purchases, with a regional breakdown in the regional sales report. The data is updated daily for the previous day, so today's posts show up tomorrow.
Log the outstanding number once a day next to what you did that day. Ours: 94 wishlists added lifetime, 9 deleted, 35 converted, 50 still outstanding as of October 24. Our Steam wishlist calculator turns that number into a first-week sales range, and the Steam revenue calculator shows what Valve keeps.
What goes wrong
- Counting bot visits as interest. 298 of our 4,150 weekly visits were labelled bots by Steam, and 240 of our 460 tagged visits were not trusted. Judge everything by tracked visits and wishlists.
- A dashboard that carries a stale number. Our own tracker showed 20 wishlists for six days because the Steamworks read kept failing; Steamworks itself said 58 outstanding on launch day. Read the portal, not a copy of it.
- Burning the email on a broken build. The cooldown means a release email that lands on a crash is gone for 1 to 2 weeks.
- Starting too late. The 2-week minimum is a floor, not a plan. A short Coming Soon runway means a small list when the release email fires.
- Treating festival wishlists like fans. They convert worse. Count them, but do not plan a budget on them.
What this means for you
Steam controls the shelves, the email and the data, and it takes a cut of every sale. Play its system well (page early, art that wins the click, a demo in Next Fest, the release email fired on a solid build) and keep building something it does not own: a mailing list or Discord where you can reach your players without asking Valve. That is the order: Steam for reach, your own list for freedom.
Related
- Steam Next Fest October 2026: Valve's rules and wishlist inflation data (the parent piece)
- 2,077 claimed our free Steam game, 16 played it (the launch these numbers come from)
- Steam update visibility rounds, explained
- 9 features in 28 days, 2 moved a number
- Tools: Steam wishlist calculator, Steam capsule resizer
FAQ
How do I get more wishlists on Steam?
Put up the Coming Soon page early, make the capsule art win the click, and get onto Steam's own surfaces: Next Fest with a demo, themed fests, tag pages. In our most recent week read Oct 24 2026, Steam's search, queues, tag pages, library and Valve's site sent 1,584 of 4,150 visits, direct navigation 1,285, and external websites only 138.
Does Steam need a minimum number of wishlists before it shows my game?
No. Valve's wishlist documentation answers this directly: there is no minimum. Wishlists help placement on some lists, but the store is personalized per player.
What is a good Steam wishlist conversion rate?
There is no fixed number, and it has fallen. Chris Zukowski's survey of 160 games found 2023 to 2025 launches sold roughly half as many units per wishlist in month one as 2020 to 2022 launches. Our free game O'BLOCK saw 18 of 50 wishlisters claim it within 7 days of the release email.
Do social media posts get Steam wishlists?
Less than you would think. Our UTM-tagged links, mostly X posts and SteamDB, brought 460 visits from Oct 10 to 24 2026 but only 34 signed-in visits and 2 wishlists. Steam's own surfaces sent far more.
When does Steam email my wishlisters?
At release (and again at full release after Early Access), once when you push the demo notification within two weeks of a demo launch, and when you run a discount of 20% or more that covers your cheapest package and lasts over 8 hours. A 1 to 2 week cooldown applies per game.
Sources
All checked October 24 to 25, 2026.
Valve documentation
- Valve, Steamworks: Wishlists: release, demo and 20%+ discount emails, the 1 to 2 week cooldown, daily data for the previous day, "no minimum" wishlists.
- Valve, Steamworks: Coming Soon: 2-week minimum, 7 business days review lead time, early wishlisters convert as well as late ones.
- Valve, Steamworks: UTM Analytics: total, trusted and tracked visits, 72-hour conversion window, link format.
- Valve, Steamworks: Steam Next Fest: eligibility, one fest per game, workback timeline.
Research
- Chris Zukowski, How To Market A Game, Wishlist inflation is real, but you still need them, October 13, 2026: 160-game survey, units per wishlist by era, Spearman 0.89 and 0.87.
Our data
- Steamworks Traffic Breakdown, UTM Analytics and Sales and Activation Reports for O'BLOCK (app 5357680), read-only reads on October 23 and 24, 2026. O'BLOCK is free, so wishlist conversions are free claims.
Images
- All charts by Tensorust from the sources above. The wishlist inflation chart is our redraw of Chris Zukowski's published data, first used in our Next Fest article.
Do this next
Every number on this page links to its source and was checked on Oct 25, 2026. Spot an error or a newer figure? Email matt@tensorust.com and it gets fixed. Related: Steam wishlist calculator, Steam capsule resizer, Steam revenue calculator.
Read next
- Article · Oct 18, 2026Steam Next Fest opens Oct 19. Our game launches 24 hours later
- Article · Oct 20, 20262,077 claimed our free Steam game. 16 played it. 30 GB did that
- Article · Oct 23, 2026Get featured as a solo dev: 9 features in 28 days, 2 moved a number
- Guide · Oct 25, 2026Cold email deliverability: set up SPF, DKIM and DMARC, then send slower than you think
- Guide · Oct 24, 2026How to handle 64-bit IDs in JSON with JavaScript BigInt
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