How many wishlists a day is good?
2 min read
By Eduardo Orellana ·
There is no universal good number; there is the rate that reaches your target in the time you have. 10,000 wishlists in twelve months is about 27 a day; 7,000 in six months is about 38. But wishlists arrive in spikes around events (a page launch, a trailer, Next Fest, a creator's video) with quiet days in between, so a low baseline is normal. Judge a quiet day by its baseline and an event by its spike.
Most of your wishlists will come on a handful of days
A game's wishlist chart is a flat line with spikes: the day the page went up, a trailer, a festival week, a creator's video. Developers who compare a quiet Tuesday with someone else's Next Fest week conclude they are failing. Compare like with like.
Work it back
- 10,000 wishlists in 12 months: about 27 a day on average.
- 7,000 in 6 months: about 38 a day.
- 20,000 in 18 months: about 37 a day.
Then plan the spikes that make the average: one festival can be weeks of baseline in a few days.
What a baseline tells you
Your baseline between events is Steam's own traffic plus your steady channels (devlogs, clips, community). If it rises over months, the page and those channels are working. If it never moves, spend on events and the page, not on more of the same.
Where Flockbay fits
Flockbay reads your daily wishlists from your own Steamworks key, free, and does the work behind the spikes: trailers, devlogs, clips, posts and ads on your own accounts, free in beta until 1 December 2026.
Keep reading
- The indie game publishing guide
- Wishlist velocity
- How to get more wishlists
- Steam game maker
- How to market an indie game
- How to get to 10,000 wishlists
- Cost per wishlist: how to measure it and what is normal
- An indie game marketing plan, with a template
- When should you start marketing your game?
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