-
-
Replying to @GreyAlien
If your wishlist is below 50K, don't bother releasing it.
2 replies 0 retweets 2 likes -
Replying to @PulsetenseGames @GreyAlien
Baris dude, not everyone is in this to get rich quick
1 reply 0 retweets 1 like -
Replying to @markgregory_ @GreyAlien
It's not about money, just my observation about marketing and release. Steam bury games that have less than 50k wishlists shortly after they're released.
2 replies 0 retweets 1 like -
Replying to @PulsetenseGames @GreyAlien
Hey
@DevRelCallum,@mikeBithell or@RaveofRavendale do any of you care to chip in on this?1 reply 0 retweets 0 likes -
Replying to @markgregory_ @PulsetenseGames and
Absolutely 100% not true at all. 50k wishlists is an absurd amount, and will result in you selling loads of units. 10k wishlists is a good amount to aim for, as that will most likely net you around 20,000 units sold in your first year
6 replies 1 retweet 29 likes -
Replying to @RaveofRavendale @markgregory_ and
Mike; I'm happy to hear that then, in such a case. Would you mind sharing some wishlist/first month sales/conversion tips and stats? And how wishlist numbers effect a game's discovery queue visibility?
1 reply 0 retweets 1 like -
Replying to @PulsetenseGames @markgregory_ and
The rough conversion that most games follow is wishlists at launch / 2 = sales in week one For our games we’ve found that our week one sales have been anywhere between 50% - 120%, but average around 60% So 10k wishlists for a $20 game would be $120k rev week one
4 replies 0 retweets 14 likes -
yes the wishlist / 2 is a good formula but I haven't released a "big game" (that has some statistical value) in 2 years so things might have changed. Maybe even for yours you noticed a trend comparing older vs newer releases?
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.