![]() ![]() This was hugely enticing and secured some huge influencers that resulted in a ripple effect with smaller influencers then requesting keys. Unique Influencer Activation – We gained the attention of a handful of key influencers by offering them a unique in-game item they could share with their viewers.With the fresh key art, this further boosted page activity. Steam rework – New imagery, tags, features and screenshots ensured the page looked as good as possible.Fresh Key Art – This significantly increased page engagement, creating a much more enticing game when scrolling through Steam’s carousel.The pace, ready for its launch in July, was more than enough to reach over 50,000 wishlists by the time it was available to buy. On a recent campaign for the small solo developed title Clanfolk, wishlist traction grew from around 30 per day to consistently over 1,000. How can you achieve a daily average wishlist of 100 per day? Wishlist traction With Valve having also previously discussed a 50,000 benchmark for Steam Features to kick in, it should undoubtedly be your goal to reach this golden milestone. Considering almost 1,000 games release monthly, it’s clear that very few land as hugely followed titles. As they’ve shown, only 40 games in May 2022 release with more than 20,000 Steam wishlists. ![]() Gamediscover have also backed this up with some number crunching on what thresholds certain games on Steam release at. Games like Gloomwood have recently demonstrated the power of events, flexing the addition of 30,000 wishlists thanks to a combination of the PC Gaming Show, Next Fest and Summer Sale. Over the space of a year this can develop into a considerable sum and, if complemented with events, strong social outreach and influencer engagement, reaching over 50,000 by the time you launch is certainly viable for even the smallest development studio. It’s generally considered that 100 wishlists per day is very good. Increase your daily average as much as possible through a combination of influencer and social media outreach, traditional print media and events. Having worked with developers who are beginning life from a standing start as well as those who are already achieving thousands of wishlists per day, I’ve found that the approach for both often remains the same. What threshold do developers really need to achieve in order for their game to be successful at launch? Though this poses even more questions (especially because expectations vary), it does make answering it a little easier. The easiest answer is certainly ‘as many as possible‘, but that doesn’t reach the heart of the issue. One of the most common questions I get asked by those seeking PR and marketing, is how many wishlists should they be acquiring per day. Top image Gloomwood by Dillon Rogers, David Szymanski. Industry Insights is a series of columns with tips and tricks on how to grow your game business written by Vicarious PR. ![]()
0 Comments
Leave a Reply. |