Free Steam planning tool

Wishlists to sales.
Sales back to wishlists.

Plan both directions with a transparent benchmark range, then optionally test project break-even or a publisher recoup waterfall. No single-number promise pretending every game launches the same way.

Launch wishlists
Your wishlist balance immediately before release.
Paid units
Total modeled purchases, including buyers who never wishlisted.
Developer receipts
Player spend after the selected refunds, tax, and Steam fee.

Selected planning result

1,050

estimated Week-1 paid units

Typical10.5% Week-1 ratio

From 10,000 launch wishlists.

Standard benchmark range 4802,600 Week-1 paid units.

Benchmark scenarios

Compare the planning range

Select a row to inspect its full projection.

Week-1 ratio means total paid units divided by launch wishlists. It includes organic buyers, so it is not a direct wishlister conversion rate.

Selected projection

Typical over time

Units and revenue use separate long-tail multipliers.

Swipe the table to see Year 1 and Year 2

Typical estimates
EstimateWeek 1Month 1Year 1Year 2
Paid units1,0501,4602,7203,486
Player spend$18.9K$26.8K$46.5K$56.5K
Developer receipts$11.1K$15.8K$27.4K$33.3K

Typical estimate: 1,050 estimated Week-1 paid units.

Method, not magic

See exactly what the calculator assumes.

Benchmarks were reviewed on 24 July 2026. They describe observed launch distributions, not a statistical guarantee for any individual game.

Core equations

  1. Unitswishlists × sales ratio × unit horizon multiplier
  2. Player spendwishlists × sales ratio × Week-1 price × revenue horizon multiplier
  3. Developer receiptsplayer spend × (1 − refunds) × (1 − tax) × (1 − Steam fee)
  4. Developer cash under a publisher dealadvance + developer pre-recoup distributions + developer post-recoup distributions
  5. Developer break-evensmallest net receipts where developer cash ≥ entered developer project spend
01

Current Steamworks guidance

Valve wishlist guidance

Valve explains that wishlists are useful launch signals, but there is no formula that accurately predicts sales.

Read the source
02

GameDiscoverCo, 2024 launch cohort

Launch benchmark distribution

The Conservative, Typical, and Strong ratios use the reported 25th percentile, median, and 75th percentile of total Week-1 paid units per launch wishlist.

Read the source
03

GameDiscoverCo, July 2026

Post-launch multipliers

Unit and revenue horizons use separate Week-1-relative multipliers so later sales are not treated as though they all occur at the launch price.

Read the source
Important limitations
  • The launch ratios include organic buyers and therefore are not direct wishlist-attributed conversion rates.
  • Genre, price, game quality, audience fit, review score, visibility, and launch timing can move outcomes dramatically.
  • The long-tail cohort contains games that cleared a minimum Month-1 sales threshold, so weak launches may underperform its later multipliers.
  • Currency selection changes formatting only. No exchange-rate conversion or regional price database is used.
  • “Developer receipts” is a planning estimate, not accounting, tax, or financial advice.
  • Publisher agreements can define revenue, deductions, recoup, reserves, cross-collateralization, and payment timing differently. The optional deal model is a transparent planning case, not a reading of any contract.