Use cases: the periods that decide a Steam game
Each page below follows one period in a Steam game's life, such as launch week or a Next Fest, through its timeline. It lists the questions studios ask in that period and the SteamStats views that answer them, with the fictional demo game Pebblewick and links to the guides behind the numbers.
Last reviewed · SteamStats team
- Launch weekWhat changes in a Steam game's data from two weeks before launch to two weeks after it, the questions of each day, and the SteamStats views that answer them.
- Steam Next FestThe weeks before a Steam Next Fest, the fest week and the days after: the dates Valve sets, the questions studios ask and the SteamStats views that answer them.
- Discount planningHow studios plan Steam discounts around the cooldown and the seasonal sales, read whether a discount worked, and see what it adds to the forecast and payouts.
- Wishlist campaignsHow studios measure a Steam wishlist campaign: the wishlists it most likely added, as a range, the cost per wishlist and the effect after the paid window.
- Publisher reportingHow publishers and agencies report on many Steam games: daily and weekly reports, net revenue and payouts by game, forecasts over any horizon and team access.
- Multi-game studiosHow a studio with several Steam games reads them together: one morning view across games, alerts by game, a launch window per game and per-game pricing.