Wishlist campaigns on Steam: what each push added, and at what cost

A wishlist campaign is a dated push, such as a trailer, a creator video, an ad flight or a press feature, meant to add Steam wishlists. Measuring it means separating its wishlists from those that would have come anyway, giving the result as a range, following the effect after the paid window, and checking how many stayed.

Last reviewed · SteamStats team

The period and its timeline

A wishlist campaign, from the weeks before to the week after
WhenWhat happensWhat changes in the data
The weeks beforeThe game's ordinary daysThey show what the game gets without a push
Before the first postStore links are tagged with UTM parametersEach tagged link gets its own visits and conversions in the UTM report
The campaign windowPosts, videos or ads go outWishlists by the hour show the push the same day
The next daySteamworks publishes the previous day's trafficImpressions, visits and conversions by source and by link appear
Up to 72 hours after a clickVisitors wishlist or buySteam still credits the wishlist to the link
After the paid windowVideos and posts are still being foundThe effect continues for a while and still counts for the campaign
The week afterSome new wishlisters change their mindsDeletions show how much of the gain stayed

Questions studios ask about a campaign

  • Did the campaign bring wishlists, or would they have come anyway?
  • Which link, channel or Steam traffic source brought the visits?
  • Did the visitors wishlist at a normal rate, or did the store page lose them?
  • What did each extra wishlist cost?
  • How many of the new wishlists were deleted the week after?
  • Was a spike caused by something nobody planned, such as a creator or a Steam feature?

Which SteamStats views answer them

Campaign questions, the view that answers each, and its refresh
QuestionViewRefresh
Campaign wishlists and costTraffic & campaigns: each campaign's most likely wishlists with a range, organic, direct and indirect, budget and cost per wishlistdaily on Indie, Studio, and Publisher
Visits by link and sourceTraffic & campaigns: UTM links over the last 30 days and Steam traffic sourcesdaily on Indie, Studio, and Publisher
Store page conversionTraffic & campaigns: the funnel, with click-through and wishlists per visit against their typical rangedaily on Indie, Studio, and Publisher
Today's pushWishlists: today by hour against the usual day, and countriesevery 60 min on Indie, Studio, and Publisher
What stayedWishlists: daily adds, deletes and net; Inbox: the Removals alertevery 60 min on Indie, Studio, and Publisher
Unplanned spikesTraffic & campaigns: wishlist spikes that match no campaign; Inbox: Wishlist spikeChecked once a day has closed

Example: a trailer week for Pebblewick

Illustrative numbers for Pebblewick, the fictional demo game by Hollow Fern Games: a 7-day trailer campaign with a budget of $1,500.00, and 2,050 wishlists in the window and the days after it while the effect lasted.

Pebblewick: what one campaign added, and at what cost
PartWhat it meansWishlists
OrganicWould have come without the campaign1,120
DirectCame through the campaign's own links and posts610
IndirectSaw the campaign and reached the store another way320
Campaign, most likelyDirect and indirect together930
Campaign, rangeLow to high640 – 1,180
Cost per wishlist$1,500.00 ÷ the campaign's wishlists$1.27 – $2.34

The campaign most likely added 930 wishlists, and anywhere from 640 to 1,180 fits the data. About 5 days of the effect came after the paid window had ended. The cost counts only the campaign's wishlists: dividing the budget by all 2,050 wishlists would give $0.73 and make the campaign look cheaper than it was.

Impressions1,620,709−16.09%vs last week
Store visits41,735−4.06%1.88% click-through · typical 1.49%
Wishlists7,118+7.78%17.06% per visit · typical 8.00%–15.00%
Purchases5,596+0.44%13.41% per visit
Pebblewick's store traffic funnel over the last 7 days, each step against the week before.

Plans

Campaign results use the wishlist report, read with the studio's Steamworks key, together with the traffic reports, and are part of Indie, Studio, and Publisher. Traffic and UTM reports are a beta source on the same plans and are needed for campaign results; they connect through the SteamStats browser extension or, once it is available, a Steamworks service account, and cover days up to yesterday.

Sources