Steam, wishlists and launching
The mechanism: visibility as an algorithm, not a shelf
When Steam launched (2003, initially as DRM for Half-Life 2), being listed = being visible: there were hundreds of games and the store was curated by hand. Today that is inverted. Greenlight (2012) and then open publishing removed the gate — and the storefront drowned: 19,112 releases in 2025 against ~9,700 in 2020. At 50+ games a day no human being browses the catalog — a recommendation algorithm does it for you. The shelf is infinite and free; impressions are scarce.
The economics of the shelf — what the 30% buys
Valve takes a marginal cut: 30% of a game's first $10M of revenue, 25% of the $10–50M slice, 20% above $50M (the tiers date from 2018). A game grosses $12M — Valve takes:
For that: hosting and bandwidth, Steamworks (achievements, cloud saves, matchmaking, Workshop) for free, refunds and support, anti-fraud, and — most importantly — an audience and a discoverability algorithm. Against the 40–50% of 2000s retail, 30% looked like salvation; against the Epic Games Store's 12% today, it looks like grounds for an argument about platform rent (Steam's PC share is ~75%).
The visibility machine — positive feedback
The heart of Steam is an algorithm that bets on early success. The rough mechanics of a launch:
- A new release is granted a starting budget of impressions — on the order of 25,000, its "15 minutes of fame" in the first day or two (this is forced exploration: even a total unknown gets a shot).
- The algorithm measures conversion (sales / clicks) and reviews.
- Converts well → more impressions → more sales → more reviews → more impressions still. Converts badly → visibility is cut and the game sinks.
This is rich-get-richer: the "visibility → sales → reviews → visibility" flywheel either spins up or stalls in the first 48 hours. Hence "the first week decides everything": the window is narrow, and the algorithm does not grant a second launch (a long tail like Among Us is rare luck with streamers, not a plan).
Wishlists — the fuel of the flywheel
A wishlist looks like a bookmark, but it is a warm start for the algorithm and a piece of targeted demand. It does three jobs at once: (1) on release day everyone who added it gets a notification (a free marketing cannon); (2) that volley produces a day-1 sales spike that the algorithm reads as "this converts → amplify"; (3) banked wishlists open the "Popular Upcoming" shelf (a threshold of ~7000). So all the marketing shifts before release: a demo, taking part in Steam Next Fest (a demo showcase: people who wishlisted get a push when the demo goes live), a community — all of it to bank wishlists by day one.
A worked example. You have banked = 10,000 wishlists; in the first week ≈ 10% convert:
That spike is not merely $20k of revenue but a signal: the algorithm sees high day-1 conversion and pours in more impressions. The same 1000 sales spread over a year would never start the flywheel. That is why it is "bank wishlists → fire them all on release day" and not "upload it and wait".
🕹 What to open, and what to notice
Here what you "play" is not a game but the storefront — the mechanics are visible right in the Steam interface and on SteamDB. From a single success to the system.
A solo developer: the demo of a roguelike poker game took off at Steam Next Fest (Oct 2023), banked wishlists over the following months — and the release (Feb 2024) landed straight into the flywheel, becoming one of the year's biggest hits and a GOTY nominee. A textbook case of "bank wishlists through a demo before launch".
🎮 Watch: open the Balatro page and its demo — notice the separate store pages and the demo's own reviews. On SteamDB look at the followers/wishlist proxy curve over time: growth runs up to release, and on launch day sales jump vertically. That is banked demand firing.
It shipped cheap in Early Access and spread through streamers and word of mouth — a low price plus insane conversion spun the algorithm up from below. A counter-example to the expensive PR launch: sometimes the flywheel starts on price and virality rather than budget.
🎮 Watch: compare its price tag and review count (tens of thousands) with the median 2025 release (<10 reviews). Notice how a cheap impulse purchase pushes up conversion — fuel for the same algorithm, but through price rather than wishlists.
The system becomes visible once you look at it as an algorithm. 19,112 releases in 2025, about half with <10 reviews, 2229 with no reviews at all; the flywheel found a handful and buried the rest at launch.
🎮 Watch: go to Steam Next Fest and scroll through demos — notice the churn in "New & Trending". Open "Popular Upcoming" (you need ~7000 wishlists to get there). Then find a recent release with 3 reviews and ask: where were its wishlists, its demo, its community? Almost always: nowhere. Visibility was lost before the release button.
Deep end · economics: the unit economics of a launch and why >40% never make $1000skippable
The numbers of an indie launch are merciless. The cost of entry is $100 (the Steam Direct fee), refunded once the game grosses $1000. In 2025 >40% of releases did not even reach that $1000 — meaning they formally failed to recoup the fee itself, never mind years of development.
Where the revenue leaks
Out of a nominal $1000: −30% to Valve = $700; −refunds (the 2 hours played / 14 days window, ~5–15%); −regional pricing (key markets are several times cheaper); −taxes and payment fees. "They paid $20" ≠ "I received $20". So the real survival threshold is not $1000 but tens of thousands of copies, and nearly all revenue arrives in the first week or two (often 50%+ of lifetime), while the flywheel is spinning and before the discount wave hits.
The shape of the distribution
The market follows an extreme power law: a handful of hits take almost all the revenue and the median is near zero. 19k releases a year is not "a lot of competitors" but noise in which the signal drowns; add AI slop (~8000 games flagged with AI content in H1 2025 against ~1000 in all of 2024, ×8) and the signal-to-noise ratio of the storefront drops further. The conclusion: distribution is not "uploading" but a separate product with its own budget and schedule.
Deep end · the algorithm: Steam visibility as a recommender systemskippable
Underneath, Steam's algorithm is an ordinary recommender with an explore/exploit dilemma and a cold-start problem.
Explore vs exploit
The "15 minutes of fame" (~25k starting impressions for everyone) is forced exploration: the system needs to collect signal about a release that has no history yet (like ε-greedy, or a bandit pulling an arm it has no statistics for). After that comes exploitation: impressions flow where conversion is higher. Each game = an arm of the bandit, impressions = pulls, a purchase = a reward.
Cold start and the feedback loop
With no reviews and no history there is nothing to rank on — that is cold start. Wishlists and demos are the side information / prior that treats it: they provide a demand signal before any reviews accumulate. And "amplify whatever already converts" creates popularity bias / a feedback loop (rich-get-richer): the algorithm makes the rich richer, like the YouTube/Spotify recommenders. That is not a storefront bug but a well-known RecSys pathology — and the reason "a good game" is not sufficient: without an early signal the system cannot see you well enough to learn that you are good.
ML / AI (your domain): Steam's algorithm is a recommender system in its purest form, and all its pathologies are yours. Explore/exploit and multi-armed bandits: the "15 minutes of fame" = forced exploration of a new arm; ranking by conversion = exploitation. Cold start: no history, nothing to rank on; wishlists/demos = the side features and priors that treat it (a content-based bootstrap over collaborative filtering). Feedback loops and popularity bias: "amplify the popular" makes the rich richer and collapses diversity — the known fairness/feedback-loop problem in RecSys (the same one that afflicts the YouTube/TikTok feeds). And the ×8 in AI slop on the storefront = adversarial content in a recommender: a spam arms race you solve with filters and trust signals. If you build ranking, or an agent competing for distribution, this is your subject matter, not a metaphor.
Platforms / marketplaces: the App Store, Amazon, YouTube, Spotify — the same laws: the launch window = the exploration budget, reviews/ratings = the signal, early traffic decides; "SEO/ASO" = engineering against somebody else's ranking algorithm.
Product / GTM: "build the audience before launch, the release is the harvest" = waitlists/betas/devlogs; the first week as the point of maximum leverage; distribution as a separate product with a budget, not "we'll push it afterwards".
The principle: in any channel where attention is distributed algorithmically, the winner is not the best but the best with an early signal. Charge the flywheel before launch; the window is narrow and it opens once.
19k games a year, half with <10 reviews — how do you break through at all?
Why do wishlists matter so much — they're just bookmarks?
Steam takes 30% with ~75% of the market — is that rent or a fair price?
Why the first week specifically, rather than "quality will pull it through eventually"?
AI slop grew ×8 in a year — will that kill Steam's discoverability?
- GameDiscoverCo (Simon Carless) — the best breakdown of the Steam algorithm, wishlists and Next Fest from real data.
- "How To Market A Game" (Chris Zukowski) — wishlist benchmarks, Next Fest, pre-release tactics.
- SteamDB — follower/review/visibility curves for any game; release statistics by year.
- Steamworks docs — the Steam Direct fee, the cut tiers (30/25/20), the mechanics of wishlists and Next Fest (the primary source).
- Module 5, "Steam's Dominance & Digital Distribution" + "Greenlight Problem" (
05-hd-era-indie-revolution-2005-2012.md).