Indie game marketing guide

How to Get More Steam Wishlists with Social Media

Get more Steam wishlists with social media: open your Coming Soon page early, polish your store page, add clear wishlist CTAs, and track UTM links.

Short answer

To get more Steam wishlists from social media, publish your Coming Soon page early, make sure the capsule, trailer, screenshots, short description, and tags sell the game in seconds, and end every post with a plain 'Wishlist on Steam' call to action. Put tracked store links in your bios, treat demos and Steam Next Fest as big moments, and post consistently so wishlists build week after week.

A Steam wishlist is a player telling Steam, "Let me know when this is ready." It costs them one click, and it gives you a way to reach them on launch day. For many indie games, that click starts with a short video in a social feed. Below, you'll learn how to turn those views into wishlists: getting a convincing store page live early, asking for the wishlist clearly, tracking which posts work, and using demos and festivals to create spikes.

Why do Steam wishlists matter?

Wishlists matter because Steam contacts interested players on your behalf. According to Valve's Steamworks wishlist documentation, players with your game on their wishlist can receive an email or mobile notification when it releases, in Early Access or full release, and when it goes on a qualifying discount. You can also notify wishlisters once when you release a free demo.

That makes every wishlist a future chance to sell. Wishlists also give you a running read on demand, which helps you judge which announcements land and plan your launch. Valve is clear that there's no formula to accurately predict sales from wishlists, though, so treat them as a strong signal, not a promise.

When should your Steam Coming Soon page go live?

Publish your Coming Soon page as soon as you're ready to talk about the game publicly. That's Valve's own recommendation, and it makes sense: players can't wishlist a game without a public store page, so every clip you post before the page exists sends interest nowhere.

Plan for three things:

  • Stability first. Valve suggests waiting until you're confident in your art direction and core features, so early wishlisters aren't surprised by a very different game later.
  • Long runways are fine. Valve's documentation notes there doesn't appear to be a strong downside to a store page that's live long before release, as long as the game doesn't change drastically.
  • Review takes time. Valve reviews your page before it can go public, and new games must be listed as Coming Soon for a minimum period before release, so build in lead time.

See the indie game marketing timeline for where the Coming Soon page fits alongside your announcement and demo.

Is your store page ready to turn visitors into wishlists?

Your store page has to finish what your video started. Someone arriving from a 15-second clip decides within moments whether this is their kind of game. Work through this checklist before any big push:

  1. Capsule art: key art that hints at the genre, with a logo that's still legible on the small capsule Steam uses in search results and lists.
  2. Trailer: Valve recommends making your first trailer primarily gameplay, and notes that shoppers may watch it without sound. Open with your strongest moments.
  3. Screenshots: real gameplay that shows variety, such as different areas, enemies, or builds, not concept art or marketing text.
  4. Short description: a few plain sentences covering the genre, what you do, and why it's different. Valve advises leaving out time-based phrases such as "Now available."
  5. Tags: accurate tags ordered by relevance, with your most specific genre near the top. Steam uses tags to decide where to show your game.
  6. Links: fill in the social and website fields in Steamworks, since store descriptions can't contain links.

Then check that the page matches the clips sending people there. If your best-performing video shows chaotic co-op, your first trailer shouldn't be a slow lore cinematic.

How do you ask viewers to wishlist your game?

Ask plainly, give a reason, and make the link easy to find. Viewers rarely take an action nobody suggested.

Write a clear call to action

  • Put "Wishlist on Steam" on screen in the final seconds, next to your game's name or logo.
  • Repeat it in the first line of the caption, where it shows without tapping "more."
  • Name the benefit: "Wishlist to get notified when it launches."
  • Use one call to action per post. Asking people to wishlist, follow, join your Discord, and share all at once usually means none of it happens.
  • If you show the Steam logo, follow Valve's Steam branding guidelines.
  • Bios: a store link on every profile where the platform allows one.
  • Captions and descriptions: on platforms where links in posts are clickable.
  • Pinned comments: a short "Wishlist here" with the link, where links work.
  • Stories: link stickers turn a new clip into a one-tap path to your page.

Many viewers open links inside a social app's built-in browser, where they often aren't signed in to Steam. Say your game's name clearly in the video and caption so people can search for it on Steam later, too.

How do you track which social posts drive wishlists?

Use UTM links and the UTM Analytics report in Steamworks. When you add UTM parameters to your store URL, Steamworks shows visits from that link, plus wishlists, purchases, and activations from visitors who were signed in to Steam.

  1. Start with your store URL: https://store.steampowered.com/app/YOUR_APP_ID

  2. Add at least utm_source or utm_campaign. Steam also supports utm_medium, utm_content, and utm_term.

  3. Create one link per placement, for example:

    https://store.steampowered.com/app/YOUR_APP_ID?utm_source=tiktok&utm_medium=social&utm_campaign=demo_launch
    
  4. Check it with the "Test a UTM Link" button in the report.

  5. Review results in the Marketing & Visibility section of Steamworks. You'll need the "View Marketing Traffic Data" permission.

Treat UTM numbers as a floor, not the whole story. Valve notes that when players leave a social app and find your game in the Steam app or desktop client instead, it can't connect their wishlist to the original link. Compare your overall wishlist graph with your posting dates as well. Valve's UTM Analytics documentation has the full details.

How do Steam Next Fest and festivals boost wishlists?

Festivals give players a reason to browse upcoming games all at once, and a demo gives them something to play right now. Steam Next Fest is Valve's weeklong event for upcoming games with playable demos, and it runs several times a year.

Key rules from Valve's Next Fest documentation:

  • Each game can take part in only one Next Fest, so choose your edition carefully.
  • Your base game's store page must be public, and a publicly playable demo must be live when the event starts.
  • The game can't release before that Next Fest ends.
  • Demo builds go through review, with deadlines several weeks before the event.
  • Steam uses the categories you choose and your store tags to place your game in the festival.

Build a social plan around it. Before the event, announce the demo date and post countdown clips. During the week, share daily gameplay, player reactions, and a livestream if you can. Afterward, thank players and point them back to the wishlist button.

Next Fest isn't the only option. Valve also runs themed fests built around genres and features, and many third-party showcases have their own Steam sale pages. Check the Upcoming Steam Events page in Steamworks for what's open to your game.

Why does consistency beat one viral post?

Wishlists accumulate over time, while viral spikes fade fast. A single clip with huge views can bring a burst of wishlists, but steady weekly posting keeps new players arriving between big moments and gives you more chances to find the next clip that takes off.

A simple rhythm many indie teams use:

  1. Post gameplay clips on a fixed schedule every week.
  2. Plan a bigger beat every month or two, such as a trailer, a feature reveal, a demo update, or a festival.
  3. Recut your best-performing clips with new hooks instead of retiring them.
  4. Check your wishlist graph weekly and note what you posted on days with jumps.

For the editing side, the guide to TikTok, YouTube Shorts, and Instagram Reels for indie games goes deeper. For the full strategy, read how to market an indie game on social media.

Key takeaways

  • Steam notifies wishlisters when you launch and when qualifying discounts start, so every wishlist is a future sales opportunity.
  • Get your Coming Soon page live once you're ready to show the game, so interest has somewhere to land.
  • Polish the capsule, gameplay trailer, screenshots, short description, and tags before big pushes.
  • End every clip with one plain call to action, and put store links in every bio.
  • Track links with Steam's UTM Analytics, but read the numbers as a minimum.
  • Plan around your one Next Fest and other festivals, and keep posting steadily in between.

Want more players finding your Steam page?

GameDiscovery turns your gameplay into short vertical videos that open with a hook, carry subtitles, and end with "Wishlist on Steam," then shares them with 240K+ combined followers across YouTube, Instagram, TikTok, Facebook, X, and Threads. Send us a DM on any of those platforms, or tell us about your game through the contact form.

Frequently asked questions

How many Steam wishlists do I need before launch?

There's no official target. Valve's documentation says there is no minimum number of wishlists required before Steam starts showing your game to players. Instead of chasing a magic number, compare your growth with your own past trend and with what you learn about similar games.

Do Steam wishlists help my game's visibility?

Valve says wishlists can be an important factor in where your game appears on Steam, such as lists of upcoming games, and wishlisted games can show a visual reminder to those players. The store is personalized for each player based on many signals, though. Treat wishlists as one important input, not a switch that unlocks visibility.

Why is my Steam wishlist count going down?

Players can remove games from their wishlists at any time, and a game also leaves someone's wishlist when they buy it. Steamworks reports additions, purchases, and deletions separately, so watch net growth over time. A spike in deletions right after a big change, such as a new art direction or a delay, is worth investigating.

Can I see which countries my Steam wishlists come from?

Yes. Steamworks' sales and activation reports include a regional breakdown of wishlists for each app. It can help you decide which languages to prioritize for localization and when to schedule posts for your biggest regions.