Home/r/IndieDev/#7878
2880

My indie game had 100K wishlists and sold 1,000 copies

r/IndieDev
8/15/2025

Content Summary

The post discusses an indie game developer's experience with a large number of wishlists on Steam, which turned out to be largely inflated by a third-party site called Raijin. The game had a poor launch with only 1,000 sales despite having 100,000 wishlists. The developer shares insights on how wishlists don't always reflect true interest and highlights the importance of checking their source. The discussion also touches on pricing strategies, the impact of wishlists on Steam's algorithm, and the challenges of converting wishlists into sales.

Opinion Analysis

Mainstream opinion: Many users believe that the high number of wishlists was due to artificial means, likely from the Raijin website, rather than genuine interest. There is a consensus that wishlists alone do not guarantee sales, and that pricing plays a significant role in a game's success. Some users argue that the game's price of $20 was too high for an indie title, especially for an unknown developer. Others suggest that the game could have performed better with a lower price or discounts. A few users expressed skepticism about the authenticity of the wishlists, noting that the ratio of wishlists to followers was unusually high. Conflicting opinions exist regarding the impact of Kickstarter on the game's launch, with some believing it may have affected the initial sales, while others think it had minimal influence. Overall, there is a focus on the importance of realistic expectations and the need to understand the market when launching a game.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
Raijinhttps://raijin.comSteam Key GiveawayUsers mentioned it as a site that can artificially inflate wishlists for games. It was suspected to be used to boost the game's visibility on Steam.

USER NEEDS

Pain Points:

  • Inflated wishlists leading to false expectations about game sales
  • High pricing for an indie game from an unknown developer
  • Lack of visibility on Steam due to artificial wishlists
  • Difficulty in converting wishlists into actual sales

Problems to Solve:

  • Accurately assessing the quality of wishlists
  • Determining the right pricing strategy for an indie game
  • Improving game visibility on Steam
  • Increasing conversion rates from wishlists to sales

Potential Solutions:

  • Checking the source of wishlists through Steamworks
  • Adjusting pricing strategies, such as offering discounts
  • Leveraging sales events and bundles to attract buyers
  • Focusing on marketing and community engagement to build genuine interest

GROWTH FACTORS

Effective Strategies:

  • Monitoring and analyzing wishlists to detect fake or bot-generated ones
  • Adjusting pricing based on market research and competitor analysis
  • Utilizing sales events and discounts to increase visibility and conversions
  • Building a strong community and engaging with followers to generate organic interest

Marketing & Acquisition:

  • Leveraging Kickstarter for funding but not relying on it for launch success
  • Using social media and online communities to spread awareness
  • Collaborating with influencers and content creators for reviews and exposure

Monetization & Product:

  • Pricing games appropriately based on target audience and competition
  • Ensuring the game is polished and offers value for the price
  • Continuously improving the game post-launch to maintain player interest

User Engagement:

  • Engaging with the community through comments and updates
  • Encouraging reviews and feedback to improve the game
  • Offering discounts and promotions to keep players interested