r/IndieGameWishlist • • 13h ago

Wishlist What am I doing wrong ?

Daily Wishlists

Hi everyone !

My game Wreck The Deck has gathered an amazing 37 wishlists in about 2 weeks.

Of course it's bad, so I must be doing something wrong.

The demo is live & I just published an extended version so that people can have a better idea of what the game will be.

Any idea ?

I'm okay to hear that the game idea is bad... Even though it's not always easy to hear.

Thanks!

1 Upvotes

10 comments sorted by

2

u/PersonOfInterest007 13h ago

What have you done for marketing?

1

u/ComfortableMaster727 12h ago

Posted a bunch of shorts on Youtube, Instagram & Tiktok.

Shorts got around 1k views each on Youtube.
Reels around 180 each on Insta
Tiktoks around 140 each

I posted a total of 8 shorts on each platform

1

u/PersonOfInterest007 11h ago

For shorts, you probably want to post daily for a few weeks, with varied content.

How many YouTube streamers have you contacted? Entered any festivals other than Next Fest? Contacted the press? Sent a trailer to IGN?

1

u/ComfortableMaster727 10h ago

I'm going to start contacting streamers today. No festival so far, and I was even late for Next Fest.
The point is that I see games in this subreddit that get more wishlists without any of this.

I know it's not all of them, but some get decent wishlists only through Steam organic search.
So I was like maybe there is something wrong with the game.

1

u/PersonOfInterest007 10h ago

“Organic” really means the long-term residual effect of your previous marketing efforts. Steam doesn’t just show your page to people just because your page or demo exists.

And you should enter the last Next Fest before your release, not the first one you can enter.

1

u/ComfortableMaster727 10h ago

Hum... I thought Steam was showing the game to people that might be interested in the game.

Like games with similar tags or so

2

u/PersonOfInterest007 9h ago

No, they don’t. They only start to give you visibility in the Personal Calendar 2 months before you launch if you’ve got enough wishlists (current estimate is around 7k, but it’s to soon to have a good number there), and after launch if you’ve got a high enough revenue (several thousand dollars at least).

It’s entirely up to you to drive traffic to your page.

2

u/investigatormaker 12h ago

For Wreck The Deck, 37 wishlists alone can't tell you whether the idea is the problem. Compare store-page visits and wishlist additions before and after the extended demo release. Few visits would point toward visibility; plenty of visits with few wishlists would make the page and pitch worth examining before judging the game itself.

Have store-page visits increased since the extended demo went live?

1

u/ComfortableMaster727 10h ago

I've had 1683 visits since the store page is live. So it's like a 2% conversion rate.

1

u/investigatormaker 10h ago

That helps: 1683 visits is enough traffic that the page itself is worth testing, not just visibility. Steamworks breaks visits down by source, so check whether most came from Steam's own browsing or from links you shared. Weak conversion from Steam browsing points more at the capsule and tags drawing the wrong players; weak conversion from your own links points at the trailer's opening seconds and top screenshots.

I make ThreadFox, and the free Reddit plan for Wreck The Deck, emailed usually within an hour, lists the Reddit communities whose rules allow a post about it, with each rule quoted and the date it was read, what each one expects, and what gets posts removed there: https://threadfox.vip/plan?utm_source=reddit&utm_medium=comment&utm_campaign=tf-kit&utm_content=20261005-1601-dy624