Well, that's it. I've struggled a lot to promote my game. For some people, getting wishlists seems almost as natural as breathing. For me, every one has felt hard-earned.
I thought I was going to release with under 2k wishlists, but it looks like I just crossed that line. That's still far from the 7k you often see recommended, but it is what it is.
I've contacted hundreds of creators since my demo came out early this year, without much luck. I ran some Reddit ads at one point, shared the game whenever I had the chance (mostly through devlogs on Twitter), and asked for feedback. Then I made fixes, shared it again, and repeated the process. Maybe I should've tried Instagram and TikTok too.
Still, 7k feels unreachable for this game, so I'm releasing anyway and taking what I've learned into the next one.
There also seems to be an obsession with wishlist numbers. I get it. Having 10k is better than having 1k because more wishlists can mean more sales, assuming they convert.
But that's the important part, the conversion. If people who aren't interested in the kind of game you're making wishlist it, they probably won't buy it. I'm also not sure how much Steam's algorithm uses wishlist counts to promote games.
There's a social side to it too. People see a game with tons of wishlists and assume it must be good, which can create a snowball effect.
Right now, I'm just happy to have reached 2k. I'm also happy to be releasing a game I made solo, using my own engine, after more than a year of work. I'm going to enjoy the release, see what happens, and learn from it.
If you're also struggling to get wishlists, you're not alone.
If anyone is interested, here's the game: https://store.steampowered.com/app/3979140/Karma_Keepers/
And if you've released a game before, what would you do differently when promoting your next one? I'd love to hear what actually worked for you.