Tools

Steam Sales Forecast Calculator

Type Calculator
Topic Steam Sales
Published
Updated
Experimental

Two parts. Before launch: estimate Week 1, Month 1 and Year One sales from your wishlist and follower count. After launch: enter your actual Week 1 numbers and see how you track against benchmarks.

Planning launch week too? Use the Launch Week Planning Helper. An honest read on how to reach the players is part of my Strategic Publishing Support service.

← Previous step: Steam Wishlist Target Calculator

Pre-Launch Forecast

Estimate your launch sales from what you know today.

Your estimated or target wishlist count at launch. Paste it from the Steam wishlist calculator or enter it manually.
wishlists
GameDiscoverCo puts the median at 12x for unreleased games (2023 data) and at 16.1x above 50,000 wishlists (May 2026). The check uses a 7x to 20x range.
followers
The price shown on your Steam store page on launch day.
$
Early Access games convert roughly 8% fewer wishlists on average.
Pre-Launch Sales Estimate
Week 1
0
0 low / 0 median
Month 1
0
week 1 × 1.33
Year One
0
up to 0 on the 2023-25 curve

Post-Launch Tracker

Enter your actual numbers. See how you compare to benchmarks.

This section requires real data from your Steamworks dashboard. Without actual numbers, the projections below are not meaningful.

Total copies sold in the first 7 days from your Steamworks data.
units
Public review count at end of Week 1. Used to cross-check sales via Boxleiter method (20x to 60x sales per review).
reviews
Used to calculate your actual conversion rate and compare it to the median for your price and launch type. Inherits the value from Part 1 if left empty.
wishlists
Post-Launch Projections
Enter your Week 1 sales to see projections.
Michele Di Nardo Michele Di Nardo

Hi, I'm Michele (or Miki for short).

These projections are a starting point. If you want to pressure-test them, tell me about your game.

Get in touch
Notes
  • Experimental tool. This calculator is based on publicly available industry data, but the underlying metrics are subject to significant variance, genre-specific differences, and market conditions that no dataset fully captures. Use it to explore possible scenarios and pressure-test assumptions. Do not use it as a basis for financial decisions without cross-referencing with your own data and professional advice.
  • Where the Week 1 conversion comes from. GameDiscoverCo's Oct 2025 analysis puts the median Week 1 conversion at 0.15x for launches with 25,000+ wishlists, 0.14x without adult games, and 0.10x for games priced above $10. The calculator applies 0.10x above $10. Cheaper games convert better, but the article gives no figure for them, so the calculator keeps 0.15x as a reference. The low case uses 0.07x, where the weakest converting group starts. Results between the worst and best performers still vary by 10 to 20x, so read the median as a reference point. Source: GameDiscoverCo, Oct 2025
  • What actually drives outperformance. The games that converted best in 2024 to 2025 shared two patterns: they went viral with influencers and friend groups (co-op titles especially), or they were major franchises where casual players showed up without wishlisting first. Single-player games that blew up on social video also outperformed. None of these are things you can model in advance. Source: GameDiscoverCo, Oct 2025
  • How Month 1 is estimated. Gamalytic's 29 April 2024 analysis covers about 700 games released after September 2023, each with at least 5,000 wishlists and at least 500 first-month copies. It finds median Month 1 sales at 27% of launch wishlists and Week 1 at 22%. That filter removes weak sellers, so read the figure as an upper reference. The calculator multiplies Week 1 by 1.33. That assumes Week 1 holds about 75% of Month 1, the same assumption the Wishlist Target Calculator cites. Published figures give a range: Gamalytic's filtered sample implies 1.23, and pairing Chris Zukowski's Month 1 figure (0.22) with GameDiscoverCo's Week 1 median (0.15) implies 1.47. Source: Gamalytic, Apr 2024
  • How Year One is estimated. The low end keeps GameDiscoverCo's rule of roughly 3x Week 1 revenue for 2023 to 2024 releases. That rule describes revenue, and the calculator applies it to units, so read it as an approximation. The high end follows the 2023-25 curve from Chris Zukowski's data: 0.22 copies per wishlist in month 1 and 0.70 in year 1, about 3.18x Month 1. Readers submitted those 160 games themselves, so treat the curve as directional. Viral or multiplayer titles can exceed both ends. Sources: GameDiscoverCo, Apr 2024, Chris Zukowski, How to Market a Game and Game World Observer, 15 Oct 2026
  • Early Access adjustment. Early Access games convert roughly 8% fewer wishlists than full releases on average. The calculator applies that factor to the low case, Week 1, Month 1 and Year One. Source: Gamalytic, Apr 2024
  • Inflation changed what a wishlist is worth. Wishlists for recent releases convert to sales at about half the rate they did for 2020-22 releases, and festival and tooltip wishlisting drive part of that. A wishlist target built on older benchmarks therefore overstates sales. Sources: Game World Observer, 15 Oct 2026 and Chris Zukowski, How to Market a Game
  • Boxleiter cross-check. The Boxleiter method estimates 20x to 60x sales per public review, with a central range of 25x to 45x for most indie titles. This calculator uses 30x as a conservative midpoint for the cross-check only. It works as a rough sanity check with a wide margin of error. Source: Steam Page Analyzer, 2026
  • Estimation only. Both sections give directional indicators for exploring scenarios. The actual outcome depends on your game quality, review scores, price point, genre, timing, and marketing execution. Use this tool to pressure-test your assumptions. Cross-check the results with your own data before any financial decision.

Last reviewed against the sources above: