How user reviews affect your game's Month 1 sales

Publikováno: 1.5.2024

Also: GDC Vault recommendations & lots of news

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[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

We’re back, and thanks for all the great feedback on Monday’s newsletter re: top countries by Steam bandwidth. We got some Qs about whether VPN usage skewed any of the results - y’know, ‘Steam regional tricks’ to get cheaper-priced games.

It’s possible - especially for cheaper-priced countries like Russia and (well, before Steam’s USD shift) Turkey. But those are also ‘large in population’ game-playing nations. So yes, we still believe the majority of that traffic is real and local.

[HEY YOU: you can support GameDiscoverCo by subscribing to GDCo Plus now. You get full access to our Steam data back-end for unreleased & released games & weekly PC/console sales research, Discord access, eight detailed game discovery eBooks - & lots more.]

How reviews (and EA!) affects Steam conversion

(Image via this Kotaku article on review score not including unpaid players!)

After we published our signature survey on ‘wishlists to sales’ on Steam the other week, we got questions around conversions by review score, conversions by genre, and more. And unfortunately, we had to say ‘not enough data’. (Or we didn’t survey for it.)

But luckily, our awesome data partners* at Gamalytic stepped in. We had 100 survey results, but they’ve got ‘all the data points’, reverse engineered from public Steam data - and put out a giant blog on Steam conversions. (*We’ve licensed their algorithms & data, and Gamalytic’s owner Strale is also helping to improve GameDiscoverCo Plus nowadays!)

In this case, they sampled “around 700 [Steam] games released after September 2023 with at least 5,000 wishlists, and at least 500 copies sold within the first month.” So it’s pretty recent estimates. And here’s some of the headline results:

The overall picture? Wishlist conversions vary wildly…

This isn’t a change from the GameDiscoverCo survey data, but it’s really good to see this grouped by ‘percentile of games’. In this case, the worst - 90th percentile - has 0.06x conversion (100,000 wishlists, 6,000 sales in Month 1.) And the best - 10th percentile - has 1.34x conversion (100,000 wishlists, 134,000 sales in Month 1.)

As Strale says: “We have median Month 1 sales as 27% of launch wishlists and median Week 1 sales at 22% (23% and 17% respectively if we don't.. filter out games that sold <500 copies within m1.) This aligns with GameDiscoverCo data btw, where they had W1 at around 20%.”

Better Steam user reviews? Better wishlist to sales numbers!

So yes, higher-rated games do the best compared wishlists, as a median. You’ll see a particular jump in the Overwhelmingly Positive category (95%+ - well, if you’ve got >500 Reviews!) at a whopping 0.51x wishlist balance as Month 1 unit sales.

And looks like it’s the Mixed reviews stage (<70%) where you see significant conversion dropoffs. Why? Mostly Positive and above - after a month - indicates the game is essentially ‘safe’ for people to buy, and quality isn’t affecting conversion.

Initial sales in Month 1 are somewhat lower for Early Access games

This also isn’t a shock - because they have a full release to mount a ‘comeback’. But: Early Access games convert worse than their full release counterparts. Early Access games have median Month 1 sales as around 20% of their launch wishlists, while full release games have their median at around 30% of their launch wishlists.”

We don’t think this data creates any key reason to do - or not to do - Early Access, though. It’s just context into the median performance you can look towards, if you do.

‘Base price’ maps to sales positively both on the low and high ends..

Trying to explain the trend: a lot of smaller <$10 games get less wishlists overall, and more spontaneous organic buying because they’re cheaper. So you get a high ‘launch wishlists to Month 1 sales’ rate.

Then, when you get to the $15-$30 range, that’s where the majority of the pro or semi-pro games come in, and you get more towards ‘normal’ success rates. (Or slightly below average?) And $50+ gets higher success rates, because there’s less of those games. And maybe viral wishlisting happens less with ‘trad’ AAA sometimes?

Tag conversions - a little ‘all over the place’, but interesting…

It’s possible we need even more data to refine this. But there’s some unsurprising trends here, with ‘niche’ tags like visual novels (and, uh, sexy games) topping the ‘launch wishlists compared to month 1 sales’ ratios.

The important note here is - the top-converting tags aren’t the ones that get the most wishlists. They just do well compared to the wishlists they do get. (Visual novels is a super-crowded market that we wouldn’t recommend most commercial devs entering.)

Still interesting, though, huh? And please read the full Gamalytic blog post for quite a bit more data besides on success vs. wishlists on Steam, everyone’s favorite subject.

GDC Vault: best of 2024’s game discovery talks?

Some of you may know that in a previous life, I helped to run Game Developers Conference for almost 15 years. And as one of the people who helped keep GDC Vault up and running, I always like to look post-show at the ‘free for all’ talks, every year.

So: I believe the current GDC team always makes all talks free 2 years after they first debut - GDC 2022 (and before) is 100% free in Vault now. And second, the GDC YouTube channel - which now has 65 million views - also posts free talks regularly.

Anyhow, you’ll find a bunch of brand-new GDC 2024 talks - particularly from the Independent Games Summit - now free on the GDC Vault website. And we wanted to point out some highlights:

And two bonus talks - Valve’s Kaci Aitchison Boyle did a talk for the student-focused Game Career Seminar (above) called ‘Developing Your Audience While Developing Your Game’, and John Cooney followed up his epic Flash Games Postmortem from GDC 2017 with a Pt.2 talk re: what happened next & lessons for modern devs.

The game platform & discovery news round-up..

Finishing up the free newsletters for this week - we’ll look at Gray Zone Warfare’s surprise Steam debut for our Plus subscribers in Friday’s newsletter - but let’s see what we can find right here, right now:

Finally, must-watch YouTube video of the week is ‘classic PC adventure game speedrunning’ channel (!) OneShortEye deconstructing how Sierra’s original King’s Quest now has ‘complete the game’ speedruns in less than… a minute? Really? Yes:

[We’re GameDiscoverCo, an agency based around one simple issue: how do players find, buy and enjoy your PC or console game? We run the newsletter you’re reading, and provide consulting services for publishers, funds, and other smart game industry folks.]

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