r/IndieGameWishlist
I'm making a stock market sim where bad trades literally give you a panic attack or depression.
Hey everyone. I love management and economy games, but I wanted to add real stakes to day-trading.
In Neo Capitalist, you are managing a portfolio, but you also have to manage your hunger, stress, and mental health. If things go wrong, you might have a panic attack, become depressed, or pass out.
For a realistic stock market experience, you can play in stable mode, or enter a cyberpunk universe with feel mode. In feel mode, the realistic trading terminal starts glitching into a cyberpunk dystopia.
I just put together this new trailer to explain the mechanics. Do you guys enjoy high-stress management games, or do you prefer the classic relaxing tycoon experience?
If you want to check out the UI details, here is the Steam page: https://store.steampowered.com/app/4580690/Neo_Capitalist__Stock_Market_Survival_Simulator/
Stuck at 1,700 wishlists before Next Fest. Is a $1,500 TikTok sponsor worth it?
Hi everyone,
We're currently preparing our co-op game CREWED for the upcoming Steam Next Fest. Right now we're sitting at around 1,700 wishlists, but our daily growth has almost completely plateaued (graph attached).
Here’s what we’ve tried so far:
- Reddit Ads: Gave us a solid sustained bump in late April, but performance dropped heavily over time and eventually stopped converting well.
- Press Outreach: We contacted a lot of gaming press and content sites. One article gave us a huge single-day spike (300+ wishlists), but there was basically no long-tail effect afterward.
- Influencer Outreach: We've recently started talking with TikTok gaming creators. One creator quoted us $1,500 for a sponsored video.
At our current scale, does spending $1,500 on a TikTok creator actually make sense? Has anyone here seen strong wishlist conversions from paid TikTok promotions, especially before Next Fest?
We're trying to figure out whether we should double down on influencers or pivot toward something else entirely before the festival starts.
Would really appreciate hearing real numbers or experiences from other indie devs. Thanks!
Cat Craft - Wishlists needed!
We are developing a cozy gardening / alchemy / crafting simulator! Where you grow crops, manage your cat cafe, crafting cats (where every cat is unique), and bring happiness back to the gray city! Help us to finish our Vertical slice by wishlisting!
Tô fazendo um jogo de anti-tiro onde você tem que não acertar ninguém
Opa, eu faço parte da Point N' Sheep, um estúdio indie de 5 pessoas. Tamo trabalhando no nosso segundo jogo comercial, o Laser Guy
O jogo é sobre um alienzinho gamedev que tem uma crise alérgica que faz ele soltar laser pelos olhos
O jogo vai ter bastante discussão sobre trabalho precarizado na indústria e cultura de escritório, trazendo bastante das experiências da gente trabalhando com jogo
Quem tiver interesse e quiser dar aquela força a melhor maneira de ajudar é dar wishlist na página da steam (link aqui)
Короткий ролик, що передає атмосферу гри «Night Record: Thin Walls» — психологічного хорору, заснованого на реальних подіях, дія якого розгортається в пострадянську епоху.
У грі робиться акцент не на раптові лякаючі моменти, а на реалістичні локації, тиху напругу та ледь вловиме відчуття тривоги.
Місце, де спочатку все здається нормальним — доки це не перестає бути так.
Якщо вас зацікавило — не забудьте додати гру до списку бажаного.
Here are my results for a week after published page
It's been a little over a week since the game's page was published. The percentage of visits from wishlists is around 2-3%. Do you think this is normal for a launch? I think it's also because there's no trailer or demo yet (I'm working on that).
Almost 7k wishlists ! We're in the home stretch !
I started this project at the end of August 2025 - we'll see if the 7k wishlist legend is real. (I'm participating in Steam Fest in June).
Please wishlist the game: https://store.steampowered.com/app/4252830/Type_or_Die/
Can no longer store my wishlist count in an unsigned 8 bit integer!
Slow going for a while. Flatlined around 0-1 wishlists a day after the steam page launch.
Have picked up a bit of steam since then due to updated capsule art, demo launch, and inclusion into a regional (AU/NZ) festival.
Majority of gains are from a few youtubers making videos of the demo. Lesson learned: youtubers/streamers have been working for years building an audience - way more sensible to try and leverage their existing audience instead of attempting to build my own (I got a dang game to build!).
Plan is to continue polishing and updating the demo until June Nextfest, then shift entirely to finishing the full game. Will be continuing youtuber outreach the entire time!
Thanks for reading and good luck with your own dev efforts!
The power of a trailer: How our Steam page went from 236 wishlists over 7 months to gaining 100 in just 5 days.
Hey fellow devs,
I wanted to share some raw data for our upcoming game, Purrfect Collars, because seeing these numbers really validated how important video assets are for a small studio.
The Setup:
We launched our Steam page on October 2nd with zero advertising budget and only screenshots. Over the course of about 7 months, organic traffic slowly brought in 236 wishlists. Not terrible, but a very slow burn.
The Catalyst:
On April 30th right around my 40th birthday, which made it a nice little present, we finally uploaded our first gameplay trailer.
The Result:
We grabbed 100 wishlists in just 5 days after the trailer dropped. We are now sitting at 351 outstanding wishes. It’s crazy how much of a difference moving visuals make in converting standard page visits into actual wishlists compared to a static page.
Our next goal is the daunting 2,000 wishlist mark to try and get some love from Steam's "Popular Upcoming" lists. For those of you who have hit that 2k mark, did you rely mostly on Reddit, short-form video, or reaching out to streamers?
Here is the game for reference to see how we set up the page:
https://store.steampowered.com/app/4000520/Purrfect\_Collars/
My solo effort Soul Chained at ~33k Wishlists a month before it rolls into Steam Next Fest.
First time working on a game by myself. Started development a little over 2 years ago, launched the Steam page last year, and now Soul Chained is heading into Steam Next Fest next month.
For those interested, the game's Soul Chained - my take on a "Chained Together" + "Dark Souls" game, so basically a co-op soulslike experience.
Have a look on Steam here: https://store.steampowered.com/app/3544130/Soul_Chained/
We're happy to share that out Steam page is up, our co-op horror game Last Cleanup is online and ready for wish lists. We've been working it for quite some time now and we're glad it's shaping up.
Gravity-Flipping Precision Platformer: SQUAVITY!
Game Title: Squavity
Playable Link: https://store.steampowered.com/app/3989490/Squavity/, https://play.google.com/store/apps/details?id=com.ironstride.squavity&hl=en-US
Platform: Windows
Description: WISHLIST NOW ON STEAM
Free to Play Status:
- Demo coming very soon to steam..
- https://play.google.com/store/apps/details?id=com.ironstride.squavity&hl=en-US
Involvement: Developer
Made a teaser trailer for my survival horror game! Any thoughts or feedback good and bad would be helpful!
I know it is not much, but even small success is a success! Thank you very much to everyone who rated. Game is a RPG/strategy Dark Lord Simulator, available here without need to download or register: https://adeptus7.itch.io/dominion
We’ve officially completed the first month of our game’s journey and reached 300 wishlists! 🚀🔥
Huge thanks to everyone for the support! It’s an incredible source of motivation for me and constantly fuels my passion to keep developing the game.
But I do have one small complaint
I’ve received a lot of positive feedback from many people, but very few suggestions about what you’d actually like to see in the game.
This should be a community-driven game, and it also needs to give YouTubers plenty of opportunities to create fun content around it. That’s why I want us to build it together! 🚀
Since my game is built around absurd comedy and shitpost energy… what kinds of things would YOU want to see in the game?
Let’s gather in the comments!
Steam Page: Doctor Pigeon Simulator
I work hard and will continue to work hard to give you the best possible experience as a solo developer. This is Nova Impact.
Got 49 wishlists after launch announcement trailer!
Looking to Release a Demo June 1st - Really need a last hoard of playtesters to help me find issues before release. Got time to try my game?
Hi Survivors,
I have been posting here for a while now and with my new trailer I would like to ask all of you that can to jump in and playtest my game. I really really need the feedback in any shape or form. I am sure there is a lot that can be better but I need help spotting it. So if you got he time. Please try my game and get back to me with feedback.
Since last time I made a lot of updates including steam deck improvements. Performance improvments. Hardwaredetection. More upgrades, customizable projectiles, mega elites and more, updated UI, narrator tutorial and more :).
I just pushed the newest update.
The playtest is open and no keys are required. It's on Steam just search for Master of Chaos.
Thanks to anyone whoplays the game and gives me some feedback :).
How is the pacing? (5 in difficulty is low for new players)
Is it fun?
What do you miss?
Huge bugs?
What can be improved?
What grass and details level looks best?
Anything else! Any feedback is much needed! Im all alone on this project so after some time it really becomes hard to see the flaws with noone to sparr with.
Also if you got feedback and the new trailer thats also good but the playtest is where I really need the help :).
I don't know what to do to improve my sales.
I put my game up for sale on May 12th and so far I've only made $11. The game costs $1.99. I don't know what to do to increase my sales. I'm improving the game and using the feedback ...and evaluations to improve even more, for example improving the music and adding translations for languages other than English, which will be updated tomorrow. I've also redesigned all the maps, Layouts and yet sales aren't going up, my money is running out and I'm practically not earning anything, it sucks, I only continue because I like my own game and want to finish it, after all I've come this far.