Launch postmortem · Day 1

450 wishlists, the data on which subs actually converted

Solo dev · 2 years · First game · Zero prior followers · Zero marketing experience

Solo dev, 2 years working on first game, 0 prior followers, zero marketing experience.

Posted to several subreddits in 8 hours plus cross-posts to Bluesky / Mastodon / X. Steam Coming Soon went live yesterday. 24 hours later, wanted to share the data with you.

Game: Everfront, real-time roguelike strategy on procedurally generated maps, built in Godot.

Caveat upfront: this is one data point from one first-time launch. Take everything below as "what I observed," not "what works." Other launches will look different.

Headline numbers

450 Wishlists day 1
1,014 Steam page visits
891 r/godot upvotes
59% From one post
Steam wishlist dashboard showing 452 wishlist additions, 1 deletion, 451 outstanding wishes, with platform split: Windows 128, Mac 7, Linux 1.
Steamworks wishlist dashboard, day 1

Wishlist contribution by source (UTM-tracked)

r/godot            ████████████████████████████████████  113
r/RealTimeStrategy ████████  25
r/computerwargames ████████  23
r/StrategyGames    ████  10
r/IndieGaming      ███  9
r/IndieDev         █  4
r/IndieGames       █  3

Total UTM-tracked: 192 wishlists from 766 visits

One r/godot post drove 59% of all UTM-trackable wishlists. Six other subs combined for the rest. I imagine that's what many indie launches look like. Radically asymmetric.

Steam UTM analytics table showing per-source visit and wishlist data, with r/godot drove 113 wishlists from 365 visits.
Steamworks UTM analytics, per-source breakdown

What surprised me most: niche subs converted 2-3x better than broad ones

Click-to-wishlist conversion rate per sub:

r/StrategyGames    ████████████████████████████████  32%
r/godot            ██████████████████████████████  30%
r/RealTimeStrategy ██████████████████████████████  30%
r/IndieGaming      ██████████████████████████  26%
r/IndieGames       █████████████████████  21%
r/computerwargames ████████████████████  20%
r/IndieDev         ██████████████  14%

I went in assuming the broad indie subs would be my engine because they're huge. The data went the other way. The bigger the sub, the lower the conversion. Niche subs felt like shopping audiences; broad subs felt like browsing audiences. A r/godot click was worth 2.2x a r/IndieDev click for wishlists.

Geographic and platform breakdown

Reddit r/godot post statistics showing 891 upvotes, 99.1% upvote ratio, 100 comments, 43K views, top countries by views.
The r/godot post stats (891 upvotes, 99.1% ratio, 43K views)

What worked

What didn't

What I'd do differently

  1. Spread the launch over 3 days, not 8 hours (avoids spam filter)
  2. Read every sub sidebar twice. Lost 3 posts to avoidable rule violations
  3. Cut a focused 10-15s gameplay GIF
  4. Lead with the GAME in titles, not the dev story. "After 2 years solo" hooked devs, but not players

One-line takeaway

For my game, one viral post in the right niche sub did more than ten posts in broad indie subs. Find your niche, frame for the niche, reply to every comment in the first six hours.

I hope fellow devs planning their launch find this insightful. Happy to dig into any of the numbers in comments, or feel free to reach out.

Wilhelm Tranheden, Gothenburg

If the data was useful

Wishlist Everfront on Steam

Real-time roguelite where the territory itself is the army. Six doctrines reshape every run. Coming November 2026.

Wishlist on Steam