Steam Launch Forecaster
Paid feature

Recover the wishlists Steam isn’t crediting you.

Your free dashboard tracks the daily wishlist trend and the public Steam UTM split. Total Lift Attribution uses your Steamworks “Wishlists by day” CSV to back out the ~75% of campaign-driven wishlists Steam’s UTM dashboard misses — per campaign, per day, with the recovered baseline math you can paste into your post-mortem.

Free (your current plan)
  • ✅ Daily wishlist trend per game
  • ✅ Public Steam UTM source split
  • ✅ Calibrated revenue cone (P10/P50/P90) for any released game
  • ✅ 5 nearest-neighbor comp launches with revenue
  • — Total Lift Attribution upload
  • — Per-campaign cost-per-wishlist breakdown
  • — Recovered-baseline math
Launch report $299
One-time. Yours forever. No subscription.
  • ✅ Everything in Free, plus:
  • 🔓 Total Lift Attribution — upload your Steamworks CSV
  • 🔓 Per-campaign true cost-per-wishlist (recover the ~75% Steam misses)
  • 🔓 Recovered-baseline math, pasteable into your launch post-mortem
  • 🔓 Re-runnable through your full launch window
  • 🔓 Marketing-lever causal estimates with confidence intervals

14-day full refund if you haven’t uploaded data yet. Terms →

Not now — back to where I was

What is Total Lift Attribution, really?

Steam’s built-in UTM dashboard counts a wishlist as campaign-attributed only when the user clicked your campaign link AND completed the wishlist add in the same session. Real users, especially indie game buyers, rarely behave that way: they discover via your campaign, leave, come back later, then add to wishlist. Steam attributes those to direct / none.

Total Lift Attribution uses your “Wishlists by day” CSV (the one Steamworks gives you) against a 14-day median baseline to back out the actual per-campaign lift — including the late-returning users Steam loses. In our internal benchmarks, this typically recovers ~75% more campaign-attributable wishlists than the Steam UTM count alone. That changes your true CPW from “the Steam dashboard says $16.67” to “the math says $5.15” on a $500 streamer test — a 69% delta vs what Steam reports.

For an indie launch with $5K-$50K of marketing spend on the line, that’s the difference between calling a campaign a flop and doubling down on it.