I tracked 10,310 Steam launches since March. Here is what week-one peak players look like for each follower count.

Follower count on the Steam store page, read before launch, against peak concurrent players in the first seven days. 10,310 launches between 14 March and 9 October 2026, every game that went from coming soon to released and had a player count we could read.

Middle launch by following: under 300 followers, 1 player. 300 to 1,000 followers, 36. 1,000 to 3,000, 124. 3,000 to 10,000, 534. 10,000 to 30,000, 2,204. 30,000 to 100,000, 18,000. Over 100,000, 222,000.

The ranges are wide. With 3,000 to 10,000 followers, 8 in 10 launches opened between 31 and 5,964 players. The middle half of them opened between 136 and 1,773. A follower count predicts the size of the launch, not the exact number.

A follower is worth more the more of them you have. The middle launch under 1,000 followers got about 6 players per 100 followers. At 10,000 to 30,000 it got 15 per 100. At 100,000 and up, about one player per follower. The games with big followings are mostly famous names, and famous names bring players who never followed the page.

88 in 100 launches opened under 100 players. 7,578 of the 10,310 opened under 10.

Method notes: followers are the last count before launch, not the launch-day count (median 17 days old). Peak is the highest concurrent count in the seven days after release, read from Steam's public numbers. The pool is every tracked launch, so free and paid, hobby and studio sit together; the bands by following are the same whether or not the price is in them. I also write ranges like these down for named games before they launch and grade them in public afterwards: 11 graded so far, 7 inside, 4 above, every miss a famous name.

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NikoNomad

I see my new game with 80 followers is gonna flop hard. Thanks for the data.

PhilippTheProgrammer

The reason why this person data-mined followers is because it's a publicly available metric. So it can be used to predict the performance of other people's games. But if it's your own game you have much better data available.

Instead of your follower count you should rather look at your wishlist count. Wishlists are a much better predictor than followers. You can usually expect that somewhere between 5% and 20% of people who wishlisted your game are going to buy it. Where between those numbers depends mostly on how good your game turns out at launch and how you price it.

_C_47_ [OP]

Agreed: if it's your own game, your wishlist count is the better number, and nobody should read a flop off 80 followers. Followers are what I track because they're the only pre-launch count visible from outside, and I grade these ranges in public on games I don't own, so I need a number everyone can check.
Two small things: followers and wishlists are different people (you can follow without wishlisting and the other way round), and the 5 to 20% figure is wishlists turning into sales over the launch window, while the chart is peak concurrent players in week one.

PhilippTheProgrammer

You should also keep in mind that the relation between PCU and sales can differ a lot. Long games will have a much higher ratio than short games. Maybe you could find a stronger correlation if you also looked at the average playtime according to the reviews?

Gaverion

Is there a conversion rate for concurrent players to sales?

_C_47_ [OP]

Roughly, yes. From 181 games whose developers disclosed sales publicly, sales divided by the game's all-time peak concurrent players:

Disclosed sales Games Median sales per peak player Middle half
Under 10k 35 103 37 to 1,209
10k to 100k 50 135 40 to 358
100k to 1M 58 41 17 to 191
1M and up 38 26 20 to 62
All 181 62 22 to 211

So a game peaking at 100 players has typically sold somewhere in the thousands, with a wide spread. Big games run lower because their peak is a crowd event, while small games keep selling for years after a quiet peak.

This is the all-time peak, not week one, and the sales are lifetime figures disclosed at different ages. Studios disclose more often when things went well, so treat it as a rough rule, not a calculator.

_C_47_ [OP]

Sorry for discouraging data.
But you still have time to get more of them)
Good luck with the game

edwingeng-256

TLDR;

Pre-launch Followers Week-One Peak CCU (Median)
< 300 1
300 – 1,000 36
1,000 – 3,000 124
3,000 – 10,000 534
10,000 – 30,000 2,204
30,000 – 100,000 18,000
> 100,000 222,000
_C_47_ [OP]

The chart with the ranges: https://steammaho.com/static/charts/launch-week-by-following-2026-10.png
The scorecard with the graded forecasts and the method: https://steammaho.com/reports/scorecard
Ask for any slice of this (a genre, a price band, free vs paid) and I will post the numbers here.

wakaba-dev

the follower number is a lagging metric more than a lever. on your own page steam shows you wishlists and followers both, and followers mostly grow as a side effect of wishlist traffic, so marketing directly at the follower count is aiming at the shadow instead of the thing. the ratio between the two is the more useful health check for the page itself, if people visit and wishlist but don't follow that's fine, if they do neither the page isn't convincing anyone. and for anyone bummed out by the small bands, 36 median players at 300 to 1000 followers basically means 'some marketing happened', which is weirdly encouraging if you're sitting at 80 followers with months left

Belbebi_builds

Could you share a paid-only breakdown for the 300–1,000 and 1,000–3,000 follower bands, including the sample sizes? That's the slice I'd find most useful for a small indie launch. I'd also be curious whether the ranges change much when the follower snapshot is within a couple of days of release, rather than the 17-day median.

_C_47_ [OP]

Sure. Paid games only, week-one peak players:

300 to 1,000 followers: 949 launches. Median 32. Middle half 9 to 131. Eight in ten between 3 and 511.

1,000 to 3,000 followers: 565 launches. Median 119. Middle half 38 to 400. Eight in ten between 12 and 1,184.

Nearly the same as the all-games bands in the chart. Free games are few in these bands (70 and 24) and only lift the top end of the 1k to 3k one.

On snapshot age. I split the same paid launches by how old the follower count was at release.

300 to 1k, count taken within 2 days of release: 44 launches, median 45, middle half 17 to 439. Count older than a week (681 launches, typically 3 weeks old): median 31, middle half 9 to 125.

1k to 3k, within 2 days: 28 launches, median 162, middle half 36 to 420. Older than a week: 366 launches, median 123, middle half 37 to 423.

You spotted a caveat: a count from three weeks out understates the following at launch, so some games sit one band lower than they should. That inflates the lower bands a little. I will keep the launch-week count where I have it.

Belbebi_builds

Thanks for pulling both cuts, especially the sample sizes. With only 44 and 28 launches in the fresh-snapshot groups, I'd be wary of treating their higher medians as a correction factor for the older counts. Keeping the launch-week snapshots sounds like the right way to tighten this up.

_C_47_ [OP]

Agreed. Thanks for for pushing on it, it was a good question

AerialSnack

Wait, what is a follower? Is it different from wishlists? I've been using steam for decades and somehow have never heard of this lol

sveinndub

Any read on the 300 to 1000 band for games with a demo up?

romansamurai

Jesus. Over 1000 games per month? Holy shit. I never realized there are that many releases

PhilippTheProgrammer

You can find an unfiltered and uncurated feed of all released games here.

It can be interesting to see all the stuff people throw onto Steam. Lots of obvious amateur work, some weird niche games, sometimes stuff where you really wonder why someone went through all the trouble of the onboarding process for this, and occasionally something that seems actually really interesting.

catheap_games

Thanks for the link, but good grief it looks like 85% of them are asset flips and full on AI slop. When will it end

elmz

I don't get why Valve even want to host that much crap, they know you need a certain amount of inteested buyers for it to be worth it as well.

On the other hand, 1000 games a month is $100,000 a month just in developer fees.

PhilippTheProgrammer

If I recall correctly, Valve doesn't even keep the $100 listing fees but donates them to some charitable cause.

One of the main ideas behind the Steam Direct process was that Valve doesn't want to police taste. They want to give every game a fair chance by letting the market decide which games get successful. Not leave it to the whims of a cabal of curators at Valve who decide which games are "good enough" for Steam. Because sometimes games get successful which nobody would have expected to. Or have a huge appeal to some obscure niche audience nobody outside that audience would ever understand.

romansamurai

Awesome. Thank you

Severe-Design-7315

Really useful dataset, thanks for offering slices! Could you break out cozy / farming sims in the 1k–3k and 3k–10k bands? That genre has a reputation for converting followers unusually well, and I'm curious whether the data backs that up or it's just survivorship from Stardew-likes that hit.

_C_47_ [OP]

Thanks. Sure
Paid launches only, cozy/farming = tagged Cozy or Farming Sim on Steam, week-one peak players:

1k to 3k followers
Cozy/farming: 66 launches. Median 213. Middle half 45 to 528.
Everything else: 499 launches. Median 115. Middle half 36 to 371.

3k to 10k followers
Cozy/farming: 23 launches. Median 537. Middle half 377 to 1,116.
Everything else: 278 launches. Median 467. Middle half 101 to 1,597.