Two ways to estimate
From wishlists: before launch, wishlists are the best signal you have. A share of them buy in the first week, and indie developers commonly use conversion ratios in the 5–20% range. The calculator shows a conservative, typical and strong scenario so you can plan for the range, not a single number.
From reviews: to size up an existing game — yours or a competitor's — multiply its Steam review count by a factor. This is often called the "Boxleiter method", and commonly used multipliers fall somewhere between 20 and 60 reviews-to-sales, depending on genre, price and audience.
How to use the result
Combine it with the Steam revenue calculator to turn copies into take-home income. If the conservative scenario doesn't cover your costs, that's a signal to keep building your wishlist count before you launch.
Frequently asked questions
Are these numbers accurate?
No estimate is. They're rules of thumb shared by developers, and real results vary a lot by genre, price, launch timing and marketing. Every ratio is editable so you can use your own data.
Why do cheaper games have higher multipliers?
Players review less often when they pay little, so each review represents more buyers.
Do wishlists keep converting after launch?
Yes. Wishlist owners are notified during discounts, so many convert during later sales — this tool focuses on launch week.