Analysis of how streamer activity impacts Steam wishlists and game sales. Stream Hatchet data shows correlations between streaming hours, pre-release exposure, and post-launch performance.
Recent research from Stream Hatchet, utilizing GameDiscoverCo’s Pro API, examines the relationship between streamer activity and Steam wishlists. By analyzing historical wishlist balance estimates for recent Steam releases, the study highlights how pre-release streaming hours can influence the number of users adding games to their wishlists. This correlation suggests that streamer visibility, even before a game is officially released, can contribute to early audience interest and potential sales.
The free-to-play multiplayer title Mecha Break demonstrates how open beta periods combined with streamer exposure can drive wishlist growth. During its two open beta events, the game experienced notable increases in wishlists, coinciding with streams from prominent creators.
While the title has not maintained a high player base post-launch (peaking at 5,000 concurrent users compared to an initial 132,000) these beta periods highlight the role that early streaming exposure plays in generating initial attention. This approach is consistent with strategies used by other online multiplayer games, such as Battlefield 6, which also relied on pre-release streaming to engage audiences.
Streamer Activity and Steam Wishlist Growth
Monster Hunter Wilds illustrates a different strategy. As a legacy AAA series, the game prioritized cultural relevance over generating awareness through pre-release hype. Streamer coverage and open betas contributed to wishlist growth, but the main spike in streaming hours occurred at launch.
According to Stream Hatchet analyst Mark Rowland, the first beta spike for Monster Hunter Wilds was several times larger than the beta spikes for Mecha Break, though the scale of the launch spike makes this less immediately visible. Additional exposure through PlayStation State of Play showcases and Steam’s Discovery Queue also contributed to wishlist growth. Pre-orders during the second beta period offset wishlist increases, explaining the absence of a visible spike at that time.
Streamer Activity and Steam Wishlist Growth
In contrast, Clair Obscur: Expedition 33 achieved high wishlist numbers without extensive pre-release streaming or beta events. The game recorded between 750,000 and 1 million wishlists at launch, and its wishlists-to-week-one sales multiplier of 0.66x exceeded expectations. Limited pre-release streaming did not prevent the title from achieving strong launch performance, suggesting that other factors, such as audience anticipation and targeted marketing, can also drive wishlist growth.
Streamer Activity and Steam Wishlist Growth
Stream Hatchet extended the analysis to several prominent 2025 Steam releases, including Blue Prince, Elden Right Nightreign, inZOI, Kingdom Come: Deliverance II, Civilization VII, and Fatal Fury: CotW. By mapping daily streaming hours to sales, the research observed a consistent correlation between the two metrics. Mark Rowland noted that, on average, 41 hours of post-release streaming correspond to one copy sold. While this does not establish causation, it illustrates that higher streaming engagement often aligns with stronger post-launch sales.
The findings indicate that both pre-release and post-release streamer activity can impact Steam wishlists and sales. Multiplayer and online-focused games benefit from beta-driven streaming exposure, whereas legacy or single-player titles rely more on marketing, announcements, and cultural relevance to drive interest. Understanding these patterns allows developers and publishers to tailor their launch strategies, balancing pre-release demos, streamer engagement, and marketing campaigns to optimize both visibility and commercial performance.
Streamer Activity and Steam Wishlist Growth
How do streamers influence Steam wishlists?
Streamers can increase visibility for a game before release, which often encourages viewers to add the title to their Steam wishlist. High-profile streamers playing open betas or demos can generate spikes in wishlist activity, particularly for multiplayer or online-focused games.
Do wishlist increases guarantee higher sales?
While wishlists provide an indicator of interest, they do not directly guarantee sales. However, analysis of post-launch data shows that higher wishlist counts and streaming engagement often correlate with stronger early sales performance.
Why do some games show wishlist spikes during beta periods but not at launch?
Wishlist spikes during beta events can be offset by pre-orders or purchases at launch. If a game becomes available for purchase after beta testing, some users move from the wishlist to owning the game, reducing visible wishlist growth.
Can single-player games benefit from streamer hype like multiplayer titles?
Single-player and legacy titles can still benefit from streamer exposure, but the effect is often less pronounced than for multiplayer games. Other factors, such as marketing campaigns, franchise reputation, and cultural relevance, may have a stronger impact on wishlist growth.
What is the relationship between streaming hours and post-launch sales?
Data from Stream Hatchet indicates a measurable correlation between streaming hours and sales. On average, for every 41 hours of post-release streaming, one copy of the game is sold. While this demonstrates a strong link, it should be interpreted as correlation rather than causation.
Does streaming impact long-term player retention?
Streamer hype primarily affects initial visibility and early sales. Long-term retention depends on the game’s content, updates, and community engagement, rather than streamer exposure alone.
How can developers use this data for launch strategies?
Developers can plan beta events, pre-release demos, and targeted streamer engagement to maximize visibility. Understanding the correlation between streaming hours, wishlist growth, and early sales helps balance pre-release hype with marketing campaigns and post-launch updates.
Here’s a list of all the games mentioned:
About the author
Eliza Crichton-Stuart
Head of Operations
Updated:
September 17th 2025
Posted:
September 17th 2025