# Wishlistme
> A marketplace where Steam game developers bid a price per wishlist and creators take the job: e.g. 3 creators × 50 wishlists at $0.25. Wishlists are verified through Steam UTM Analytics.

## How it works
1. Developers post a job: a bid per wishlist, how many creators they want, and how many wishlists per creator (at least 50). Creators claim a slot instantly (Wishlistme checks the minimum audience; nobody approves by hand) and have 30 days to deliver; undelivered wishlists go back to the job. Developers can also offer a job directly to chosen creators.
2. Each creator gets a short link per video that opens the game’s Steam page with UTM tags naming them and the video.
3. Wishlists count only when Steam UTM Analytics attributes them to the creator's link: a logged-in Steam user wishlists within 72 hours of clicking. Wishlistme pulls the report from Steamworks daily; developers connect once and never upload or confirm anything.
4. Wishlistme pulls the game’s Steam UTM report every day (the developer connects Steamworks once) and verifies each wishlist. New wishlists become creator earnings.
5. Developers prepay budgets into escrow. Verified wishlists become pending creator earnings, released after a 30-day hold.

## Pricing
Creators pay nothing. Developers pay a 5% platform fee on top of the budget.

## Rules
- Not allowed: Rewarding viewers in any way for wishlisting (giveaways, keys, money, perks).
- Not allowed: Bots, click farms, paid traffic, wishlist-exchange groups, multiple accounts.
- Not allowed: Promoting without a clear sponsorship disclosure.

## Open jobs

## FAQ
### How does a job work?
A developer bids a price per wishlist and says how many creators they want and how many wishlists each, for example 3 creators × 50 wishlists at $0.25. You claim a slot, then have 30 days to bring in up to that many wishlists. Slots are at least 50 wishlists.

### How does Wishlistme know a wishlist came from me?
Your link opens the game’s Steam store page with UTM tags that name you. Steam’s own UTM Analytics counts a wishlist for your link when a logged-in visitor wishlists within 72 hours of clicking. We pull that report from Steamworks every day and check it against our own click log.

### What makes a wishlist count?
A real person clicks your link, is logged in to Steam, and wishlists the game within 72 hours. Steam’s own report has to show it for your link. We also check each click against our log and filter bots, repeat clicks and paid traffic, so only authentic wishlists are paid.

### Can a studio offer me a job directly?
Yes. Studios and agencies can send an offer to the creators they choose. It shows up on your dashboard, and accepting it gives you the slot straight away.

### Why do clicks update live but wishlists don’t?
We count clicks the moment they happen. Wishlists come from Steam’s UTM report, which we pull once a day. Steam finalizes conversions about 4 days after a click, so wishlists arrive in batches; until then your dashboard shows an estimate. Not every click becomes a wishlist, and Steam can’t attribute every visit: links opened in the Steam app or by logged-out viewers often aren’t counted.

### When do I get paid?
Earnings stay pending for 30 days after the report that verified them. That window absorbs removed wishlists and fraud checks. After that, the money is paid out to the bank account you connect through Stripe.

### What does it cost?
Creators pay nothing and keep the full bid shown on a job. Developers pay a 5% platform fee on top of the job’s budget.

### Can I reward my viewers for wishlisting?
No. Giveaways, payments, or any reward for wishlisting break Steam’s rules and can hurt the developer’s game. Doing it gets your earnings reversed and your account removed.

### Does the developer have to approve me or confirm anything?
No. Claiming a slot is instant when you meet the job’s minimum audience, and we verify every wishlist ourselves from Steam’s report. The budget is already in escrow, so payment never waits on the developer.

### Is Wishlistme part of Steam or Valve?
No. Wishlistme is independent and isn’t affiliated with or endorsed by Valve Corporation. We use the UTM tracking that Steam offers to every developer.

## For agents
- MCP server (Streamable HTTP; public tools need no token, account tools take a bearer token, see https://wishlistme.me/developers.md): https://wishlistme.me/mcp
- OpenAPI: https://wishlistme.me/openapi.json
- Agent skill: https://wishlistme.me/.well-known/agent-skills/wishlistme/SKILL.md

Wishlistme is not affiliated with Valve or Steam.

---

# Wishlistme for studios and agencies
> Pay creators per verified Steam wishlist, not per view.

## Two ways to hire creators
- Open job: set a bid per wishlist, how many creators, and wishlists per creator (at least 50). Creators above your minimum audience claim a slot instantly.
- Direct offer: pick creators from the directory by their track record (wishlists delivered, conversion, games). Only they see the job; accepting gives them the slot.

## No manual steps
Connect Steamworks once with read-only analytics access. Wishlistme checks creators, pulls the Steam UTM report every day and verifies every wishlist. You never approve claims or upload reports.

## Pricing
Creators pay nothing. Developers pay a 5% platform fee on top of the budget.

## FAQ
### What exactly am I paying for?
Wishlists that Steam’s UTM Analytics attributes to a creator’s link: a logged-in Steam user wishlists your game within 72 hours of clicking it. Views, impressions and clicks cost nothing.

### Open job or direct offer?
Post an open job when you want reach: any creator who fits your channels can claim a slot. Send a direct offer when you already know who you want; only those creators see it, and accepting gives them the slot.

### How big should a slot be?
At least 50 wishlists. Small slots (50 to 200) suit smaller channels and let you test more creators. Large slots suit established channels. Creators have 30 days to deliver, and anything they don’t deliver goes back to the job.

### What does it cost?
You fund the job up front: bid × creators × wishlists per creator, held in escrow, plus a 5% platform fee. Whatever isn’t earned is refunded when the job ends.

### How do you stop fake wishlists?
Steam is the referee, and we check its report against our own click log, with bot and repeat-click filtering. Creators who reward viewers for wishlisting are removed. Earnings sit on a 30-day hold, so wishlists that get removed are reversed before anyone is paid.

### Do I have to approve creators or upload reports?
Once. You add Wishlistme as a user on your Steamworks partner account with only the “View Marketing Traffic Data” permission. From then on we pull the UTM report every day ourselves. You never share your own login, and you can remove our access at any time.


---

# Don’t buy Steam wishlists. Pay creators who bring real ones.

Wishlistme doesn’t sell wishlists. You pay YouTube, Twitch and TikTok creators to show your game, per wishlist their viewers add, verified by Steam. No bots. 5% fee.

Updated 2026-10-08.

## We don’t sell wishlists

Nobody on Wishlistme sells you a wishlist. You pay creators to showcase your game: they make a video or stream, their viewers click through to your Steam page, and the ones who like what they see wishlist it. Their choice, every time.

You set a price per wishlist those viewers add. That’s how the creator gets paid: for the real interest their showcase generated, not for a number someone delivered.

You pay only for wishlists that Steam’s own UTM Analytics attributes to a creator’s link: a logged-in Steam user who wishlists your game within 72 hours of clicking. Views, impressions and clicks cost nothing.

## Why not buy bot wishlists?

Services that sell thousands of wishlists for a flat price use bot or farmed accounts. Those accounts never buy the game, so they don’t help you at launch. They can make things worse:

- Steam’s algorithm watches how wishlisters behave. Wishlists that never turn into visits, sales or follows tell it your game doesn’t convert.
- Your numbers lie to you. You can’t plan a launch, a price or a Next Fest around wishlists that aren’t people.
- Valve acts against fake activity on the store. A game tied to manipulation risks its standing on Steam.

A wishlist is only worth something if a real person made it. That’s the only kind we pay for.

## How it works

- Paste your Steam store link. We read where your game is (wishlists open, a demo out, released) and suggest the job that fits.
- Set your bid per wishlist, how many creators you want, and how many wishlists each. For example 3 creators × 50 wishlists at $0.25.
- Creators claim slots and post their videos. Each gets 30 days and a tracking link per video.
- Connect Steamworks once. We pull Steam’s UTM report every day, so you never approve claims or upload anything.

## What a wishlist costs

You set the price. We suggest $0.15–$0.40 per wishlist; higher bids fill slots faster. On top of the budget you pay a 5% platform fee; creators keep the full bid.

Nothing is charged when you post. When the first creator claims a slot, the budget goes into escrow. Whatever creators don’t earn comes back to you when the job ends.

For comparison, see [what a Steam wishlist costs through ads and other channels](https://wishlistme.me/guides/how-much-does-a-steam-wishlist-cost).

## Questions

### Is buying Steam wishlists allowed?

Buying fake wishlists from bots or account farms is manipulation and puts your game at risk. Paying creators to show your game to their audience is ordinary marketing: every wishlist on Wishlistme comes from a real viewer who chose to add your game, and viewers are never rewarded for wishlisting.

### Are these real people?

Yes. A wishlist only counts when Steam’s UTM report attributes it to a creator’s link: a logged-in Steam user who wishlisted within 72 hours of clicking. We also check clicks against our own log and filter bots, repeat clicks and paid traffic.

### Will these wishlists turn into sales?

More often than bought ones, because they come from people who watched a creator play your game and chose to wishlist it. How many buy depends on your game, price and launch. See [wishlist-to-sales conversion on Steam](https://wishlistme.me/guides/steam-wishlist-conversion-rate) for the published benchmarks.

### Can I pay per player or per sale instead?

Yes. A free-to-play game can pay per new player, and a released game per sale: Steam’s report counts free-to-play activations and purchases the same way it counts wishlists. We suggest the job that fits your game’s Steam page.

### How fast do wishlists come in?

Clicks show up live. Steam finalizes attribution about 4 days after a click and we pull its report daily, so verified wishlists arrive in batches. Creators have up to 30 days per slot.

More guides: https://wishlistme.me/guides

---

# How much does a Steam wishlist cost?

What indie developers pay per Steam wishlist through ads, creators and events, what a wishlist is worth, and how to work out your own break-even price.

Updated 2026-10-08.

## Cost per wishlist, in one sentence

Cost per wishlist is what you spent on a channel divided by the wishlists it brought. It’s the number indie marketers use to compare ads, creators, events and press, because wishlists are what Steam’s algorithm watches before launch.

## What it costs through each channel

- Paid social ads: well-targeted campaigns are often reported at about $1–$3 per wishlist, and much more with weak creative or a cold audience. Treat these as rough marketer rules of thumb, not a measured average.
- Creators, paid a flat fee: the cost per wishlist swings widely, because the fee is fixed and the result isn’t. A video that flops can cost tens of dollars per wishlist. See [flat fees versus paying per wishlist](https://wishlistme.me/guides/pay-youtubers-to-play-your-game).
- Creators, paid per wishlist: you set the price up front and only pay for wishlists Steam attributes to their link. On Wishlistme the suggested range is $0.15–$0.40.
- Key networks (Keymailer, Lurkit): free or a monthly fee, but no cost per wishlist you can count on, because nothing ties coverage to results. See [Keymailer alternatives compared](https://wishlistme.me/guides/keymailer-alternatives).
- Events and festivals (Next Fest and others): no direct cost per wishlist, but they reward games that arrive with momentum. See [Steam Next Fest and wishlists](https://wishlistme.me/guides/steam-next-fest-wishlists).

## What a wishlist is worth to you

A wishlist is worth the share of wishlisters who end up buying, times what you earn per sale. [GameDiscoverCo’s conversion benchmarks](https://wishlistme.me/guides/steam-wishlist-conversion-rate) give a starting point: benchmark for games launched August–October 2024 with at least 5,000 wishlists put the median at about 0.1 first-week sales per launch wishlist. Wishlists keep converting after launch week, especially during sales.

A rough break-even check: price after Steam’s cut and refunds × the share of wishlists you expect to convert over the game’s life. For a $15 game that nets you about $9.50 per copy, at 20% lifetime conversion, a wishlist is worth about $1.90.

Pay less than that and the wishlists pay for themselves, before counting the extra visibility Steam gives games with more wishlists. See [how many wishlists Popular Upcoming takes](https://wishlistme.me/guides/steam-popular-upcoming-wishlists).

## Free tool: What is one wishlist worth to you?

Enter your price and how many wishlists you expect to turn into sales over the game’s life. You get what a wishlist is worth and the most you can bid per wishlist and still break even. Use it at https://wishlistme.me/guides/how-much-does-a-steam-wishlist-cost.

Formula: value of a wishlist = price × 0.633 (what you keep after Steam’s cut, tax and refunds) × lifetime conversion. Break-even bid = value ÷ 1.05 (the 5% platform fee).

## How to pay less per wishlist

- Fix the store page first. Capsule art, the first trailer seconds and the first screenshots decide whether a visitor wishlists.
- Track every channel with Steam UTM links, so you know which one works. See [Steam UTM tracking](https://wishlistme.me/guides/steam-utm-tracking).
- Pay for results where you can. A per-wishlist price caps your cost no matter how a video performs.

Want to try it? [Pay creators to showcase your game](https://wishlistme.me/buy-steam-wishlists) and set your own bid per wishlist.

## Sources

- [GameDiscoverCo via Game World Observer: wishlist-to-sales benchmark, Aug–Oct 2024 launches (Dec 2024)](https://gameworldobserver.com/2024/12/06/wishlist-to-sales-ratio-steam-gamediscoverco-benchmark)
- [GameDiscoverCo: “Steam: the new wishlists to first week sales expectations” (June 2020)](https://newsletter.gamediscover.co/p/steam-the-new-wishlists-to-first)

More guides: https://wishlistme.me/guides

---

# Steam wishlist to sales conversion rate

How many Steam wishlists turn into sales in launch week, what published benchmarks say, and what moves your conversion up or down.

Updated 2026-10-08.

## Free tool: Launch-week sales estimator

Enter your wishlists at launch and your price to see the first-week sales the published benchmarks suggest. Use it at https://wishlistme.me/guides/steam-wishlist-conversion-rate.

Formula: first-week sales ≈ launch wishlists × 0.105 (GameDiscoverCo median, 2024 launches with 5,000+ wishlists); the 2020 survey rate was 0.2.

## The benchmarks

Conversion is usually measured as first-week sales divided by the wishlists you had at launch. Two published benchmarks from GameDiscoverCo:

- Games launched August–October 2024 with at least 5,000 launch wishlists: a median of 10.5%, about 1 first-week sale for every 10 wishlists.
- An older 2020 survey of 50 developers: a median of 0.2 sales per wishlist in the first week, with full releases (0.22) converting better than Early Access (0.16).

The newer number is lower. More games launch on Steam every year, and players wishlist more games than they buy. Plan with about 10%, not 20%.

## Why your number will differ

- Price: cheaper games convert a larger share of wishlists.
- Launch type: full releases tend to convert better than Early Access.
- Where the wishlists came from: people who watched someone play your game and chose to wishlist it are more likely to buy than people who clicked a giveaway or an ad. See [how to pay creators to play your game](https://wishlistme.me/guides/pay-youtubers-to-play-your-game).
- Launch discount and timing: Steam emails wishlisters when the game launches and when it goes on sale, so a launch discount gives them a reason to buy now.

## Wishlists keep converting

Launch week is only the first test. Wishlisters get an email at every discount, so wishlists keep turning into sales for years, mostly around seasonal sales.

That’s also why fake wishlists are worthless: bots never buy, in launch week or later. See [fake Steam wishlists](https://wishlistme.me/guides/fake-steam-wishlists).

To turn conversion into a price, see [what a Steam wishlist is worth and costs](https://wishlistme.me/guides/how-much-does-a-steam-wishlist-cost).

## Sources

- [GameDiscoverCo via Game World Observer: wishlist-to-sales benchmark, Aug–Oct 2024 launches (Dec 2024)](https://gameworldobserver.com/2024/12/06/wishlist-to-sales-ratio-steam-gamediscoverco-benchmark)
- [GameDiscoverCo: “Steam: the new wishlists to first week sales expectations” (June 2020)](https://newsletter.gamediscover.co/p/steam-the-new-wishlists-to-first)

More guides: https://wishlistme.me/guides

---

# How many wishlists for Steam’s Popular Upcoming list?

How many Steam wishlists it takes to reach the Popular Upcoming list, how that changed in 2026, and the Personal Calendar that now matters more.

Updated 2026-10-08.

## The short answer

Valve has never published a threshold. For years developers tracked roughly 7,000 wishlists as the point where a game was likely to appear in Popular Upcoming around its launch, a figure popularized by Chris Zukowski of How To Market A Game.

In June 2026, according to reporting by games.gg citing Zukowski’s data, Valve raised that bar sharply for new entries, to roughly 100,000 wishlists. For most indie games, Popular Upcoming is now out of reach.

## The Personal Calendar matters more now

Steam’s Personal Calendar shows upcoming games to players whose interests already match them. Developers reported it sending 300 to 3,000 wishlists a day, with a reported entry threshold of 8,000 to 30,000 wishlists, and click rates far above Popular Upcoming.

Both reported figures come from developers sharing data, not from Valve, so treat them as a direction rather than a rule.

## What this means for your launch

- Wishlists still decide visibility. The bar moved up, not away.
- Who wishlists matters more. The Personal Calendar matches games to interested players, so wishlists from real fans of your genre help more than raw numbers.
- Start early. Wishlists build up over months, and late pushes rarely close a gap of thousands. [Steam Next Fest](https://wishlistme.me/guides/steam-next-fest-wishlists) is one of the few moments that adds them in bulk.

Creators who already play your genre bring the right players. [Post a job](https://wishlistme.me/buy-steam-wishlists) and pay only for wishlists Steam verifies.

## Sources

- [games.gg: Steam made Popular Upcoming 15x harder for indie games (July 2026)](https://games.gg/news/steam-popular-upcoming-indie-personal-calendar/)
- [How To Market A Game: How many wishlists should I have when I launch? (2022)](https://howtomarketagame.com/2022/09/26/how-many-wishlists-should-i-have-when-i-launch-my-game/)

More guides: https://wishlistme.me/guides

---

# Steam UTM tracking: see where your wishlists come from

How Steam’s UTM Analytics attributes visits, wishlists and purchases to tagged links, how to build the links, and what the report can’t see.

Updated 2026-10-08.

## What it is

Steam supports UTM tags on store links. Add utm_source, utm_medium and utm_campaign to a link to your store page, and Steamworks shows visits, wishlists, purchases and free-to-play activations for each tagged link in its UTM Analytics report, with a CSV export.

It’s free and built into Steamworks for every game. It’s also what Wishlistme uses to verify every wishlist a creator brings.

## Free tool: Steam UTM link builder

Paste your store link, pick where the link goes, and copy a tagged link that shows up on its own row in Steamworks UTM Analytics. Use it at https://wishlistme.me/guides/steam-utm-tracking.

Formula: https://store.steampowered.com/app/<app id>/?utm_source=<where>&utm_medium=<format>&utm_campaign=<campaign>, lowercase with dashes.

## How to build a link

Start from your store URL and add the tags:

- https://store.steampowered.com/app/<your app id>/?utm_source=youtube&utm_medium=video&utm_campaign=launch-trailer

Use one link per channel or creator, so the report tells them apart. Keep the names short and consistent. Steam leaves links with very few visits out of the breakdown, so don’t split too finely.

## How attribution works

A wishlist counts for a link when a visitor who is logged in to Steam wishlists the game within 72 hours of clicking it. Visits update hourly; conversions are finalized 4 days after the visit. Wishlisting a different game from your catalog doesn’t count.

## What it can’t see

- Only visitors logged in to Steam in that browser count. In-app browsers (TikTok, Instagram, Discord) rarely are, and opening the game in the Steam app breaks the trail.
- Demo downloads don’t count as conversions; wishlists, purchases and free-to-play activations do.
- Someone who watches a video, then searches for the game later, doesn’t show up as that link.
- So the report undercounts. That’s fine for comparing channels, and it’s the safe side when you pay per result.

Wishlistme gives every creator video its own UTM link and reads the report for you each day. See [how paying creators per wishlist works](https://wishlistme.me/buy-steam-wishlists).

## Sources

- [Steamworks documentation: UTM Analytics](https://partner.steamgames.com/doc/marketing/utm_analytics)

More guides: https://wishlistme.me/guides

---

# Fake Steam wishlists: why bought bot wishlists hurt your game

Why buying bulk or bot Steam wishlists backfires, how to spot a service that sells them, and how to get real wishlists you can pay for safely.

Updated 2026-10-08.

## What gets sold

Some services sell wishlists in packs: 1,000 wishlists for a flat price, delivered in days. Those wishlists come from bot accounts or account farms. No one behind them will ever buy your game.

## Why they hurt

- They don’t convert. Launch-week sales come from real wishlisters; see [wishlist conversion benchmarks](https://wishlistme.me/guides/steam-wishlist-conversion-rate).
- They don’t get you onto Steam’s lists. Visibility depends on real players; see [what Popular Upcoming takes now](https://wishlistme.me/guides/steam-popular-upcoming-wishlists).
- They can confuse Steam’s algorithm. Wishlists that never click, buy or follow make your game look like one people don’t want.
- They ruin your data. You can’t judge your store page, price or launch timing on numbers that aren’t people.
- They break Valve’s rules. Steam acts against fake activity, and the risk lands on your game, not on the seller.

## How to spot a seller

- A fixed number of wishlists for a fixed price, guaranteed.
- Delivery in days, with no audience, video or channel named.
- No way to check results in your own Steamworks reports.
- Rewards for wishlisting: giveaways, keys or payments to the people wishlisting. That breaks Steam’s rules too.

## The safe way to pay for wishlists

Pay for results you can verify in Steamworks, from people who chose your game. On Wishlistme, creators show your game to their audience, and you pay per wishlist only when Steam’s UTM report attributes it to their link. Viewers are never rewarded for wishlisting.

[Pay creators to showcase your game instead](https://wishlistme.me/buy-steam-wishlists), or work out [what a real wishlist is worth to you](https://wishlistme.me/guides/how-much-does-a-steam-wishlist-cost).

More guides: https://wishlistme.me/guides

---

# Steam Next Fest: how to get more wishlists from your demo

How many players wishlist after a Steam Next Fest demo, why the wishlists you bring in matter most, and what to do before, during and after the fest.

Updated 2026-10-08.

## Most demo players won’t wishlist, and that’s normal

In Chris Zukowski’s data from developers in the June 2026 Next Fest, the median share of demo players who also wishlisted was about 19%, with most games between roughly 16% and 23%. If yours is in that range, your demo is doing its job.

## Momentum going in decides a lot

Next Fest surfaces demos partly by how popular they already are, so games that arrive with wishlists and players tend to get more from the event. The fest amplifies attention you bring; it rarely creates it from nothing. The same goes for [Steam’s Popular Upcoming list and Personal Calendar](https://wishlistme.me/guides/steam-popular-upcoming-wishlists).

Thousands of demos enter every fest, so standing out takes work outside Steam too.

## Before, during, after

- Before: put the demo out a few weeks early, and [get creators playing it](https://wishlistme.me/guides/pay-youtubers-to-play-your-game) so you arrive with players and wishlists.
- During: stream the demo yourself, and have creators post videos the same week.
- After: keep the demo up if it converts well, and watch your [UTM report](https://wishlistme.me/guides/steam-utm-tracking) to see which links brought wishlists.

Creators who play your demo on stream send players to your store page, where they can wishlist. [Post a job](https://wishlistme.me/buy-steam-wishlists) and pay only for the wishlists Steam verifies.

## Sources

- [How To Market A Game: Most people will play your demo and not wishlist it (June 2026)](https://howtomarketagame.com/2026/06/30/nobody-plays-demos-and-that-is-ok/)

More guides: https://wishlistme.me/guides

---

# Keymailer alternatives for indie games

Keymailer, now Partnier, compared with Lurkit, Terminals, Gamesight and paying creators per Steam wishlist: how each works, what it costs, and which fits your game.

Updated 2026-10-09.

## The short version

- Want free keys in front of thousands of small creators: Keymailer (Partnier) or Lurkit’s key campaigns.
- Want paid videos with the money held until they’re delivered: Lurkit’s Paid Quests.
- Want press and a team doing the outreach for you: Terminals.
- Want to pay only for wishlists Steam verifies: Wishlistme.

They don’t exclude each other. Many studios send free keys widely and pay a few creators for results.

## Keymailer, now Partnier

Keymailer is a key-distribution network: creators and press request keys, you approve them and it tracks the coverage. Its publisher side has since been renamed Partnier. Keymailer says it reaches 275,000+ creators and that two people review every channel.

Its pricing page lists no prices and says there are free and low-cost tiers for indies. A competitor’s review reported a free tier with 10 engagements a month and paid plans from about $25 to $99 a month (August 2026); check the current page before you rely on that.

What it does well: cheap reach to many small creators, fraud checks on key requests, and a press portal. What it doesn’t do: tie what you pay to wishlists. Keys are free to creators, so coverage is never guaranteed.

## Lurkit

Lurkit combines free key campaigns with Paid Quests: you post a quest, creators bid a price, you accept, and Lurkit holds the payment until you approve the content. Paid campaigns carry a 20% commission per quest; plan prices are on request. Lurkit says it has 90,000 to 100,000+ verified creators.

Missions can target views, watch hours or clicks, but payment follows approved content, not Steam wishlists.

## Terminals

Terminals is a key-request site for verified media and creators, sold as done-for-you launch packages from $2,000 to $6,000 with newsletter blasts, key distribution, consulting and coverage reports. Its own FAQ says there are no guarantees and that packages tend to get 200 to 500 key requests.

Good if you have budget and no time, and want press as much as creators.

## Gamesight

Gamesight is marketing measurement and creator programs for larger studios, with key distribution logged to each creator. Prices are on request. Worth a look if you also run paid ads and want attribution across them.

## Woovit is gone

Woovit, a key-distribution service many indies used, no longer operates: its domain now shows an unrelated site (checked October 2026). Former users mostly moved to Keymailer and Lurkit.

## Paying per wishlist instead

On Wishlistme you post a job with a price per wishlist, creators claim slots, and you pay only for wishlists Steam’s [UTM report](https://wishlistme.me/guides/steam-utm-tracking) attributes to their links, plus a 5% fee. Nothing is charged for views, keys or videos that don’t bring anyone.

Where it’s weaker: it won’t get you press reviews, and a creator who covers your game for free through a key network costs you nothing at all. Per-wishlist pay works best alongside free keys, for the creators whose audience you want to be sure about.

Not sure what to bid? Work out [what a wishlist is worth to you](https://wishlistme.me/guides/how-much-does-a-steam-wishlist-cost), or read [how to pay YouTubers to play your game](https://wishlistme.me/guides/pay-youtubers-to-play-your-game). Ready: [post a job](https://wishlistme.me/buy-steam-wishlists).

## Questions

### Is Keymailer free?

Keymailer says it has free and low-cost tiers for indies, with paid plans and add-ons for more engagements and managed campaigns. Its pricing page doesn’t list amounts, so check it for current numbers.

### Is Keymailer the same as Partnier?

Yes. Keymailer renamed its publisher login to Partnier, the company’s umbrella brand. Creators still request keys through Keymailer.

### Which one tracks Steam wishlists?

None of the key networks above price their service by wishlists. Wishlistme pays creators only for wishlists Steam’s own UTM report attributes to their links.

## Sources

- [Keymailer: pricing page (seen October 2026)](https://keymailer.co/pricing/)
- [Keymailer: for publishers (seen October 2026)](https://keymailer.co/publisher/)
- [Influencer Hero: Keymailer pricing (August 2026, reported tiers)](https://www.influencer-hero.com/blogs/keymailer-pricing)
- [Lurkit: pricing (seen October 2026)](https://lurkit.gg/pricing)
- [Lurkit support: how payment works for quests](https://support.lurkit.com/how-does-payment-work-for-quests)
- [Terminals: launch packages (seen October 2026)](https://services.terminals.io/)
- [Gamesight: key distribution docs](https://docs.gamesight.io/docs/key-distribution)

More guides: https://wishlistme.me/guides

---

# How to pay YouTubers and streamers to play your game

How indie developers find creators for their Steam game, flat fees versus paying per wishlist, what to put in a brief, and how to track results.

Updated 2026-10-08.

## Why creators work for games

People decide to try a game by watching someone play it. A creator whose audience already loves your genre puts your game in front of exactly the players who wishlist it. Creators can read [how they get paid per wishlist](https://wishlistme.me/guides/get-paid-for-steam-wishlists).

## Flat fee or pay per result

- Flat fee: you pay for a video or stream up front. Good when you know a creator converts, risky when you don’t. A video that flops costs the same. Compare [what a wishlist costs through each channel](https://wishlistme.me/guides/how-much-does-a-steam-wishlist-cost).
- Free keys: works for creators who cover games anyway, but there’s no commitment and no tracking. See [Keymailer and other key networks compared](https://wishlistme.me/guides/keymailer-alternatives).
- Per wishlist: you set a price per wishlist and pay only for what Steam attributes to the creator’s link. Your cost follows the results.

## What to put in a brief

- What makes the first ten minutes fun, and what to show.
- Anything to avoid: spoilers, unfinished areas, known bugs.
- The link to use, and where to put it: video description, pinned comment, stream panel.
- No rewards for wishlisting. Asking viewers to wishlist is fine; paying or rewarding them for it breaks Steam’s rules.

## Track every video

Give each creator, and ideally each video, its own UTM link. See [Steam UTM tracking](https://wishlistme.me/guides/steam-utm-tracking). Then you know which creator and which video brought wishlists, and who to work with again.

On Wishlistme each video gets its own link automatically, creators claim slots without you approving them, and you pay a 5% fee on top of the job budget. [Post a job](https://wishlistme.me/buy-steam-wishlists).

More guides: https://wishlistme.me/guides

---

# How creators get paid for Steam wishlists

How YouTubers, streamers and TikTok creators earn money per Steam wishlist: claiming jobs, tracking links, what counts, and when you get paid.

Updated 2026-10-08.

## How it works

- Find a job. Developers bid a price per wishlist and say how many creators they want, for example 3 creators × 50 wishlists at $0.25.
- Claim a slot. If you meet the job’s minimum audience, it’s yours instantly. No pitch, no approval.
- Make your video or stream and share your link. Each video gets its own tracking link.
- Get paid for every wishlist Steam verifies, for up to 30 days after you claim.

## What counts as a wishlist

A real viewer clicks your link, is logged in to Steam, and wishlists the game within 72 hours. Steam’s own [UTM report](https://wishlistme.me/guides/steam-utm-tracking) has to show it for your link. We also filter bots, repeat clicks and paid traffic.

Never reward viewers for wishlisting: no giveaways, keys or payments for it. That breaks Steam’s rules and gets earnings reversed.

## When you get paid

Clicks show up live. Wishlists arrive in batches as Steam finalizes its report. Earnings stay pending for 30 days after the report that verified them, then go to the bank account you connect through Stripe.

Creators pay nothing and keep the full bid shown on a job. [See how much your next video could earn](https://wishlistme.me).

## Sources

- [Steamworks documentation: UTM Analytics](https://partner.steamgames.com/doc/marketing/utm_analytics)

More guides: https://wishlistme.me/guides

---

# Open Wishlistme jobs

> Steam developers bidding per verified wishlist, highest bid first.



---

# Wishlistme API and MCP server
> Everything the web app does, for agents and scripts: creators claim slots and get tracking links; developers post jobs from a Steam link, send direct offers and read job reports. One shared state with the web app.

## Sign in
Public tools and reads need no token. To act as an account send `Authorization: Bearer <token>` (MCP clients without headers: `/mcp?token=<token>`). Demo tokens:
- `wlm_demo_creator`: Mara Quill, the creator the web app signs in as
- `wlm_demo_creator_<id>`: Any creator, e.g. wlm_demo_creator_c-2 (ids from /api/creators)
- `wlm_demo_studio`: Devolver Digital, the studio the web app signs in as
- `wlm_demo_studio_<name>`: Any studio, e.g. wlm_demo_studio_Lone_Pixel for a solo developer

## MCP
Endpoint: https://wishlistme.me/mcp (Streamable HTTP).
- Everyone: `search_campaigns`, `get_campaign`, `estimate_earnings`, `estimate_job`, `draft_job_from_steam`, `get_rules`, `whoami`
- Creators: `claim_slot`, `decline_offer`, `add_tracking_link`, `my_slots`, `my_earnings`, `connect_channel`
- Developers: `post_job`, `check_game`, `my_jobs`, `job_report`, `set_job_status`, `find_creators`, `connect_steamworks`, `sync_steam`

## REST
- GET https://wishlistme.me/api/campaigns?query=&channel=&min_rate=&sort=rate|budget|ending
- GET https://wishlistme.me/api/campaigns/{id}
- GET https://wishlistme.me/api/campaigns/{id}/estimate?clicks=1000&conversion=0.12
- GET https://wishlistme.me/api/estimate?rate=0.25&creators=3&per_creator=50
- GET https://wishlistme.me/api/me: Your dashboard (creator or developer, from the token)
- GET https://wishlistme.me/api/creators: Creator directory with track records. Query: query, channel, min_followers
- GET https://wishlistme.me/api/creators/{id}: One creator’s channels and track record
- POST https://wishlistme.me/api/demo/reset: Put the demo back to its starting data (for everyone)
- GET https://wishlistme.me/api/me/slots (creator token): Your claimed slots with links, clicks and verified wishlists
- GET https://wishlistme.me/api/me/offers (creator token): Direct offers waiting for your answer
- GET https://wishlistme.me/api/me/earnings (creator token): Pending, available and paid earnings with ledger lines
- GET https://wishlistme.me/api/me/channels (creator token): Your connected channels
- POST https://wishlistme.me/api/me/channels (creator token): Connect a channel. Body: { kind }
- DELETE https://wishlistme.me/api/me/channels/{kind} (creator token): Disconnect a channel
- POST https://wishlistme.me/api/campaigns/{id}/claim (creator token): Claim a slot or accept a direct offer. Body: { pitch? }
- POST https://wishlistme.me/api/campaigns/{id}/decline (creator token): Decline a direct offer
- POST https://wishlistme.me/api/campaigns/{id}/links (creator token): New tracking link for a video. Body: { label, channel? }
- GET https://wishlistme.me/api/studio/jobs (developer token): Your jobs with claims, clicks, verified wishlists and spend
- POST https://wishlistme.me/api/studio/jobs (developer token): Post and fund a job. Body: { steam_url | game_id, rate_usd, creators, wishlists_per_creator, min_followers?, channels?, brief?, invite? }. With invite it is a direct offer.
- GET https://wishlistme.me/api/studio/jobs/{id} (developer token): Job report, slot by slot
- PATCH https://wishlistme.me/api/studio/jobs/{id} (developer token): Pause, resume or end. Body: { status: live | paused | ended }
- GET https://wishlistme.me/api/studio/games (developer token): Your games and their Steamworks connection
- POST https://wishlistme.me/api/studio/games (developer token): Add a game from its Steam link. Body: { steam_url }
- PUT https://wishlistme.me/api/studio/games/{id}/steamworks (developer token): Connect Steamworks (read-only analytics). Body: { connected }
- POST https://wishlistme.me/api/studio/sync (developer token): Pull the Steam UTM report for your games now
OpenAPI 3.1 spec: https://wishlistme.me/openapi.json

## Discovery
- https://wishlistme.me/llms.txt
- https://wishlistme.me/.well-known/api-catalog
- https://wishlistme.me/.well-known/mcp/server-card.json
- https://wishlistme.me/.well-known/agent-skills/index.json

---

# Terms of Service

Last updated: 2026-10-08

These terms are an agreement between you and Wishlistme. They cover how creators earn money for Steam wishlists and how developers pay for them. Please read the rules in sections 4 and 5 closely: breaking them can cost you your earnings.

## 1. What Wishlistme is

Wishlistme is a marketplace. Game developers (“Developers”) post jobs that bid a fixed amount per Steam wishlist for a set number of creator slots, each slot covering a set number of wishlists. Content creators (“Creators”) claim slots, promote the game with tracking links, and are paid for wishlists attributed to their links.

Claiming a slot is instant when the Creator meets the job’s minimum audience, or when the Developer offered the job to that Creator directly. Wishlistme checks eligibility, channels and traffic quality; Developers do not approve claims.

Each slot covers at least 50 wishlists. A Creator who claims a slot has 30 days to deliver. After that, the slot closes: wishlists already verified are paid, and the undelivered part of the slot returns to the job.

Wishlistme is independent. It is not affiliated with, endorsed by, or sponsored by Valve Corporation or Steam. “Steam” is a trademark of Valve Corporation.

## 2. Accounts

You sign in with a Google account and must be at least 18, or the age of majority where you live. You are responsible for everything done through your account.

One person or company, one account. You must give accurate information about yourself, your channels and your studio, and keep it current.

Channels you list must be yours. We may ask you to verify ownership by connecting the account or adding a code to its bio.

## 3. How wishlists are counted

Creators get a unique link for each video or post. It opens the game’s Steam store page with UTM tags that identify the Creator, the job and the video.

Wishlists are counted only through Steam’s own UTM Analytics. Steam counts a wishlist for a link when a logged-in Steam user adds the game within 72 hours of clicking it. We do not decide which wishlists count, and we cannot see individual Steam users.

Steam does not attribute every visit. Visits from the Steam app, logged-out visitors, and links below Steam’s minimum reporting threshold may not be counted. Creators accept that verified wishlists will be lower than clicks, and that only Steam-reported wishlists are paid.

Our own click counts are used to detect fraud and settle disputes. They are not a basis for payment.

## 4. Rules for Creators

No incentivized wishlists. You may not offer, promise or give your audience anything of value in exchange for wishlisting a game: no giveaways, raffles, keys, money, in-game items, channel perks, or “wishlist and I’ll…” offers. This breaks Steam’s rules and can harm the Developer’s game.

Real people only. No bots, click farms, paid traffic, pop-unders, auto-redirects, link cloaking, wishlist-exchange groups, multiple accounts, or asking friends or family to wishlist.

Disclose the sponsorship. Every piece of content that uses your link must say clearly that it is paid promotion, using the platform’s paid-promotion label where one exists and words like “sponsored” or “#ad”. You are responsible for following advertising and consumer-protection laws where you and your audience are, including FTC and ASA guidance.

Be honest about the game. You may say what you really think. You may not misrepresent the game, impersonate the Developer, or use the Developer’s assets outside the job.

Follow each job’s brief and the rules of the platforms where you post.

## 5. Rules for Developers

You must own or be authorized to promote every game you list, and you grant Wishlistme and Creators who claim a slot a license to use the game’s name, store art and press assets for the job.

Keep Steamworks connected. You give Wishlistme the “View Marketing Traffic Data” permission for your game in Steamworks for as long as a job runs and for 14 days after it ends. We pull the UTM report ourselves and verify every wishlist; you do not approve Creators or confirm wishlists. If our access is removed for more than 7 days, the job is paused.

Blocking or interfering with our access to reports is a material breach. If you do it, we may pay Creators from your escrow based on our click data and the job’s historical conversion rate, close your account, and keep the platform fee.

You may not offer Creators extra payment outside Wishlistme for wishlists generated through a job.

## 6. Money: escrow, fees and payouts

Developers fund each job in advance: bid × creator slots × wishlists per slot. Payments are processed by Stripe, and Developers also pay a platform fee of 5% of the budget. Creators pay no fee and receive the full rate shown on a job.

Funded budgets are held until they are earned by Creators or refunded. When we pull a Steam report, the new wishlists it shows are converted into Creator earnings at the job’s bid, up to the Creator’s slot size and the remaining budget.

Earnings stay pending for 30 days after the report that verified them. During this hold, wishlists removed in later reports, and earnings tied to fraud or rule breaches, are reversed. After the hold, earnings become available and are paid to the Creator’s connected Stripe account.

Creators must complete Stripe onboarding to be paid and are responsible for their own taxes. When a job ends, unused budget is refunded to the Developer together with the fee charged on it. A bid can be raised for open slots; it never lowers for slots already claimed.

## 7. Reversals and clawbacks

We may reverse pending earnings, withhold available earnings, or recover paid earnings when we reasonably find they came from fraud, incentivized wishlists, or another breach of these terms. Recovered money is returned to the Developer’s job budget.

## 8. Disputes between users

Either side can open a dispute about a job within 60 days of a Steam sync. We may check the Steamworks dashboard, review click logs, and decide how escrowed funds are allocated. Our decision on platform funds is final, without limiting any rights you have under law.

## 9. Suspension and termination

You can close your account at any time. Available earnings are paid out and pending earnings complete their hold first. We may suspend or close accounts that break these terms, put other users at risk, or expose Wishlistme to legal or platform risk.

## 10. Content and intellectual property

Creators keep all rights to their content. Developers keep all rights to their games. You grant us a license to show your profile, channel stats and job assets inside Wishlistme to run the service.

## 11. Liability

Wishlistme is provided as is. We do not guarantee any number of wishlists, sales, or earnings, or that Steam will keep offering UTM Analytics in its current form. To the extent the law allows, our total liability to you is limited to the fees you paid us in the 12 months before the claim, and we are not liable for indirect or consequential losses.

## 12. Changes

We may update these terms. We will tell you about material changes at least 30 days ahead, and you will be asked to accept the new version before joining or funding a new job.

## 13. Governing law and contact

These terms are governed by the laws of [jurisdiction to be confirmed]. Contact: legal@wishlistme.me.

---

# Privacy Policy

Last updated: 2026-10-08

What we collect to run Wishlistme, and what we never collect.

## What we collect

Account: your Google name, email and profile picture.

Channels: the handles and public follower counts of the channels you connect.

Clicks on tracking links: time, country, referrer, device type, and a hashed IP address used to filter bots. We drop the raw IP after hashing.

Payments: handled by Stripe. We store your Stripe account ID, never card or bank numbers.

Steam reports: the aggregated UTM rows we read from Steamworks with the Developer’s permission. They contain no Steam IDs or personal data.

## What we don’t do

We don’t sell personal data, use advertising trackers, or try to identify the people who click creator links.

## Where data lives and your rights

Data is stored on Cloudflare’s network. You can export or delete your account data from settings, or by writing to privacy@wishlistme.me. Financial records are kept as long as tax law requires.