ウィッシュリスト19件、発売までにどう増やす?

The new roguelike game "Ink & Lore" has 19 wishlists in just 12 days since its store page was released. Is this pace good enough? What should an indie developer do, and in what order, to "conquer Steam"? This video is in three parts. [Part 1] What exactly is a WL (Wishlist)? [Part 2] The "truth" about Next Fest [Part 3] How to increase WL before release ▼ Timestamps 00:00 Conquering Steam with an indie development project 00:25 Map of this video (3 parts) 00:43 [Part 1] What exactly is a WL (Wishlist)? 02:44 Converting WL into sales (2,000 yen per copy) 03:43 The reality 12 days after release 04:34 [Part 2] The "truth" about Next Fest 06:18 The festival gets more "crowded" every year 08:05 Conclusion of Part 2: The real battle begins before the main event 08:28 [Part 3] How to increase WL before release 11:29 Using social media as a WL device 12:19 Reaching "fans" of the genre (Steam, etc.) 13:41 Minimal Paid Content + Traps to Avoid 14:22 Reverse Timeline (~October) 15:50 Summary: 3 Conclusions Applicable to Any Game 17:11 About This Channel ▼【First Game】Ink & Void (2D Tower Defense x Deck Building) https://store.steampowered.com/app/46... └Please try playing it! 🙏 ▼【Second Game】Ink & Lore (Deck Building Battle x 99F Dungeon) https://store.steampowered.com/app/48... └Please add it to your wishlist! What you'll learn from this video: How to convert WL (Walkovers) into sales (WL → Purchases account for approximately 20% of total sales / If each game costs 2,000 yen...) and "working backward" from target sales The true nature of Steam Next Fest (3 times a year / Free demo / One-time lifetime rule / October 2026 edition is 10/19-26) Why most games don't grow (It's an amplifier, not an engine / Correlation 0.825) The "increase" varies greatly depending on the entry WL (Less than 1,000: +322, 1,000+: +1,006) The common belief of 7,000 entries in the "Popular Coming Soon" category and the official stance that there is no minimum threshold (The key is "speed") All ways to increase WL: Store page optimization / Self-made YouTube / Previous game funnel / Deckbuilders Fest / Early Demo Release / Reddit / Marketing to Roguelike Streamers / Japanese VTubers / Free Showcase The Order of Spending Money and Pitfalls to Avoid (Paid Showcases, Direct Advertising, TikTok Mass Production, etc.) Schedule Calculated Backwards from Registration on 8/31 and the Main Event on 10/19 #SteamNextFest #IndependentDevelopment #IndieGame #GameDevelopment #Steam #Wishlist #Roguelike #AIGameDevelopment #GameCreator

AI活用で作ったSteamゲーム、発売1ヶ月の売上報告
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AI活用で作ったSteamゲーム、発売1ヶ月の売上報告

Was Ihr über Sonnencreme wisst, ist falsch (und ich bin mit schuld)
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Was Ihr über Sonnencreme wisst, ist falsch (und ich bin mit schuld)

#51 HerdrとHunkでAIコーディングが快適, Grokいいぞ, ボタンのカーソル、ポインターにする派?しない派?, AIの文章、読める?, ビジネスと開発の関係, マイクロマネジメントしない
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#51 HerdrとHunkでAIコーディングが快適, Grokいいぞ, ボタンのカーソル、ポインターにする派?しない派?, AIの文章、読める?, ビジネスと開発の関係, マイクロマネジメントしない

Can Claude Code + Unity MCP Build an Anime Open World?【AI Agent】
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Can Claude Code + Unity MCP Build an Anime Open World?【AI Agent】

2,880 Hours of Obsession: How My Life Changed After a Beginner Spent 8 Hours a Day for a Year Mas...
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2,880 Hours of Obsession: How My Life Changed After a Beginner Spent 8 Hours a Day for a Year Mas...

【 ゼルダの伝説 夢をみる島 】リンク・・・リンク!!【ホロライブ/ときのそら】
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【 ゼルダの伝説 夢をみる島 】リンク・・・リンク!!【ホロライブ/ときのそら】

Das gefährlichste Gebäude in London
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Das gefährlichste Gebäude in London

How To Make Indie Games In 2026 w/ Jonathan Blow — Full Time Game Dev Podcast Ep. 061
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How To Make Indie Games In 2026 w/ Jonathan Blow — Full Time Game Dev Podcast Ep. 061

【安野貴博xPKSHA上野山勝也】AIネイティブ時代の生存戦略/地頭はAIに食われる/残るのは欲望する力だ | Startup Aquarium 2026
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【安野貴博xPKSHA上野山勝也】AIネイティブ時代の生存戦略/地頭はAIに食われる/残るのは欲望する力だ | Startup Aquarium 2026

ゲームの制作費が全く足りてないRPGゲーム【 ゲーム制作費がたりないRPG 】
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ゲームの制作費が全く足りてないRPGゲーム【 ゲーム制作費がたりないRPG 】

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【完全保存版】オントロジーとは?AI時代に最強のデータ基盤を解説

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DELTARUNE: The ROOTS Theory

I turned over Dragon Quest V to my custom "physical control AI" and here's what happened... [Defe...
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I turned over Dragon Quest V to my custom "physical control AI" and here's what happened... [Defe...

Literally Everything Mojang Tried To Hide
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Literally Everything Mojang Tried To Hide

税金15億でDeNAのソシャゲ作ります→大炎上の背景に社長天下り&経団連で日本の闇垣間見える/めっちゃカメレオンさん僅か1か月で1000万売上/プラグマタ実は開発中止寸前だった模様
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税金15億でDeNAのソシャゲ作ります→大炎上の背景に社長天下り&経団連で日本の闇垣間見える/めっちゃカメレオンさん僅か1か月で1000万売上/プラグマタ実は開発中止寸前だった模様

Unfortunately, You Need to Know What the Jevons Paradox is
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Unfortunately, You Need to Know What the Jevons Paradox is

Harald Kujat warns: Are we inevitably heading toward a major war?
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Harald Kujat warns: Are we inevitably heading toward a major war?

CGアーティストのお仕事・職場環境について根掘り葉掘り聞いてきた【ゲームさんぽ/サイバーパンク×CG①】
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CGアーティストのお仕事・職場環境について根掘り葉掘り聞いてきた【ゲームさんぽ/サイバーパンク×CG①】

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新作鉱山ゲームを発売した直後にプレイする攻略最前線TVww

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The Game Dev Advice That Took 10 Years to Discover