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Steam Next Fest Strategy in 2026

Here's the thing about Next Fest: everyone treats it like a lottery. Throw your demo in, cross your fingers, hope the algorithm smiles on you. That's not how it works.

I've been reading postmortems obsessively. Hundreds of them from 2025 alone. The pattern is so consistent it's almost boring: the games that "win" Next Fest aren't discovering success during the festival. They're amplifying momentum they already built.

Let me show you what I mean.

The Formula Nobody Wants to Hear

Wishlists Before × 2 = Wishlists Gained
This ratio shows up in postmortem after postmortem.

Eilean Mor went into October 2025 with 2,117 wishlists. Gained 2,082 during the festival. Almost exactly 2×.

Dice of Kalma went in with 335 wishlists. Gained 659. Just under 2×. Their developer wrote: "Our wishlists nearly tripled, which is awesome, but we have still lot of work to do."

That's the uncomfortable truth. Next Fest doubles what you already have. If you have nothing, you get nothing doubled.

View Eilean Mor on Steam →

The 2,000 Wishlist Cliff

Data from 208 games in February 2025 shows a sharp inflection point at 2,000 wishlists.

Starting WishlistsWhat Happens
Under 1,000You're invisible after day 2. Zero games jumped tiers.
1,000–2,000Modest gains. You stay in your lane.
2,000+The algorithm starts helping you. Real momentum possible.
10,000+Gold tier. Strong gains likely.
100,000+Diamond tier. You're competing for the top charts.

Here's what a developer from that survey said: "You really start to see how the wishlists a game earns takes off for games that have 2000+ wishlists before Steam Next Fest."

It's not an algorithm thing exactly. It's a validation thing. 2,000 wishlists means you've figured out something about marketing. You know how to reach people. That skill compounds during the festival.

The First 48 Hours Are Everything

Valve gives everyone a shot on days 1 and 2. After that, the algorithm decides who deserves more visibility based on performance.

Bronze tier games? Their impressions fall off a cliff on day 3. Diamond tier games? Their impressions triple.

Day 1-2: Push everything. Stream. Post. Coordinate with creators.
Day 3+: The algorithm has already decided. You're along for the ride.

What Actually Won in 2025

Do No Harm (February 2025)

The numbers: 45,655 wishlists gained during Next Fest. Started with 52,102.

What they did:

  • Trailer dropped on GameTrailers January 29 (weeks before Next Fest)
  • PR outreach timed with trailer
  • Demo went live February 4
  • Paid ads to amplify organic momentum

This is the playbook. They didn't rely on Next Fest to discover them. They used Next Fest to multiply attention they'd already earned.

View Do No Harm on Steam →

Cairn (October 2025)

Hit #5 demo on day 1. Trending Upcoming and Top Demos by day 2.

What they did:

  • Demo launched December 2024 (10 months before their Next Fest)
  • 32,000 followers before the festival
  • Accepted into 18 festivals before Next Fest
  • The Game Bakers (Furi, Haven) - established studio with track record

They didn't need Next Fest. But they used it anyway because it's free amplification when you've already done the work.

View Cairn on Steam →

YAPYAP (October 2025)

The "friend slop" phenomenon. Co-op horror where you play as wizards vandalizing a tower. Went viral on social media, then dominated Next Fest.

Their trailer dropped August 25, 2025 - one month before Next Fest. It earned 434K views. That was the inflection point. Everything after was just riding the wave.

View YAPYAP on Steam →

The Genres That Keep Winning

From the February 2025 diamond tier:

  • Horror (×2) - Steam loves horror. Always has.
  • Strategy/Management (×4) - "Crafty-buildy-simulationy" is the vibe
  • Co-op "friend slop" - Lethal Company opened the floodgates
  • Point-and-click (×2) - but both were sequels with existing audiences

The point-and-click thing is interesting. Beholder: Conductor was the 4th game in its series. Duck Detective was a sequel. They had built-in audiences. First-time point-and-click devs don't see those results.

What The Small Games Say

Not everyone is chasing diamond tier. Here's what developers at the smaller end reported from October 2025:

"62% conversion rate from visits to wishlists. Store page itself seems to work. But impressions were high and people didn't click. Capsule art needs an update."

"57% of store visitors played our demo. That sounds high? But only 15% who played also wishlisted. Something didn't meet expectations."

"Got permanently banned from r/cozygames for asking if they found our game cozy. Always try to follow the rules but this was pretty surprising."

The grind is real. These developers are testing capsule art, tweaking tags, getting banned from subreddits. It's not glamorous.

The Honest Playbook

Months before Next Fest:

  1. Launch your demo early. Like, way early. The winners had demos out for 6-12 months.
  2. Enter smaller genre festivals first. Use them as polish runs.
  3. Build to 2,000+ wishlists. That's your real threshold.

During Next Fest:

  1. Days 1-2 are make or break. Push everything.
  2. Stream if you can. It shows as "live" on your page.
  3. Coordinate with streamers. Pay them if you have to.
  4. Put your demo on a separate Steam page so it can collect reviews.

After Next Fest:

  1. Don't launch immediately. A few weeks later actually performs better.
  2. Use the momentum for your actual launch marketing.

When To Skip It

Real talk: Next Fest isn't for everyone.

Skip it if:

  • You have under 1,000 wishlists (you'll be invisible by day 3)
  • Your demo isn't polished (you get one shot at first impressions)
  • It's your first festival ever (do smaller ones first)
  • You're launching immediately after (wait a few weeks)

There are dozens of smaller festivals every month. More focused audiences. Less competition. Check howtomarketagame.com/festivals for the list.

Next Fest is the default because Valve prompts everyone to join. But the best marketing isn't the stuff everyone gets prompted to do.


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