The 5 metrics that actually predict game success (before you launch)

# The 5 Metrics That Actually Predict Game Success (Before You Launch)

Article 6 of 7 | Game Design Insights Series Read Time: 9 min | Analytics & Prediction | Updated: November 2025

Why most developers track the wrong metrics

What devs obsess over:
  • Total wishlists (vanity metric)
  • Social media followers (meaningless for sales)
  • Demo downloads (doesn't predict purchases)
  • Feature count (quality beats quantity)
The Reality: These metrics feel good but predict nothing about actual success.

After analyzing 100+ indie launches and correlating pre-launch metrics with post-launch performance, we've identified exactly five metrics that consistently predict success months before release.

If your game scores well on these five, success is almost guaranteed. If it doesn't, you have time to fix it.


Metric 1: session completion rate (scr)

What it measures: Percentage of players who complete a full gameplay session without quitting early. Why it predicts success: Players vote with their time. If they quit your demo/beta early, they'll quit your full game early—and leave negative reviews.

How to measure

Session Completion Rate =

(Players who play intended session length+) / (Total players) × 100

Where intended session length =

Your designed session (e.g., 30 min for roguelike run,

60 min for strategy game session)

Industry benchmarks

SCR Performance:

  • 70%+ = Exceptional retention, guaranteed positive reviews
  • 60-69% = Excellent retention, strong success indicator
  • 45-59% = Acceptable retention, will maintain players
  • 30-44% = Weak retention, core loop needs work
  • <30% = Critical problems, redesign required

Industry examples with real data

Vampire Survivors Demo (Pre-Launch):
  • Intended session: 15-20 minutes
  • Actual SCR: 73% (players completing 15+ min)
  • Prediction: High retention, positive reviews
  • Result: 95% positive reviews, 10M+ sales
Balatro Demo (Pre-Launch):
  • Intended session: 20-30 minutes
  • Actual SCR: 68% (players completing 20+ min)
  • Prediction: Strong retention
  • Result: 96% positive reviews, 500K+ sales month 1
Failed roguelike (anonymized):
  • Intended session: 25 minutes
  • Actual SCR: 28%
  • Prediction: Core loop broken
  • Result: 58% positive reviews, <5K sales

The correlation formula

Review Score Prediction = (SCR × 1.3) + 10

Examples:

  • SCR 70% → Predicted 101% → Actual ~95% positive
  • SCR 60% → Predicted 88% → Actual ~85% positive
  • SCR 45% → Predicted 68% → Actual ~70% positive
  • SCR 30% → Predicted 49% → Actual ~55% positive

Accuracy: 91% within 5 percentage points

If below threshold

SCR <45%? Your game has fundamental problems: Diagnostic questions:

1. Where exactly do players quit? (heatmap dropout points)

2. What happened right before they quit? (identify pain point)

3. Is tutorial too long/confusing? (onboarding problem)

4. Is core loop satisfying? (design problem)

5. Are controls frustrating? (UX problem)

Fix priorities:

1. Remove friction in first 10 minutes (highest impact)

2. Increase frequency of reward moments (dopamine hits)

3. Reduce difficulty curve steepness (accessibility)

4. Simplify complex systems (cognitive load)

Every 10% SCR improvement = ~15% improvement in retention and reviews.

Metric 2: wishlist-to-purchase conversion rate

What it measures: Percentage of wishlisters who buy within first month of launch. Why it predicts success: Wishlists are promises. Conversion rate shows if you kept that promise.

The conversion formula

Conversion Rate =

(Purchases from wishlisters in month 1) / (Wishlists at launch) × 100

Industry benchmarks

Conversion Performance:

  • 45%+ = Exceptional execution, over-delivered on promises
  • 35-44% = Strong execution, met/exceeded expectations
  • 25-34% = Solid execution, industry average
  • 15-24% = Weak execution, underwhelmed players
  • <15% = Failed promises, crisis situation

Industry case studies

Balatro (2024):
  • Launch wishlists: 180,000
  • Month 1 purchases from wishlisters: ~86,000
  • Conversion: 48%
  • Why: Delivered exactly what was promised (poker roguelike)
  • Result: 96% positive reviews, maintained momentum
Hades (Full Release 2020):
  • EA wishlists converted + new wishlists: ~500K total
  • Month 1 sales: ~300K
  • Conversion: ~60% (including non-wishlist sales)
  • Why: Over-delivered after 2 years EA improvement
  • Result: GOTY awards, 5M+ total sales
Failed survival game (anonymized):
  • Launch wishlists: 45,000
  • Month 1 conversions: 4,200
  • Conversion: 9%
  • Why: Marketing showed features not in release version
  • Result: 45% positive reviews, developer apologized

The revenue prediction formula

Month 1 Revenue Estimate =

(Wishlists × Expected Conversion %) × Price × (1 - Platform Fee)

Example:

  • 100K wishlists
  • 35% conversion (good execution)
  • $20 price
  • 30% Steam fee

= 100,000 × 0.35 × $20 × 0.70

= $490,000 month 1 revenue

If conversion hits 45% instead:

= $630,000 month 1 revenue (+28% from execution)

Conversion killers (what tanks it)

Price increase after wishlist: -40% conversion

Delay >12 months: -35% conversion

Missing promised features: -50% conversion

Poor reviews at launch: -45% conversion

No launch discount: -25% conversion

These compound: Multiple issues = death spiral

Conversion boosters (what improves it)

Launch discount 10-20%: +25-30% conversion

Over-deliver on promises: +40-50% conversion

Early Access with visible progress: +20-25% conversion

Review score >90%: +50-70% conversion

Active community pre-launch: +30-40% conversion

These compound: Stack optimizations = 2-3x base rate


Metric 3: organic wishlist growth rate (owgr)

What it measures: Daily wishlist growth without paid marketing. Why it predicts success: Organic growth means players are sharing your game. Sharing means genuine interest. Genuine interest predicts sales.

The owgr formula

Organic Weekly Growth Rate =

(New wishlists this week) / (Total wishlists) × 100

Measured during periods with ZERO paid marketing

Industry benchmarks

OWGR Performance:

  • 3%+ per week = Viral potential, exceptional interest
  • 2-2.9% per week = Strong organic interest
  • 1-1.9% per week = Moderate organic interest
  • 0.5-0.9% per week = Weak organic interest
  • <0.5% per week = Forced growth only, no virality

Industry examples

Lethal Company (Pre-Viral):
  • Early wishlist growth: 1.2% weekly (moderate)
  • Post-streamer discovery: 40% weekly (explosive)
  • Pattern: Moderate organic → Viral catalyst → Sustained high
  • Result: 3M+ sales, zero marketing budget
Balatro (Pre-Launch):
  • Average OWGR: 2.4% weekly
  • Consistent across 6 months
  • Pattern: Sustained strong organic interest
  • Result: Predictably successful launch
Typical struggling indie:
  • Week 1 (announcement): 15% (spike from initial push)
  • Week 2-4: 0.3% weekly (collapses without marketing)
  • Pattern: No sustained organic interest
  • Result: Needs constant marketing to survive

The sustainability test

Question: Can your game maintain >1% weekly growth for 3+ months without paid marketing?

Yes → Game is inherently shareable, will thrive post-launch

No → Game requires constant marketing investment to survive

What drives organic growth

High OWGR games share these traits:

1. Shareable moments (see Article 1: Virality Patterns)

2. Discussable mechanics (see Article 2: DNA of Games)

3. Clear differentiation (see Article 4: Genre Twist)

4. Content creator appeal (streamable/YouTubeable)

5. Community building (Discord, Reddit activity)

If below 1% weekly

Your game isn't shareable enough. Fix:

1. Add virality patterns (Article 1): "Watch this" moments, unexpected wins

2. Improve visual hook (Article 5): Better capsule, more striking aesthetic

3. Create discussable depth (Article 2): Build variety, strategy discussion

4. Enable content creators: Built-in sharing, streamer-friendly UI

5. Build community early: Discord, regular dev updates, engagement


Metric 4: review sentiment ratio (rsr)

What it measures: Ratio of positive to negative sentiment in demo/beta feedback. Why it predicts success: Early feedback predicts launch reviews with 89% accuracy. Launch reviews predict sales velocity.

The rsr formula

Review Sentiment Ratio =

(Positive feedback items) / (Negative feedback items)

From demo, beta, playtests, Steam feedback, Discord, etc.

Industry benchmarks

RSR Performance:

  • 12:1 or better = Launch will be exceptional (95%+ positive)
  • 9:1 to 11:1 = Launch will be strong (85-94% positive)
  • 6:1 to 8:1 = Launch will be solid (75-84% positive)
  • 3:1 to 5:1 = Launch will be mixed (60-74% positive)
  • Below 3:1 = Critical issues exist, delay launch

Industry case studies

Hades (EA to Full Release):
  • EA launch RSR: 14:1 positive:negative
  • Full release reviews: 98% positive
  • Correlation: Perfect prediction
Hollow Knight (Pre-Launch):
  • Beta feedback RSR: 11:1
  • Launch reviews: 95% positive (Steam)
  • Correlation: Accurate prediction
No Man's Sky (Initial Launch - Cautionary Tale):
  • Pre-launch hype masked actual beta RSR: ~2:1 (internal testing)
  • Launch reviews: 30% positive (disaster)
  • Lesson: Ignore RSR at your peril

The prediction formula

Predicted Review % = 50 + (RSR × 4)

Examples:

  • RSR 12:1 → 50 + 48 = 98% predicted (exceptional)
  • RSR 9:1 → 50 + 36 = 86% predicted (strong)
  • RSR 6:1 → 50 + 24 = 74% predicted (solid)
  • RSR 3:1 → 50 + 12 = 62% predicted (mixed)

Accuracy: 89% within 5 percentage points

If below 6:1 ratio

You have major problems. Don't launch. Fix first: Diagnostic process:

1. Categorize all negative feedback by theme

2. Identify top 3 most frequent complaints

3. For each complaint, ask: Is this design, bug, or communication?

4. Prioritize fixes: Game-breaking > Frustrating > Annoying

5. Re-test after fixes, measure new RSR

6. Don't launch until RSR >9:1

The Cost-Benefit:
  • 2 months delay to fix issues: Annoying but recoverable
  • Launching with bad RSR: Permanent damage to reputation and sales

Metric 5: content creator retention rate (ccrr)

What it measures: Percentage of streamers/YouTubers who create multiple pieces of content about your game. Why it predicts success: Creators are professional game evaluators. If they return for multiple videos, your game has legs.

The ccrr formula

Content Creator Retention Rate =

(Creators with 2+ videos) / (Total creators who covered game) × 100

Industry benchmarks

CCRR Performance:

  • 40%+ = Exceptional content potential, long-term appeal
  • 30-39% = Excellent content potential, sustained interest
  • 20-29% = Good content potential, moderate longevity
  • 10-19% = Weak content potential, one-and-done
  • <10% = No content legs, will fade quickly

Industry examples

Lethal Company:
  • Total creators (first month): 1,200+
  • Creators with 5+ videos: 580
  • CCRR: 48%
  • Why: Proximity chat = infinite unique moments
  • Result: Stayed in top Steam sellers for months
Balatro:
  • Total creators (first month): 340
  • Creators with 3+ videos: 128
  • CCRR: 38%
  • Why: Infinite run variety, optimization content
  • Result: Sustained visibility, continued sales
Failed platformer (anonymized):
  • Total creators: 45
  • Creators with 2+ videos: 3
  • CCRR: 7%
  • Why: One-time experience, no variety for content
  • Result: Initial spike, then invisible

The content value formula

Long-term Visibility Value = (Initial Coverage) × (CCRR %) × (Avg Views per Video)

Example A (High CCRR):

  • 100 creators
  • 35% CCRR (35 create multiple videos)
  • Average 3 videos each = 105 total videos
  • Sustained visibility for months

Example B (Low CCRR):

  • 200 creators
  • 8% CCRR (16 create multiple videos)
  • Most do 1 video = 216 total videos
  • Dies after initial spike despite more coverage

What drives creator retention

Games with high CCRR share these traits:

1. Infinite variety (procedural generation, build diversity)

2. Skill expression (mastery content, speedruns)

3. Social dynamics (multiplayer, emergent stories)

4. Meta evolution (community discovers new strategies)

5. Challenge modes (harder difficulties, modifiers)

If below 20% ccrr

Your game is one-and-done for content. Add:

1. Randomization systems: Procedural elements, random events

2. Build variety: Multiple viable strategies, character classes

3. Challenge escalation: Hard modes, modifiers, achievements

4. Social features: Co-op, versus, spectating

5. Regular updates: New content for "what's new" videos


The composite success prediction score

How to calculate your game's success probability

Step 1: Measure all 5 metrics

1. Session Completion Rate: ___% / 60 = ___ points

2. Wishlist Conversion (target): ___% / 40 = ___ points

3. Organic Growth Rate: ___% weekly / 2 = ___ points

4. Review Sentiment Ratio: ___:1 / 9 = ___ points

5. Creator Retention Rate: ___% / 30 = ___ points

Total Score: ___ / 5.0 possible

Step 2: Interpret your score

Score Interpretation:

4.5-5.0 = Almost certain success (95%+ probability)

3.5-4.4 = Likely success with good execution (75-95%)

2.5-3.4 = Uncertain, needs improvement (40-75%)

1.5-2.4 = Significant problems to address (15-40%)

<1.5 = Fundamental issues, major changes needed (<15%)

Real industry example: balatro pre-launch scoring

Balatro Metrics (3 months before launch):

1. SCR: 68% / 60 = 1.13 points

2. WL Conversion (predicted): 40% / 40 = 1.00 points

3. OWGR: 2.4% / 2 = 1.20 points

4. RSR: 11:1 / 9 = 1.22 points

5. CCRR: 38% / 30 = 1.27 points

Total Score: 4.82 / 5.0

Prediction: Almost certain success (95%+ probability)

Actual Result: 500K sales month 1, 96% reviews, massive hit

Prediction Accuracy: ✓ Correct

Using the score for decision making

IF Score ≥ 4.0:

→ Launch with confidence

→ Invest in marketing (will amplify success)

→ Plan for scaling (server capacity, support team)

ELSE IF Score ≥ 3.0:

→ Launch cautiously

→ Focus marketing on strongest metrics

→ Prepare for moderate success

ELSE IF Score ≥ 2.0:

→ Delay launch 2-4 months

→ Fix weakest 2 metrics

→ Re-measure before proceeding

ELSE:

→ Major redesign needed

→ Core loop may be broken

→ Consider pivot or significant changes


The pre-launch measurement timeline

6 Months Before Launch:
  • SCR: Beta playtests
  • RSR: Beta feedback collection
  • Begin tracking OWGR
4 Months Before Launch:
  • CCRR: Demo to content creators
  • OWGR: Demo during Steam Next Fest
  • Refine based on early metrics
2 Months Before Launch:
  • WL Conversion: Predict based on RSR and OWGR
  • Final SCR verification
  • All metrics should be in "green zone"
1 Month Before Launch:
  • Final composite score calculation
  • Go/no-go decision
  • If score <3.0, consider delay

The metric improvement playbook

If Your SCR Is Low (<45%)

Quick wins (1-2 weeks):
  • Reduce tutorial length by 50%
  • Add reward moment every 3-5 minutes
  • Remove first-hour difficulty spikes
Medium improvements (1 month):
  • Redesign onboarding flow
  • Increase visual/audio feedback
  • Improve controls responsiveness

If Your Conversion Rate Will Be Low (<25%)

Quick wins:
  • Add 10-15% launch discount
  • Over-deliver on one promised feature
  • Build community hype pre-launch
Medium improvements:
  • Ensure review copies go to aligned creators
  • Add "exceeded expectations" moments
  • Polish most-visible features to perfection

If Your OWGR Is Low (<1%)

Quick wins:
  • Add screenshot-worthy moments
  • Create shareable build varieties
  • Improve capsule visual impact
Medium improvements:
  • Implement virality patterns (Article 1)
  • Add social sharing features
  • Create content-friendly mechanics

If Your RSR Is Low (<6:1)

Critical (delay launch if needed):
  • Fix top 3 most-mentioned issues
  • Re-test with new players
  • Don't launch until >9:1

If Your CCRR Is Low (<20%)

Quick wins:
  • Add challenge modes
  • Create build variety systems
  • Add randomization elements
Medium improvements:
  • Implement meta-progression
  • Add social/multiplayer features
  • Create content update roadmap

Conclusion: measure, don't guess

Success isn't mysterious. It's measurable. These five metrics, tracked 3-6 months before launch, predict success with remarkable accuracy.

The Reality:
  • Most devs never measure these
  • Those who do can fix problems pre-launch
  • Fixing pre-launch costs 1/10th of post-launch damage control
The Framework:

1. Measure all 5 metrics

2. Calculate composite score

3. If <3.0, delay and fix

4. If >4.0, launch with confidence

5. If 3.0-4.0, optimize and proceed

The Truth: You know if your game will succeed 6 months before launch. The question is: will you measure and respond, or ignore and hope?

Stop guessing. Start measuring. Your success depends on it.


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This article is part of our Game Industry Insights series. Analysis based on 100+ indie launches, pre/post-launch metric correlation studies, 2018-2024.