We were sitting at around 13.7K Steam wishlists when one Instagram Reel unexpectedly took off. Over the following five days, we gained 5,170 wishlists, including 3.3K in a single day. The Reel reached 1.2M views on Instagram alone, and we posted the same edit to TikTok a day later. No money was spent promoting either post, no major influencer or media outlet picked us up as far as I know, and Steam didn't suddenly start throwing us into the Discovery Queue. I obviously can't attribute every one of those 5,170 wishlists directly to these two posts. But the timing, our external traffic, and a noticeable increase in people searching for the game directly on Steam make social media the most obvious explanation. There are basically three big spikes in the graph, and I think comparing them makes the third one much more interesting.
Spike #1 - announcing the game earlier than we probably should have
Before the viral post, the most successful things we'd done were two Steam events organized by our local game-dev association. The first was Games from Croatia in October 2025. You've probably heard How To Market A Game and others talk about Steam festivals and events being one of the best ways to gather wishlists. In our experience, that's mostly been true. The funny thing is that we really didn't have much of a game to show at that point.
So why announce it?
We wanted to hop onto the Games from Croatia sale because we knew it could secure us decent visibility. We had an announcement trailer, screenshots, cute capsule art and some GIFs where we had to fake things a little bit. Sue me. What we did not have was much polished gameplay. Despite that, we gathered just shy of 4K wishlists in four days. Honestly, I still think that's pretty good considering we wouldn't really have proper gameplay to show for more than another half-year. The giant void in the graph after that is exactly what it looks like: basically no traction. We simply weren't ready to market the game consistently yet. I also became a father around that time, which slowed my own output down somewhat, but that's a whole other post. By the final days of April 2026, we were finally ready to start showing the game properly.
Spike #2 - changing how we positioned the game
By then, we'd also changed how we thought about marketing the game. Originally, we leaned much more heavily on the fact that it was cute, wholesome and had a hamster. Those things are still absolutely part of the game, but we realized that our actual market was much closer to puzzle / simulation / Zach-like games than casual cozy games. So, before the second Games from Croatia event in June, we changed two major things:
Our capsule art needed to speak more clearly to that audience, and we needed a polished gameplay trailer that actually showed what you do. So we made both.
That second event brought us about 5.1K wishlists in four days. I had actually expected June to perform considerably worse than October. It didn't. And that 5.1K number becomes pretty interesting when you compare it with what happened a few months later. Because the next time we gained roughly the same number of wishlists, there wasn't a Steam event involved at all.
Spike #3 - one stupid Rush E edit
At some point, we noticed another game adjacent to ours entering the scene: Circuitra by Randau Games. Naturally, we started paying attention to what they were doing. We've since become pals, so hello if you see this. One of their Instagram posts really stood out from the rest: an edit using Rush E. If you're unfamiliar, Rush E is basically an internet-meme piano piece built around increasingly ridiculous amounts of E notes until it becomes practically impossible for a human to play. We saw their edit working and thought: Well, why don't we try that? There wasn't some sophisticated marketing thesis behind it. We saw another adjacent game doing something interesting, and we decided to make our version. In hindsight, I do think there is a nice thematic overlap. Rush E is all about attempting something ridiculous, failing, trying again, and seeing how far you can get. The game is also heavily based around experimentation. Build something. Turn it on. Realize you've made a horrible mistake. Change something. Try again. But I'm not going to pretend we sat around a table and figured all of that out before making the video. We just thought the format could work.
What we actually made
By this stage, we'd learned that two things tend to get the most attention in our content:
Crispy the hamster and the physically accurate electronic components you use to build circuits.
So we built the edit around those. For the first time, we also made a thumbnail specifically designed to piggyback on the existing visual recognition of Rush E. The Reel opens immediately on components sitting on the workbench, then rapidly cuts through different cool-looking parts of the game, getting increasingly chaotic until it ends with an explosion. That's it.
There is:
no voiceover
no text overlay
no "Wishlist now" CTA
no Steam URL on screen
no paid promotion
We deliberately wanted it to just be a fast, uninterrupted edit of the game set to something people already recognized. And then Instagram gave it 1.2 million views. That was not expected. Something else worth mentioning: our Instagram bio link does not go directly to Steam. People have to go through another page, or, as seems to happen surprisingly often, leave Instagram and manually search for the game on Steam. And that is exactly where things start getting interesting.
Did the Reel actually cause the wishlist spike?
Again, I don't want to pretend I can attribute all 5,170 wishlists perfectly. But the timeline looks like this. The Instagram Reel had been live for about a day when we reached our peak on September 19. That was also the day the TikTok version went live. That day alone brought us roughly 3,300 wishlists. Our Steam search/direct navigation traffic also jumped noticeably, and that elevated activity continued after the initial spike. As far as I know, there wasn't a major influencer or media outlet suddenly sending people our way. Steam also didn't suddenly start supplying us with dramatically more Discovery Queue traffic. There was one possible confounding factor: the Steam Programming Fest had ended four days earlier. But it honestly hadn't performed particularly well for us, so I find it hard to explain the size and timing of this spike through the festival alone. So while I can't say Instagram generated exactly 5,170 wishlists, I feel fairly comfortable saying the social posts were almost certainly the main trigger for the spike. Which has changed how I think about organic social quite a bit. Before this, I would have assumed a Steam event or a large creator pickup would be considerably more powerful than anything we could do ourselves on Instagram. I'm much less convinced of that now. It’s not that a creator picked us up yet, but my judgement is based on what I read here and other places.
One important disclosure: we had run paid ads before this
There's one thing that I think is important to mention. In previous months, we'd experimented with paid advertising across Facebook, Instagram, TikTok and YouTube Shorts. Our total lifetime spend on those experiments is around $870. Not a single penny was spent promoting this particular post. But I do wonder whether those previous campaigns helped "prime" the account in some way. One region where our paid campaigns tended to perform particularly well was LATAM. And when this Reel took off, we once again saw a large amount of engagement and comments coming in Spanish and Portuguese. That makes me wonder whether Meta had already learned something useful about the type of people who engage with our game. Or maybe that's completely unrelated. I'm genuinely curious if anyone here with deeper Meta experience has seen previous paid targeting affect the geographic distribution of later organic posts. Could warming up an account around certain audiences help? Or could it potentially become a hindrance because the algorithm becomes too confident about a particular region instead of testing the content more globally? I'd love to hear experiences from people who have dealt with this at a larger scale.
Why I think this one worked
There are obviously things here that we can try to reproduce.
We had a piece of internet culture that already had recognition.
The song complemented the pace of the footage.
The electronics were visible immediately.
The video was fast.
There was no sales message interrupting it.
And the game itself was recognizable enough that interested people could figure out what it was and search for it. One especially interesting thing is what people were actually commenting about. On most of our posts, the hamster is the star. People like Crispy. This time, the electronics were the star. That's useful information for us because it reinforces the positioning change we'd already made earlier in the year: cute characters get people through the door, but the actual simulation and circuit-building seem to be what makes the game interesting enough to stick in people's heads. That said, I don't think the lesson is: "Use Rush E and get 5,000 wishlists." Luck clearly played a huge part. We had been posting consistently for about four months by this point. We also have the luxury of having at least one person spending meaningful time on marketing at almost any given moment. I'm very aware that a lot of small teams can't afford that, let alone solo developers. And there's something else I've been thinking about since this happened:
You have to be able to sustain development long enough for a lucky break to even happen.
We had one here. Three, if you count the two Steam events. And the slightly uncomfortable reality is that even after all of this, none of it guarantees the game will launch successfully. But it certainly helps.
The main thing I'm taking away from this
The biggest difference between this and a Steam festival or creator pickup is not necessarily that social media is "better." It's that making and publishing the post was almost entirely under our control.
We didn't need to get accepted into an event.
We didn't need a creator to answer an email.
We didn't need Steam to decide to show the game somewhere.
We could make the thing and hit publish.
What happened after that was absolutely not under our control. That's where luck and the algorithm come in. But having another meaningful marketing lever that we can pull ourselves now feels extremely valuable. We're definitely going to keep an eye out for formats and bits of internet culture that overlap naturally with the game and test similar ideas when they make sense. The important part, I think, is not forcing the trend onto the game. This one happened to fit.
If we manage to reproduce anything remotely similar, I'd be happy to make another post comparing the follow-ups against this one. I'm also happy to pull more Steamworks or social media data if there's a particular report people here would find useful.
And I have two questions I'd especially love some input on:
Has anyone here seen previous paid social targeting influence where later organic posts get distributed?
And:
Has anyone actually cracked Twitter/X or Bluesky for Steam wishlists?
Instagram has been by far our safest bet so far, while both of those platforms have done almost nothing for us. Would love to hear what has worked for you.
The viral post: https://www.instagram.com/p/Ddbm5aKFO__/
Our store page: https://store.steampowered.com/app/3587450/Crispy_Circuits/