The week Settlement Survival could not keep
PreMortem Games wrote up the 2022 show for Settlement Survival, and they included the part most studios treat like a family secret: the cost. Roughly $15,000. Three months of planning. Six days of standing for more than twelve hours, which is a polite way of saying that your feet will file a complaint. Here is what the Steam page did.| Day | Wishlists per day |
|---|---|
| A normal day before the show | about 450 |
| August 24 | about 1,449 |
| August 25 to 27 | about 800 |
| August 28 | just above 600 |
| September 1 | back to normal |
Takeaway: Do not get demotivated by the numbers. Focus on the lasting change it makes beyond your usual baseline, not just on raw numbers during the event.
The week The Rabbit Haul learned where people actually came from
Caldera Interactive published a breakdown of gamescom 2024 for The Rabbit Haul, and their numbers answer a different, sneakier question. Not "how many wishlists," but "who sent those people?"| Metric (August 20 to 25, 2024) | Result |
|---|---|
| New Steam wishlists | 1,293 |
| Unique people who played the demo at the booth | about 733 |
| Unique Steam page visits | 2,745 |
| Share of those visits from the gamescom Steam Sale page | 42% |
| Visits from the booth QR codes and handouts | about 466 |
Takeaway: Get into the official gamescom Steam event and any showcase you can, even if it costs you a favor or a fee. That digital placement moved more people to the store page than the physical booth did. Also gaining feedback from playtesters could be worth the cost of the booth.
A city inside a city, and why that can fool you
Now the size, because it explains why a good booth week can still feel like shouting into weather.| Year | Visitors | Exhibitors | Exhibition space | Source |
|---|---|---|---|---|
| 2009 (first Cologne show) | 245,000 (228,000 public) | 458 | about 120,000 m² | GamesIndustry.biz |
| 2019 | about 373,000 | n/a | n/a | Welt / dpa |
| 2022 (first physical show after COVID) | 265,000 | n/a | n/a | gamescom worldwide |
| 2024 | 335,000 from about 120 countries | 1,462 from 64 countries | about 230,000 m² | game association |
| 2025 | 357,000 from 128 countries | 1,568 from 72 countries | about 233,000 m² | Games Press |
| 2026 | no official forecast | more than 1,600 | 233,000 m², fully booked | Welt / dpa |
Takeaway: Your booth is one of 1,600 or more. If your plan does not include the digital half of gamescom, you are buying the smallest part of the event.
What the same money buys if you stay home
Before you book, price the alternatives in the same units. This is the sheet that keeps the romance from writing the cheque.| Option | What you get | The numbers to compare |
|---|---|---|
| A gamescom booth | people playing in front of you, press and creator access, publisher meetings, footage, photos | cost per extra wishlist, cost per Steam visit, cost per contact who still replies later |
| Influencer videos | views from an audience that already likes your genre | cost per extra wishlist, cost per Steam visit, cost per sale |
| Paid ads | clicks you can measure daily and switch off | cost per click, cost per extra wishlist, cost per sale |
The two gifts a booth still has
The first is meetings. Caldera booked them on purpose and counted them as a main return. PreMortem, who were fairly sour about wishlists, still called the relationships with publishers, developers, and PR people worth every cent. Nobody has published a conversion rate from "nice chat in the business area" to "signed deal," so treat this as a reason to go, not a number to forecast. Book the meetings before you fly. The good calendars fill up while you are still arguing about hotels. The second gift is that silence behind the player. You stand there for five minutes and learn things no analytics dashboard will ever say in a human voice. Nobody understands that button. Everybody thinks it is an RPG. They walk straight past the mechanic the whole game is built on. They fall in love with the small feature you nearly cut. The tutorial is slower than you think. They enjoy themselves, then have no idea why they should wishlist anything. Caldera's first playtest write-up shows the same habit at a smaller scale, and it is why their gamescom weeks still read as useful even when the wishlist count is ordinary. They went looking for the places players got stuck. There is a version of this you can actually measure. Write down, before you go, which feature you believe is the hook. Then count what players talk about after 500 conversations. If the answer is a different feature, you have just found a positioning problem. Fixing your trailer and store capsule may be worth more than the entire wishlist bump.Takeaway: Send someone who will take notes all day, not only someone who resets the demo and smiles. Bring the feedback home in writing.
A wishlist is a maybe wearing a number
A wishlist says "remind me." Ten thousand of them do not mean ten thousand sales. Their value depends heavily on when you collected them. A wishlist from eighteen months before launch has time to go cold, like a name you wrote down at a party and never called. One from the month you ship is much warmer. People swap first-week conversion rates in Discord servers. Those figures swing so hard by genre, price, and timing that none of them belong in a gamescom forecast. Measure your own when you launch, then look back at how the show-week wishlists behaved compared with the rest. The chain to watch runs from the show, to the wishlist, to launch day, to the purchase. Stop measuring at the wishlist and you will believe the week worked better than it did. You will have counted the people who smiled, and missed the people who paid.What to write down on the flight home
Keep this to a single page, and complete it while the experience is still fresh in your mind.| Group | Write down |
|---|---|
| Booth | visitors, demo players, average playtime, people who came back a second time |
| Steam | page visits, traffic sources, wishlists before, during, and after, growth above your normal pace |
| Social | followers gained, views, Discord joins, creators who mentioned you |
| Press | articles, interviews, trailer views |
| Business | meetings held, clear next steps, people who still reply two weeks later |
| Product | bugs, repeated confusions, feature requests, changes you actually ship |
| Money | total spend divided by extra wishlists, and by useful contacts |


