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The launch reality behind 220k wishlists for last pirates

220k Wishlists, 1% Conversion | A Game's Rough Reality

By

Emily Zhang

Aug 28, 2026, 06:45 PM

Edited By

Fatima Rahman

3 minutes needed to read

A pirate ship sailing in rough waters, symbolizing the challenges faced by the game Last Pirates: Die Together at launch.
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A team of developers reveals the harsh truth behind their game launch, which initially boasted 220,000 wishlists but faced a dismal conversion rate. The indie horror title, Last Pirates: Die Together, created a buzz, yet sales numbers tell a different story.

The Build-Up to Launch

The development of Last Pirates: Die Together began in January 2026. The team relied on grassroots efforts, reaching out to creators through DMs without any paid marketing campaigns. Their hard work paid off, as they amassed 20,000 wishlists by spring, and interest grew.

In April, the team ran a closed playtest, fixing issues based on player feedback before releasing a demo on May 28. About 265,000 players tried the demo, with impressive average playtimes of 1 hour and 39 minutes. The game found itself among the Top 50 most-played demos during Steam Next Fest, culminating in over 100,000 wishlists by July 14.

The Launch Discrepancy

Despite entering the release day with 220,000 wishlists, the reality was starkly different. The conversion to purchase rate sat at a shocking 1%. Even worse, nearly 20% of buyers opted for refunds soon after.

Comments from players hint at why:

"The game is just another clone," said one critical player. Many echoed that sentiment, expressing disappointment with perceived originality.

Some speculate that a perceived lack of creativity contributed to poor conversion, noting that trends could have shifted between wishlist gathering and post-launch.

Key Themes and Reactions

  1. Creative Criticism: Many users labeled the game a mere REPO copy, questioning originality.

  2. Refund Rates: High refund rates reflect dissatisfaction, with some players deeming it an unplayable buggy mess.

  3. Wishful Thinking: The gap between wishlist counts and actual purchases indicates wishlists may not always equate to interest in a purchase.

Overall, sentiment among players leans negative. One user bluntly stated, "If I wanted to play REPO, I would just play REPO."

Industry Lessons

This situation raises key questions for indie developers: What happens when your million wishlists convert at just 1%?

"Make the games you want to make," recommends the team. They underscore the importance of authenticity and building a marketing strategy around genuine passion rather than just trends.

Takeaways

  • ๐Ÿ”ป A stark 1% conversion rate from wishlist to purchase

  • โš ๏ธ Almost 20% of purchased games were refunded, signaling dissatisfaction

  • ๐Ÿ’ฌ "If your game isnโ€™t appealing enough, players wonโ€™t pay for it."

Developer efforts continue post-launch with six patch notes released to address player feedback. With ongoing work and commitment, the team hopes to steer the ship towards smoother waters in the future.

What Lies Ahead for Indie Development

Given the stark 1% conversion rate from wishlists to purchases for Last Pirates: Die Together, thereโ€™s a strong chance that indie developers will re-evaluate their marketing strategies. Experts estimate around 30 to 40% of developers might shift toward more authentic content and storytelling, rather than relying on trends that might not align with player expectations. As the gaming landscape evolves, they may seek deeper engagement with potential players before launch, possibly through more iterative testing and community involvement to ensure that the finished product resonates better without overstated promises.

A Slice of History That Mirrors Our Time

This situation recalls the 1970s American film industry, which faced a similar crisis with the rise of the blockbuster era. Many smaller films had gained immense buzz but struggled to convert that excitement into ticket sales. Like those indie films, the developers of Last Pirates must now navigate a landscape where quantity of interest doesnโ€™t guarantee quality of engagement. Just as filmmakers learned to refine their narratives for an audience weary of repetitions, so too must these game creators adapt or risk being lost in a sea of sameness.