WishlistLab › Blog · 2026-11-03

Steam page teardown: Farmdustry and Tourbillon (3 Nov 2026)

This is our first weekly public teardown. Each week we pick a couple of upcoming Steam pages whose developers asked for feedback, run them through the free WishlistLab audit and then go through them by hand. You get what already works, the three fixes we think would make the biggest difference, and before/after copy you can borrow.

Both developers this week asked for feedback publicly on Bluesky (Farmdustry, Tourbillon). Both pages are already better than most Coming Soon pages we see, so everything below is about polish.

Farmdustry scored 52/100 and Tourbillon scored 61/100 in the WishlistLab audit
This week's two pages and their audit scores
GameDeveloperScoreWeakest areaFull report
FarmdustryName Left Blank52/100Social proof (3/10), capsule (8/20)Report
TourbillonRouli61/100Social proof (3/10), capsule (8/20)Report

A quick note on the scores. Both games are Coming Soon with no reviews yet, so social proof is low for both, and that's normal at this stage. Most of the points left to win are in the capsule, the screenshots and the first line of the short description, and those are all things you can change this week.


Farmdustry: 52/100

Farmdustry on Steam · cozy farm automation, co-op for up to 4 players · by Name Left Blank

The developers wrote: "Our Steam page gets visits, but we want to turn more of them into wishlists." Pages with that problem usually have shoppers who like the look but don't quite get what they'd be doing, and that's the case here.

What already works

  • The About section really sells the game. "Process wheat into flour, flour and water into dough, dough into bread" explains an automation loop in one line, and anyone who's played a factory game gets it straight away. It scored 7/10, and it would score higher if the screenshots matched it.
  • "Build roads instead of conveyor belts" is a clear difference from Factorio-likes. It's the most quotable line on the page.
  • No-pressure positioning. "There's no clock counting down and no punishing setbacks" speaks straight to cozy players, and the accessibility categories (no timed input, save anytime, adjustable text size) back it up.
  • Eight languages, plus co-op and achievements. That's a wide reach for a page this early.

Fix 1: Make the bots the hero of the capsule (+8 pts possible)

The logo and the friendly farmer read at every size. The cargo bots are the thing that makes this an automation game, and they're tucked into the bottom-right corner. At search-result size (184x69) they turn into a grey smudge, so the capsule just says "farming game", which is a much more crowded shelf.

Farmdustry header capsule shown at 460, 231, 184 and 120 pixels wide
Farmdustry's capsule at real Steam sizes

Before: farmer (left), logo (top), three small bots in a row (bottom right). After (brief for your artist): keep the farmer and the logo. Bring one cargo bot forward, about twice its current size, carrying a crate or a loaf right under the "F" of the logo. Add a short stretch of road with a second bot behind it, so "bots on roads" reads even at 120px. Test it with our capsule size checker, and see the capsule art guide for what tends to read at small sizes.

Fix 2: Lead with a bot at work, and replace the quiet field shot (+4 pts possible)

Most shoppers only look at the first few screenshots. Farmdustry's first shot is a lovely busy farm, but it's taken from far away, and the second one, with the Packager panel and assigned drones, is the one that actually shows what you do. The fifth shot is mostly trees with one small farmer in it, so it doesn't sell the automation or the co-op.

Current Farmdustry screenshot order compared with a suggested order
Suggested order: a bot at work first, then the big farm, then a co-op moment

Try: (1) the Packager shot with the bots assigned, (2) the big busy farm, (3) a new co-op shot with two or three players' names visible on the same farm, (4) the tech tree, (5) the early farm. Co-op for up to 4 players is a big selling point, and right now no screenshot shows it. Our screenshot and trailer checker flags gaps like this one.

Fix 3: Put the genre and the co-op in the first line (+4 pts possible)

The short description is friendly, but at 271 characters it's longer than most (our median is 224), and the words that sort the game for shoppers, "automation" and "co-op", are spread through the middle.

Before (271 chars): "Automate your farm using cute bots! Farmdustry is a laidback automation game. Play alone or with friends (co-op up to 4 players), create production chains, process resources, manage farm animals and make it beautiful! There is no time pressure so brew a coffee and relax."

After (about 180 chars): "Cozy farm automation game: lay roads, send out cute cargo bots and turn wheat into bread, then bigger recipes. No timers, no fail states. Play solo or co-op with up to 4 friends."

There's more on this in our short description guide and the real short description examples, or you can paste yours into the short description checker.

Bonus: the release date says "To be announced". Even a rough window like "2027" or a "Demo coming soon" line gives a wishlister something to wait for.


Tourbillon: 61/100

Tourbillon on Steam · short boss-rush action on a bike · by Rouli

Rouli asked Bluesky to "roast my Steam page" after adding a short gameplay clip. We won't roast it, because there's a lot here to like. The page does a good job of telling you what the game is. The main problem is that the art doesn't yet show how fast and wild it plays.

What already works

  • That hook. "They stole your horse. So you bought a bike. And now, it's time for revenge." It's funny, it's specific and it's only three short sentences. Keep it.
  • Honest scope. "Three bosses of increasing difficulty (around one hour of gameplay in total)" tells players exactly what they're getting. Short, sharp games do well when they're upfront about it, and the About section scored 9/10.
  • The mechanic is explained as a risk. "The faster you go, the more damage you'll deal. But be careful..." That's a decision the player makes, not just a feature on a list.
  • Gameplay before a trailer. Posting a gameplay clip now, instead of waiting for a polished trailer, was the right call. Full controller support is listed too, which matters for an action game.

Fix 1: Swap the campfire for the rush (+8 pts possible)

The header shows the knight resting by a campfire under the stars. It's a charming image, but it says "cozy" and the game is a boss rush. The script logo is beautiful at full size, but at search size it turns into a white squiggle.

Tourbillon header capsule shown at 460, 231, 184 and 120 pixels wide
Tourbillon's capsule at real Steam sizes

Before: knight lying beside the bike at a campfire; thin white script logo top right. After (brief): the knight mid-drift on the bike, leaning hard into a curve, with the dotted speed trail from your screenshots wrapping around a boss silhouette. Keep the starry blue sky, since it's the game's look, and keep the script logo, but make it heavier with a dark outline or drop shadow so it survives at 184x69. The campfire scene would work well as a closing screenshot or a Steam event image. Check it with the capsule size checker.

Fix 2: Say "boss rush" first, then tell the joke (+2 pts possible)

The short description opens with the joke, which is fun, but someone skimming a list gets the genre at the very end of the second sentence. Put the genre up front and keep the joke straight after it.

Before (257 chars): "They stole your horse, so you'll seek revenge... on bike! Drift, jump, dodge and rush in this mini futuristic medieval boss-rush game with an original rotation-based physics system! The faster you are, the more damage you deal... and there's no speed limit!"

After (about 190 chars): "Boss-rush action on a bike. They stole your horse, so ride circles around three bosses, build speed with rotation-based physics and hit harder the faster you go. There's no speed limit."

Fix 3: Five screenshots is too few, so add one per boss (+2 pts possible)

Tourbillon has 5 screenshots, and the median across pages we've audited is 9. The best selling point, three distinct bosses in three bite-sized worlds, isn't shown one by one. The armchair wizard is a lovely character moment, but it shows no gameplay, so it shouldn't take one of only five slots.

Current Tourbillon screenshots compared with a suggested order that adds boss fights
Suggested: open on speed vs a boss, and give each boss its own screenshot

Try: (1) the blue arena with the boss firing, (2) new: boss 2 mid-fight, (3) the rush attack with the green trail, (4) new: boss 3 mid-fight, (5) the forest boss. Then add the wizard, the campfire and one shot with a speed or damage number on screen, for 8 or 9 in total.

Bonus: the page is English-only. Once the copy is settled, short games like this often pick up wishlists from localised store pages, especially in German, French, Japanese and Simplified Chinese.


What both pages could take from this

  1. Your capsule has to sell the verb, not just the vibe. Farmdustry's verb is "automate" and Tourbillon's is "rush". At 184px wide, that's the only thing a shopper sees.
  2. Put the genre in the first five words. Keep the personality, just put it second.
  3. Your first three screenshots are your pitch. Lead with the shot that shows what you do, and add what's missing (co-op, the bosses) before polishing what's already there.

Want your page in a teardown?

Run the free Steam page audit and tick "OK to feature my game on socials" on your results page. That's how we pick future teardowns. We only feature pages whose developers have opted in or asked for feedback publicly.

If you want every fix spelled out for your own game, the Deep Audit gives you all of them in priority order with rewrites and a 30-day plan (see a sample). WishlistLab Pro re-scores your page every week so you can see your fixes land, and Page of the Week puts your game on the WishlistLab home page. For a longer before/after story, read the Clone. Optimize. Sacrifice. case study.

Scores come from WishlistLab's automated audit, run on 3 Nov 2026. The commentary, briefs and rewrites are ours, and they're suggestions, not rules. Screenshots and capsule art belong to their developers and are shown here for commentary.

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