Skip to main content
reopt Handbook
reopt Handbook
Customer Conversion Simulation

Reading Guide

How to Read the EvidenceConversion Rate Intervals

Conversion Atlas

Conversion Atlas by ChannelConversion Atlas by ProductConversion Atlas by RoleKorean Conversion Atlas

Paid Marketing

Paid Channel BaselinesReported and Incremental ConversionsCreative, Retargeting, and Saturation

Referral Marketing

Referral Funnel MetricsReferral Experiments and Limits to Spread

Partners and Influencers

Influencer Marketing ConversionPartnerships, Collaborations, and Sponsorships

Ecommerce

Ecommerce Conversion BaselinesEcommerce Funnels and CartsEffect Sizes of Ecommerce Levers

SaaS

Self-Serve SaaS ConversionEarly-Stage SaaS ConversionSales-Led Conversion

Apps

Mobile App Acquisition and RetentionApp Subscription ConversionDesktop App Conversion

Consultation and Application Forms

Building Forecasts

Expert Forecasts and CalibrationChoosing a Forecasting ModelLLM Synthetic Customers

Korean Case Studies

Korean Cases: Advertising and CommerceKorean Cases: Consultations, Finance, and Public Experiments

Appendix

Handbook›Customer Conversion Simulation›Desktop App Conversion
한국어KOEnglishEN

Desktop App Conversion

Review downloadable-software funnels, Steam wishlist sales ratios, refunds, and installation warnings with explicit dates and samples.

Written and reviewed by Eric Han · Co-founder & CTO, reopt

Key takeaways

  • Most public desktop-software stage rates date from 2001–2010. Data from the 2020s are available mainly for Steam games.
  • In 2007, the free Firefox browser had 70% visit-to-download, 57% download-to-install, and 49% install-to-daily-active after 30 days: about 20 of 100 visitors remained.
  • A 2009 survey of 92 paid indie products had mean sales per visit of 0.99% and median 0.70%. Sales per download already includes noninstallers, so do not multiply by installation rate again.
  • Estimated median Steam first-week sales ÷ wishlists was 10.5% for games with roughly 5,000+ launch wishlists in August–October 2024, versus about 20% in an opt-in survey. Sample and timing matter greatly.
  • We found no public measurement of how signing/notarization warnings reduce legitimate-app installation. Do not substitute malware-warning figures.

Check the year first

These software-stage data include the dial-up and pre-stub-installer eras. They illustrate funnel structure and orders of magnitude, not current rates. We found no 2020s vendor benchmarks from Paddle, FastSpring, Setapp, Apple, or Microsoft.

Free-Product Funnel: Firefox

These are Mozilla primary data (B). A famous free browser is not a baseline for an unfamiliar indie app.

Firefox 2007 funnel
First three bars are relative to the preceding stage; the fourth is relative to installs. October 4, 2007, en-US/de locales. Visit-to-download 70% is from an undated wiki. About 20 of 100 visitors use it daily after 30 days.
  • Visit → download70%
  • Download → successful install57%
  • Install → daily active after 30 days49%
  • Install → daily active after about 5 months42%
Source: Mozilla

The 70% visit-to-download figure is from a Mozilla wiki image, on a page marked outdated. November 2008 data say 63 of 100 download starters completed installation; the source states 63%, although 79% × 79% is about 62%.

Page experiments also exist (A, arm-level samples in original tables): reducing load time 2.2 seconds increased downloads 15.4%; button wording gave 10.07% versus 9.73%; and none of 16 multivariate combinations significantly beat control.

Paid Products: The 2009 Indie Survey

Andy Brice's anonymous survey includes 92 responses, 8.1 million visits, 2.2 million downloads, and 110,000 sales (small-vendor skew, unverifiable, C). This book recalculated medians from public raw data.

MetricMeanRecalculated medianRecalculated quartiles
Downloads ÷ visits28%21.4%12.1–38.9%
Sales ÷ downloads4.5%3.5%1.3–6.7%
Sales ÷ visits0.99%0.70%0.24–1.44%

The author's outlier-excluded quartiles are 12.1–35.3%, 1.3–6.4%, and 0.28–1.39%. Right tails raise the means, so retain distributions when estimating sales. Mac 2.29% versus Windows 0.50% should carry little weight because the author notes a small Mac sample. Feature-limited 0.91% and time-limited 0.99% show no clear difference; no statistical test was reported.

Simulation Inputs

StageInputEvidence and conditions
Visit → saleMean 0.99%, k=96k=96k=96Fitted to Brice 2009 quantiles, C; order-of-magnitude only
Free product visit → download → install70%, 57%Firefox 2007, B; do not transfer a famous brand directly to an unfamiliar app
Steam first-week sales ÷ wishlistsMedian 10.5%, 25th percentile 4.8%, 10th percentile 1.9%GameDiscoverCo estimates, C; calculator below
Steam lifetime refund rate9.5%About 150 responses, C; applying it to first-week sales is approximate

Do not use Docker/Cursor/Hancom Docs penetration, IE9's 95% warning figure, or malicious-page warning bypass rates as inputs.

Paid desktop-app intervals

Defaults fit the 2009 survey's sales-per-visit quantiles, giving a distribution median around 0.69%. Sales per visit already includes installation abandonment; do not multiply by another install rate.

Fixed inputs
Stage rates

k sets the spread around the mean. For the same mean, a larger k narrows the interval. A small mean×k skews the distribution and pulls the median below the mean.

Visit → sale
Sales
67sales
90% interval 4sales ~ 302sales
Mean 98sales · Actual count 4sales ~ 302sales · Chance of zero 1.2%
Revenue
$3,260
90% interval $209 ~ $14,800
Distribution of Sales5% 4sales · Median 67sales · 95% 302sales
0sales231sales462sales

8,000 runs. The 90% interval holds only rate uncertainty around the expected value; the actual count adds chance variation in counts. Vertical lines mark the 5th percentile, median (darker), and 95th. The last bin collects values above the 99th percentile. 2009 data; use only to check orders of magnitude.

The only trial-to-paid survey found was Soft•Letter, 2001: median 20%, 189 respondents, with an unclear “prospects” denominator. Different denominators and years mean this does not contradict Brice's 4.5%. Indie claims of 2–5% and about 5% are developer estimates.

Web Versus Desktop

The only public cohort comparison found was Bingo Card Creator. For the same product, people who signed up for the web version converted to purchase at about twice the rate of those who downloaded the desktop version, web-account customers generated about 78% of sales, and the downloadable version generated about ten times more support requests. This is a developer estimate for a low-price educational product, not a randomized comparison (D). The +25% associated with removing downloads was an initial expectation, not a result.

Paid Penetration Is Not Conversion

ProductFigureWhy it is not conversionEvidence
Docker7–10%External estimate; mandatory large-company licensingSacra, D
CursorAbout 50%, calculatedFunding-round coverage; may include enterprise seatsThe Next Web, D
Hancom DocsAbout 5%, calculatedAbout 100,000 paid conversions and two million free signups at end-January 2023; brokerage NDR recapEugene Investment, D

Installation Warnings

FigureWhat it measuresEvidence
95% deleted after warningPreviously undetected malware flagged by IE9 SmartScreenThreatpost, C via press
Warning bypass: Chrome 23%, Firefox 7%Malicious web-page warningsAlmuhimedi et al., B, secondary citation within paper

Neither measures abandonment for unsigned legitimate apps. Even signed new files may show warnings until reputation builds. We found no before/after measurement; use your installation logs. Evidence linking size and abandonment was found only for Android, not desktop.

Games: Steam

GameDiscoverCo is a data vendor publishing external estimates (C). Most figures are ratios of first-week sales, including buyers without wishlists, to wishlists at launch. They are not true wishlist conversion rates.

Steam first-week sales ÷ wishlists: sample-dependent results
Different samples, periods, and methods. Broad-population estimates are a safer central reference.
  • Filter: 5,000+ wishlists and 500+ sales22.0%D
  • All opt-in survey respondents20.0%C
  • All games with 25,000+ wishlists15.0%C
  • Broad sample, mostly 5,000+ wishlists: median10.5%C
  • Same sample: 25th percentile4.8%C
  • Same sample: 10th percentile1.9%C
  • The 22% comes from about 700 games filtered for at least 500 first-month sales (summary, D). The 10.5% covers August–October 2024 releases with GDCo Hype above 250.
  • All games with 25,000+ wishlists: 0.15×; above $10, 0.10×. The author describes a 10–20-fold outcome range.
  • Following only wishlisters from a specific date gives 1–4%, four cases, D.
  • Lifetime refund rate has a sales-volume-based median of 9.5%, 8% for full releases and 12.4% for early access, about 150 responses.
  • First-month revenue is 1.39 times first-week revenue; first-year revenue 3.16 times (survey, revenue-based).

Watch secondary citations: some coverage calls 1.9% the “top 10%,” while the original means the 10th percentile, or bottom 10%.

Combinations Not to Multiply

CombinationWhy
Sales ÷ downloads × download → installSales/download already includes noninstallers
Steam ratio × refund rate × demo → wishlistThe ratio includes purchases without wishlists and samples differ. Subtracting refunds alone is acceptable as an approximation
Docker/Cursor penetration → trial-to-paidDifferent denominators and mechanisms

Missing Evidence

Within our search scope, we found no post-2015 downloadable-trial-to-paid benchmark, vendor-level desktop rates, paid-app install-to-activation, Electron/web cohort comparison, company conversion figures for JetBrains, Raycast, Obsidian, or 1Password, VS Code extension conversion, or Hancom annual-report conversion figures.

Related docs

Conversion Atlas by Product

Compare conversion ranges for ecommerce categories, SaaS sales models, app subscriptions, developer tools, and AI products with denominators and evidence grades.

Mobile App Acquisition and Retention

Review store-view-to-install conversion, Apple Ads costs, retention, permission consent, paywalls, and new-app revenue distributions with explicit denominators.

Verification Report

AI-Era GTM · Source review, claim checks, benchmark tracking, and calculator validation for the AI GTM handbook.

Cmd. /desktop

Claude Code Command Master · Continue the session in Claude Code Desktop (/app).

B2B SaaS Sales and Customer Success

A GTM operating handbook for pipeline, onboarding, expansion, renewal, and ARR quality.

App Subscription Conversion

Review download-to-trial-to-paid conversion by category, region, and price, plus hard paywalls, AI-app retention, and Korean trial-rule effects using transaction logs.

Expert Forecasts and Calibration

Reduce optimism with reference-class forecasts and small expert ensembles, calibrate simulations with pilots, and track the gap between predictions and outcomes.

On this page

Free-Product Funnel: FirefoxPaid Products: The 2009 Indie SurveySimulation InputsWeb Versus DesktopPaid Penetration Is Not ConversionInstallation WarningsGames: SteamCombinations Not to MultiplyMissing Evidence