PixelPicked Waitlists
A native wishlist and follower system for indie mobile games. No email list required. No third-party tools.
Steam has wishlists. Mobile has nothing — until now. PixelPicked gives every approved indie mobile game a built-in waitlist system that works the way Steam wishlists do for PC games: players follow your game at any stage of development, they receive a push notification the moment it launches, and your follower count becomes a live signal of genuine pre-launch interest. No email marketing platform to set up. No link-in-bio workaround. A dedicated game page with a follow button and a launch notification pipeline built in from day one.
Native wishlist infrastructure
Players follow. You build. Everyone shows up on launch day.
Every game page has a follow button. Players tap it and they are on your waitlist instantly. No form to fill out. No email to verify. One tap and they are in.
FollowEvery follower gets a direct push notification the moment you launch. Not buried in an inbox — a notification they see. Your download spike happens in hours, not weeks.
Launch alertYour follower count is publicly visible on your game page. It signals to players, press, and content creators that real people are interested — social proof that compounds as it grows.
Social proofPost development updates and your followers are notified. By launch day they have read your devlogs, watched your progress, and been waiting for months. They are not cold leads — they are fans.
EngagementBeyond the waitlist
Your waitlist is also your beta pool, your review squad, and your launch day review base.
Players who follow your game can apply for beta access directly from your page. Your most engaged waitlist members become your first testers — people who already care about the game.
Beta testingGames with growing follower counts rise in the PixelPicked discovery feed. Your waitlist growth is also your discoverability engine — more followers means more organic exposure.
DiscoveryGames with strong follower momentum are surfaced in the Weekly Pixel newsletter. Your waitlist size directly influences your chance of being featured to thousands of additional players.
NewsletterNo Mailchimp. No Beehiiv. No Google Form. No link-in-bio. The waitlist, the notification pipeline, and the launch campaign are all native to PixelPicked — one platform, end to end.
All-in-oneCommon questions
When your game is approved on PixelPicked, your game page goes live with a follow button. Players tap follow and they are added to your waitlist automatically. When you launch, every follower receives a push notification. There is no separate email marketing setup — the entire pipeline is built into the platform.
Yes, players need a PixelPicked account to follow games and receive push notifications. This ensures that your follower count reflects genuine players rather than anonymous signups, and that the launch-day notification actually reaches someone who can act on it.
Email lists have open rates of 20 to 40 percent and click-through rates much lower than that. Push notifications have significantly higher visibility. More importantly, PixelPicked followers are already on a platform built around indie mobile games — they are qualified players, not general subscribers.
You can see your total follower count and aggregate data through your developer dashboard. PixelPicked does not share individual player contact details — the notification pipeline runs through the platform, which protects player privacy while ensuring your launch message is delivered.
After launch, your followers remain connected to your game page. Post-launch devlogs and update announcements continue to notify them. Your waitlist converts into a long-term player community, not a one-time launch list.
No cap. Your game page can accumulate followers from the day it is approved through to and beyond launch. The more followers you build, the larger the notification blast on launch day.
Every follower you collect before launch is a guaranteed notification on launch day. Start building your waitlist the day your game is approved — not the week before you ship.
Follow now. Play on launch.
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