Game pre-registration vs. Steam wishlist: what's the difference?

A Steam wishlist never becomes a contact the studio can reach directly. Pre-registration can work the same way through an app store, or hand the studio a reachable player if it's collected on the studio's own page instead.

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Grow wishlists

Wishlist vs. pre-registration, compared

A Steam wishlist is a click on the Steam store page that tells Valve a specific player is interested; Steam uses that signal for its own recommendation and visibility systems, and contacts the wishlister itself, on its own schedule, with no studio involvement in the message.

Pre-registration is a signup collected somewhere the studio controls, most often mobile app stores (Google Play, the App Store) or a studio's own landing page. It exists to prove demand before a launch and, depending on where it's collected, to hand the studio a way to reach that player directly.

CriterionSteam wishlistPre-registration
Who holds the contactSteamThe studio (if collected via email/Discord) or the platform (if collected via a mobile pre-registration tool)
Who can message the playerSteam only, on Steam's own triggersThe studio, on its own schedule, if it holds the contact
What it signalsPurchase intent on that specific storefrontDemand for the game, sometimes tied to a specific platform's launch
Where it appliesSteam onlyMobile app stores, some console storefronts, or a studio's own page
Primary useFeeds Steam's discovery and ranking systemsProves demand pre-launch; can seed a launch-day contact list if studio-collected

Why the confusion exists

The confusion is understandable: both terms describe a player saying "I want this before it exists," and both feed a studio's sense of pre-launch demand. The difference is entirely about who ends up holding the contact and who can act on it.

A Steam wishlist never becomes a contact the studio can message directly. Valve's own wishlist documentation states that Steam notifies wishlisters on fixed triggers (release, an Early Access transition, a discount of 20% or more), and the studio never receives the wishlister's identity or email address.

Mobile pre-registration works the same way when it runs through the app store's own tool: Google Play and the App Store notify pre-registered players on their own schedule, and the studio again never receives the player's contact details directly.

Pre-registration collected on a studio's own page is different in kind, not just in name. If the studio's own landing page collects an email address as part of the pre-registration flow, that contact belongs to the studio, and the studio can message it on its own schedule, unlike either the Steam wishlist or an app-store pre-registration signup.

When each one actually matters

A Steam-only PC launch needs the wishlist, full stop. Wishlist count and wishlist velocity feed directly into Steam's own visibility systems (Popular Upcoming placement, algorithmic surfacing), so there is no substitute for it on that platform.

A mobile launch needs pre-registration for the same reason a PC launch needs wishlists. Both Google Play and the App Store use pre-registration counts as a discovery signal ahead of launch, similarly to how Steam treats wishlists.

Neither one gives the studio a reusable contact unless it is collected directly. A studio that wants to message its own audience, at launch and for every future title, needs a capture page it controls (email, Discord) running alongside whichever platform signal (wishlist or pre-registration) the game also needs.

How to combine them without extra friction

Run the platform signal and the studio's own capture page in the same visitor flow rather than choosing one over the other.

  1. Send traffic to a page the studio controls first. Collect an email address (and optionally a Discord join) before handing the visitor off to Steam's wishlist or the platform's pre-registration flow.
  2. Deep-link straight into the platform action. The visitor's next click after the studio's own capture page should be the actual wishlist button or pre-registration screen, not a search page.
  3. Treat the studio-held contact as the asset that carries forward. The wishlist or pre-registration count matters for that one launch; the email list and Discord server carry into the next campaign, the next DLC, and the next game.

Conversion Funnel's landing pages run this exact combined flow: email and Discord captured alongside the wishlist or pre-registration click, from the same visitor, in the same session, so the resulting list stays reachable after the click rather than living only inside Steam's or the app store's own count. See Conversion Funnel. For the full reasoning on why a studio-held contact matters beyond any single launch, see owning your game audience.

Sources: Steamworks wishlist documentation (partner.steamgames.com); Google Play and Apple App Store pre-registration program documentation.

Related questions

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Ubisoft
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OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment