Build the journeys
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Each recipe on the pages of this section is one journey. The journeys and their message texts are examples: build the ones you need and replace the texts with your game’s tone and rewards. To open the canvas, see Start creating your first journey. For the canvas basics, see the Customer Journey overview.
Players in many games move through similar stages. Use this table to pick the journeys for the stage where you lose players.
| Stage | What is happening | Journeys |
|---|---|---|
| New | The player installed the game and is learning it | |
| Playing | The player plays and progresses | |
| Buying | The player is ready to spend, or has paid | |
| Loyal | The player stays for the long run | |
| Leaving | The player stopped opening the game |
Prepare to build a journey
Anchor link toA message element in a journey uses ready content, so create the content first in Content: push presets, in-app templates, email content, or App Inbox presets. Each recipe lists the content it needs.
To personalize the content:
- Player data: to put a value stored on the player into a push, such as the
player_leveltag, add a Dynamic content placeholder to the text. - Language: to send each player the message in their own language, add the languages to the push or in-app content. Pushwoosh picks the version by the device’s Language tag, which the SDK sets from the OS locale, so you do not need a custom language tag. See Multi-language messaging.
Best practices for every journey
Anchor link toApply these to every journey in this playbook:
| Practice | Why |
|---|---|
| Set a silence period | A push should not reach a player in the middle of the night. The period blocks messages in each player’s device timezone, for example 23:00 to 08:00. Learn more: Silence period |
| Limit how often a player enters | A repeating event such as Level completed starts the journey every time, so one player could get the same message again and again. Learn more: Campaign entry limit |
| Choose the message type on every message element | A journey that starts on an event does not preselect the type, and the element shows Message type not selected until you choose one. Learn more: No preselected message type |
| Use Marketing message for offers, reminders, and win-back | A marketing message follows the limits you set: frequency capping, silence periods, and control groups. Transactional messages skip frequency capping and control groups, but not silence periods, so keep them for service messages. Learn more: Choosing the right message type |
| Add a conversion goal | The conversion rate of the goal in Performance shows how many players did the action you chose. Learn more: Conversion goals, Measure results |
| Plan for players without push | A player who has not allowed notifications gets no push. Add a Reachability check and send an in-app message or an email instead. Learn more: Reachability check, Ask for push permission at the right moment |
| Check who a segment journey takes in | A journey that starts from a segment takes in only devices with a push token. The token arrives when the game asks for push permission, even if the player declines, so these players enter and get the in-app message. Players the game has not asked yet do not enter |
| Set an expiration on in-app messages | A journey in-app usually appears the next time the player opens or returns to the game, so set In-app expiration, for example 1 day, to keep old messages from appearing days later. To reach players outside the game, use a push. Learn more: In-app expiration |
| Test every journey before you launch it | A journey has no test mode, so once it is running, real players who match its entry get its messages. Learn more: Test each journey before you launch it |
| Set delivery rules before you launch | They limit how often a player hears from you across all journeys. Learn more: Set delivery rules before you message players |