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Purchases

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These recipes cover the Buying stage: players who are ready to spend or have already paid. Before you build them, read the best practices for every journey.

First purchase offer for engaged non-payers

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  • Use it when: players are invested in the game but have never paid.
  • Starts when: a player enters the Engaged non-payers segment. Pushwoosh checks the segment on a schedule you set, for example weekly.
  • What it does: shows an in-app starter pack offer, then sends a push reminder after 1 day if the player does not buy. The segment requires 10 completed levels in 14 days, so only invested players get the offer and new installs do not.
  • Content to prepare: an in-app template with the starter pack offer and a push preset with the reminder.
  • Needs: PW_InAppPurchase set up. Without it, the segment also matches players who have paid, and the reminder push goes to buyers too.
First purchase journey: Engaged non-payers entry, starter pack in-app, Wait for Trigger on purchase for 1 day, reminder push
  1. On the journey canvas, add an Audience-based entry on the Engaged non-payers segment.
  2. Set the entry schedule to Recurring entry and choose Periodically, for example weekly.
  3. Open Settings, select Campaign Entry Limit, and choose once a month, so a player who ignores the offer does not get it every week.
  4. Add an In-app element that offers a starter currency pack, for example: “Starter pack: 500 coins for a special price.” The message appears when the player opens the game.
  5. Add a Wait for Trigger step on PW_InAppPurchase and set the waiting period to 1 day. Leave the Trigger group 1 branch empty.
  6. On the Not triggered branch, add a push that mentions the offer, for example: “Your starter pack is still available.” It reaches both the players who saw the in-app and did not buy, and the players who have not opened the game since.
  7. Open Settings, select Conversion goals, choose PW_InAppPurchase, and select End journey after this event.

Players without push see only the in-app offer, because a second in-app would repeat it.

Second purchase offer

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  • Use it when: you want players who paid once to buy again.
  • Starts when: a player makes a purchase (PW_InAppPurchase).
  • What it does: checks whether this is the player’s first purchase. For first-time payers, it sends a thank-you in-app a few minutes after the purchase and a push with a second-purchase offer 3 days later, unless they buy again before that.
  • Content to prepare: an in-app template with the thank-you and a push preset with the offer.
  • Needs: PW_InAppPurchase set up and the First-time payers segment.
Second purchase journey: purchase entry, 5-minute delay, split on First-time payers, thank-you in-app, purchase wait, push
  1. On the journey canvas, add a Trigger-based entry on PW_InAppPurchase.
  2. Add a Time Delay with a fixed duration of 5 minutes. Segments count a new event only about a minute after it arrives, so without the delay the split can miss the first purchase.
  3. Add a Condition split, choose Segment, and select the First-time payers segment. Leave the All other users branch empty, because repeat payers need no message.
  4. On the Users in a segment branch, add an In-app element that thanks the player, for example: “Thanks for your support! Here is a bonus for your next run.” Set In-app expiration to 1 day.
  5. Add a Wait for Trigger step on PW_InAppPurchase and set the waiting period to 3 days. Leave its Trigger group 1 branch empty.
  6. On the Not triggered branch, add a Reachability check, and for players reachable by push, add a push with the offer, for example: “A special pack is waiting for you in the store.”
  7. Open Settings, select Conversion goals, choose PW_InAppPurchase, and select End journey after this event.

Store abandonment reminder

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  • Use it when: players open the in-game store and leave without buying.
  • Starts when: a player opens the store (Store opened).
  • What it does: waits 1 hour after the player opens the store, then sends a push or in-app reminder if the player has not bought anything. Players who buy do not get the reminder.
  • Content to prepare: a push preset and an in-app template with the same reminder.
  • Needs: PW_InAppPurchase set up, because the journey checks for a purchase after the visit.
Store abandonment journey: Store opened entry, Wait for Trigger on purchase for 1 hour, then push or in-app by reachability
  1. On the journey canvas, add a Trigger-based entry on Store opened.
  2. Add a Wait for Trigger step on PW_InAppPurchase and set the waiting period to 1 hour. Leave the Trigger group 1 branch empty.
  3. On the Not triggered branch, add a Reachability check.
  4. For players reachable by push, add a push that sets a deep link to the store, for example: “Still thinking it over? Your pack is waiting in the store.”
  5. For the others, add an In-app element with the same reminder and set In-app expiration to 1 day. The player sees it the next time they open or return to the game.
  6. Open Settings, select Campaign Entry Limit, and choose once a week, so a player who browses the store every day does not get a reminder every day.
  7. Open Settings, select Conversion goals, choose PW_InAppPurchase, and select End journey after this event.