Gaming

Keep more players past D7 with Pushwoosh

Reach players the moment they drift away. Shape offers around what each player spends. And run push, in-app, email and web push from one player profile, without shipping an app update for each new event.

Player win-back push from a mobile game on an iPhone lock screen

Game studios that send 16.7M+ messages a day with Pushwoosh

justDice
Ankama
G5 Games
Nexters
Bladestorm

Why timing and player value matter in mobile games

Under 4%
D7 retention in a median mobile game
23%
higher 90-day retention among players who keep push notifications on
Growth statistics chart
Industry benchmarks: GameAnalytics (D7 retention), GameAnalytics (push opt-in).

A mobile game retention platform for the whole player lifecycle

Pushwoosh reacts to what a player does in the game and changes the message to fit them. A player on day one hears something different from someone who has spent every week for a year.

Bring lapsed players back

Start a journey after three days without a session. Push goes first, an in-app offer waits for the return, and email reaches players with notifications off.

Catch new players in the first minutes

Nudge players who stall in the tutorial with a welcome bonus. justDice runs this flow across its portfolio and cut churn among at-risk new users by 26%.

Look after your whales

Give the top tier personal offers, and know the day a big spender goes quiet.

Show the offer inside the game

Trigger an in-app starter pack on the event that makes it relevant, like a lost level or an empty energy bar, while the player still wants it.

Hand campaign setup to an AI agent

Describe the goal in plain words, and ManyMoney builds the segment, the campaign or the whole journey in your account.

Sell more with scheduled and triggered pushes

Run daily offers on a schedule and react to in-app actions. Bladestorm grew push revenue by 4.58% and MAU by 16.62% in eight months.

Ask for a rating at the right moment

Show a rating request in-app right after a win or a new level, when players are happiest to leave a good review.

Grow through referrals

Send referral pushes with a reward for every friend a player brings, timed to moments they enjoy, like a fresh streak or a big win.

LiveOps messaging on the same platform

Announce in-game events on schedule

Set a recurring journey once for a weekly tournament or a seasonal event. It starts on schedule and reaches the segment you picked, and the push can carry the event art: images on iOS, Android and web, GIFs on Android. The team gets its Friday evenings back.

Refresh content without an app release

Send a silent push that tells the app to update config and event data in the background, without showing anything to the player.

One mobile game marketing automation platform, from install to the hundredth session

A player’s journey runs from the first session to the hundredth, and Pushwoosh follows it on one player profile. Here’s which channel and tool fit each stage.

Onboard

Welcome new players with mobile push in a customer journey and explain the rules in-app, in their own language.

Engage

Announce tournaments by push, web push or WhatsApp, and keep the news in the Message Inbox.

Monetize

Show starter packs in-app right after a game event, and give top spenders their own offers, picked by segmentation on one player profile.

Win back

Bring back players who stopped logging in with email in an automated customer journey.

Measure

See which campaigns bring players and revenue in analytics.

See this journey for your game
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Why game studios pick Pushwoosh as their player engagement platform

Journeys that keep up with game logic

Our Customer Journey Builder takes the volume a live game produces and the logic it needs: group entries, parallel sessions, timers that reschedule when a player acts. Hero Wars streams more than a billion in-game events a month into it and runs retention for mobile, web and email from one place. Nexters success story

Segments built on player value

We build recency, frequency and monetary segments from your purchase events, and you can add tags for level, in-game currency or LTV on top. That’s how you decide who gets a discount and who gets early access instead. A discount sent to someone who’d have paid full price is just lost revenue.

Fewer pushes, more players with notifications on

Frequency capping limits how many messages a player gets in each channel over a period you set, across all campaigns. Silence periods hold a journey’s sends at night in the player’s own time zone. Once a player turns notifications off, push can’t reach them anymore. So we treat those limits as part of retention.

Frequently asked questions

There's no single winner, because games make money in different ways. Check four things: real-time triggers on in-game events, segmentation by spend, content updates without a release and limits on how often players hear from you. Pushwoosh covers all four in one platform.
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See a player win-back journey built for a game like yours

Tell us your genre and where players drop off. On the demo, we'll build the journey with you, from the inactivity trigger to the revenue report.