Skip to content

Journeys ​

A journey takes players through a flow (messages, bonuses, waits and branches) after something happens, and stops when they do what the journey is for.

CRM → Journeys. On an empty list, Add the 7 starter journeys adds the flows commonly run in Customer.io as drafts: community invite, no first deposit, first to second deposit, second to third, Monday reload, and two reactivation flows. You then write their messages. Or Build one from scratch.

The editor has the canvas on the left and the selected step's settings on the right. Undo and Redo cover every change.

How players enter ​

Click Start and choose one or more triggers:

TriggerPlayers enter
When they do somethingThe moment an event happens, optionally only on some weekdays
Everyone in a segmentWhen they join a segment
On their Nth depositOn a given deposit number
When a field changesWhen an attribute changes, for example VIP level
On a date in their profileOn a date such as their birthday
On a scheduleAt set times
After days without activityAfter N days with no activity
After days without a depositAfter N days with no deposit
When you add them by handFrom a contact's page

Events a journey can start on include account registered, email and phone confirmed, logged in, KYC started, submitted, approved and rejected, deposit started, succeeded and failed, first deposit, withdrawal requested, approved, paid and rejected, bonus created, claimed, expired and cancelled, wagering started and completed, the hourly betting summary, and VIP level reached.

Rules in Start can narrow who may enter (see Rules), and you choose how often a player may enter: Once per player (the default), Every time, or Again after a number of days.

Event triggers act within seconds; time-based triggers (schedule, segment, inactivity) run every few minutes.

Steps ​

+ Add a step between any two steps:

GroupStepWhat it does
MessagesSend an emailOne of your email templates
Send an SMSOne of your SMS templates
Give a bonusThrough the platform's direct bonus award; can split into "given" and "could not be given"
TimingWaitFor a while, until a time of day, or until a date
Wait for something to happenHolds the player until they do something or time runs out; two paths
LogicYes / noChecks rules at that moment; Yes or No
Split by rulesSeveral paths; the first whose rules match wins, everyone else takes the last
A/B testPaths at random, by percentage, to compare what works
DataUpdate the contactSet a field, add or remove a tag
Call a webhookSend the player's data to another system
Notify the teamEmail your team, for example when a VIP gets here
FlowGoal checkpointMarks reaching this point as a success, for reports
Move to another journeyEnds this journey and starts another
End the journeyTakes the player out here

Inside a journey, rules can also ask about an earlier step: whether the player was sent, opened or clicked an email, clicked an SMS, or got a bonus.

How the journey behaves ​

Click End for the settings of the whole journey:

  • Leave the journey when they…: exits, checked all the time wherever the player is, for example made a deposit on a "no first deposit" journey.
  • Conversion: what counts as the journey working. Reports use it.
  • Quiet hours: messages due in the window wait until it ends. Time zone: each player's own, or one you pick.
  • Frequency cap: messages over the cap wait until they fit.
  • Priority (1 to 10): higher goes first when a player qualifies for several journeys.
  • One bonus journey at a time: a player is never in two bonus journeys together.

Draft, Ready, Live ​

StateWhat happens
DraftSaved with Save draft. Never sends.
ReadyMark as ready checks every step; anything to fix is shown on the step and in a list. A journey cannot go live while the list has items.
LivePlayers enter and move through it. Each live version is kept, so an earlier one can be restored.

A live journey's canvas shows how many players wait at each step. Its Results tab shows entered, converted and exited, and why players left.

Live means real players

On a brand where the test list is off, a live journey messages every player who enters. Build test journeys on a test segment (see the tip under Broadcasts).

Internal documentation. Every page states what has been verified and what has not.