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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:
| Trigger | Players enter |
|---|---|
| When they do something | The moment an event happens, optionally only on some weekdays |
| Everyone in a segment | When they join a segment |
| On their Nth deposit | On a given deposit number |
| When a field changes | When an attribute changes, for example VIP level |
| On a date in their profile | On a date such as their birthday |
| On a schedule | At set times |
| After days without activity | After N days with no activity |
| After days without a deposit | After N days with no deposit |
| When you add them by hand | From 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:
| Group | Step | What it does |
|---|---|---|
| Messages | Send an email | One of your email templates |
| Send an SMS | One of your SMS templates | |
| Give a bonus | Through the platform's direct bonus award; can split into "given" and "could not be given" | |
| Timing | Wait | For a while, until a time of day, or until a date |
| Wait for something to happen | Holds the player until they do something or time runs out; two paths | |
| Logic | Yes / no | Checks rules at that moment; Yes or No |
| Split by rules | Several paths; the first whose rules match wins, everyone else takes the last | |
| A/B test | Paths at random, by percentage, to compare what works | |
| Data | Update the contact | Set a field, add or remove a tag |
| Call a webhook | Send the player's data to another system | |
| Notify the team | Email your team, for example when a VIP gets here | |
| Flow | Goal checkpoint | Marks reaching this point as a success, for reports |
| Move to another journey | Ends this journey and starts another | |
| End the journey | Takes 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
| State | What happens |
|---|---|
| Draft | Saved with Save draft. Never sends. |
| Ready | Mark 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. |
| Live | Players 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).