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Emails, SMS and broadcasts ​

Messages are written once, as templates, and then sent by broadcasts (once, to everyone who matches) or by journeys (automatically, one player at a time).

Emails ​

CRM → Emails. Each card shows the email as players will see it, with its status: Draft or Ready. Only Ready emails can be sent. Start from New email or from a layout.

In the inbox ​

  • Subject line and preview text (the grey line most inboxes show after the subject). Both can hold personal details, such as the player's first name.
  • Language, and other languages: add a language to give its players their own subject. For the body, set Who sees this block on each block.

Content ​

The email is built top to bottom from blocks: Heading, Text, Button, Image, Bonus box, Divider, Spacer, Columns, Game, Countdown. Drag a block, or use its arrows, to reorder; Duplicate and Remove on each. Save blocks as a section keeps a group for reuse. HTML code switches to raw HTML.

A block can be shown only to some players, by language, VIP level, country or deposits.

Design ​

Start from a look (Account emails, White card, Light, All dark, Gold), then adjust colours, font and the brand's logo and footer. New emails start with the brand's own logo and footer, with the current year.

Personal details ​

Click a field under Personal details to insert it. Templates use Liquid, the same language as Customer.io:

You writeThe player sees
{{ first_name | default: "there" }}Their first name, or "there" if it is missing
{{ deposit_count }}How many deposits they made
{% if deposit_count == 0 %}Make your first deposit{% else %}Welcome back{% endif %}Different text for new and returning players
{{ attributes.balance_usd | money: "USD" }}Any attribute, formatted

Recipes has ready-made snippets. The editor checks as you type: a broken tag in red, an unknown field in yellow (it will be empty).

Before sending ​

  • Preview as player: fill the preview with a real player's details.
  • Send test: send one real copy to your own address. The dialog follows it until it is sent, then shows the outcome the mail provider reports, such as Delivered. Test sends appear on the Sent tab and are never counted in reports.
  • History: earlier versions of the email.
  • Send to a player: one copy to one contact.

SMS ​

CRM → SMS. Write the text and use the same personal details as emails. Keep each to one message where you can: plain text fits 160 characters per message; an accent or an emoji lowers that to 70, and a longer message is sent as several parts, each charged.

SMS needs an SMS provider set up for the brand; until then the pill reads SMS off and nothing sends. See Sending set-up.

Broadcasts ​

CRM → Broadcasts → New. One message to everyone who matches, once. A broadcast moves through four stages, shown under its name: Message → Who gets it → Prepare → Send.

  1. Message. Email or SMS, and which template (it must be Ready).
  2. Who gets it. Rules under Only contacts who…, usually is in the segment …. The panel on the right shows how many will get it, and Left out, and why: no email address, unsubscribed, bounced, blocked, each with its count.
  3. Sending. All at once, or In batches, for example 100 every 60 minutes. Batches show on Schedule.
  4. Prepare messages. Builds one personal copy per player, each filled in with its own details. Open any copy to check it before anything leaves.
  5. Send. Each copy moves Queued → Sending → Sent. A copy that stays Waiting means sending is off, or today's daily limit is reached; it goes out the next day.

After sending, the broadcast's Results panel shows sent, delivered, opened, clicked, unsubscribed, bounced and spam, and players who deposited afterwards. See Results.

Test on a tag

Tag your own test players qa and start each test audience with has the tag qa. Nobody else is messaged, even after the test list is removed.

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