All use cases

Win back

Lapsed-player reactivation

A player who used to log in every night hasn't opened the game in three weeks — and the progress, the squad, and the half-finished event are all still sitting there waiting for them.

Get aheadTime-based triggerBehavioral triggerPushEmailIn-appGaming

What it does

Player economies churn fast, and most win-back is a calendar blast: the same "we miss you" push to everyone who went quiet, ignored by the players who would have come back for the right reason. But each lapsed player left something behind — a build they were levelling, a streak they broke, a limited event they never finished — and that, not a generic bonus, is what pulls them back. The agent watches for the lapse pattern, works out from the player's own history what they were invested in, and reaches out at a moment it judges right with a reason that is actually theirs to return to.

How it works

  1. 1
    Trigger. a lapse condition fires for a player — sessions-since-last-play crosses a threshold, a daily streak breaks, or a once-active spender goes quiet — and the agent chooses per-player timing rather than batching everyone into one re-engagement send.
  2. 2
    Decision. the agent reads the player's memory — what they were progressing, their last session, what they spent on, which events they engage with, channel consent — and picks the hook that fits: unfinished progress, a new drop or season in a mode they play, or a reward waiting to be claimed. A judge gates the drafted message for relevance, tone, and offer policy before it sends.
  3. 3
    Action. a specific message lands on the player's opted-in surface — a push, an email, or an in-app message on next open — naming the thing they left behind and a one-tap path straight back into it, not a generic landing screen.
  4. 4
    Follow-through. if the player returns on their own first, the pending outreach is cancelled before it sends; the outcome writes back to memory; and reactivation plus the spend that follows are measured per cohort against a holdout so the program proves its own lift rather than claiming credit for organic returns.
Example
AgentHey — your squad's still sitting at level 38, one tier off the gear unlock you were grinding for. The new co-op event drops this weekend and your build is made for it. Jump back in and you'll have enough event tokens waiting to finish that unlock.
PlayerDid I lose my progress while I was gone?
AgentNothing's gone — your roster, your tokens, and your event streak are all saved. Tap here and you'll land right where you left off, with the weekend event already unlocked for you.

Configuration

How the agent is wired for this use case.

Triggera player_lapsed signal from the game's telemetry/LiveOps layer (sessions-since-last-play over threshold, streak break, or spend gone dormant).
Tools & actions
  • Game telemetry / LiveOps platform · read last-session state, progression, streaks, and the player's lapse signal.
  • Player profile / inventory service · pull the unfinished build, owned items, claimable rewards, and event eligibility.
  • Customer memory store · read what the player spent on and which modes and events they engage with, to choose the hook.
  • Messaging channel · send the reactivation message via push, email, or in-app on next open, with a deep link into the exact mode or event.
  • Holdout ledger · assign the player to test or control and record return, sessions, and any post-return spend.
Autonomyruns unattended; every message is judge-gated for relevance, tone, and offer policy, and is suppressed automatically once the player returns on their own. Any grant of in-game currency, loot, or a discounted bundle stays within the studio's pre-set reward and economy policy — the agent never invents an offer.
Channelspush · email · in-app
Escalationa billing dispute, a banned/restricted-account flag, or a complaint hands off to player support with the account context attached, rather than continuing the win-back.

What you need

The inputs this use case runs on. Your channels stay yours; the agent supplies the judgment.

Signals

session and login telemetry (recency, frequency, streaks), progression and event-participation events, spend events, organic-return events for stale-send cancellation.

Data

persistent player memory (progression, owned items, claimable rewards, spend and mode preferences), event eligibility, per-channel consent and reachability.

Guardrails

judge gating on every unprompted message; frequency caps and do-not-contact suppression; reward and economy grants only within studio policy; stale-outreach cancellation on organic return; per-cohort holdout so reactivation and spend lift are measured, not assumed.

Metrics it moves

  • reactivation-rateup: a reason tied to the player's own progress and play style returns more lapsed players than a generic bonus blast.
  • recovered-revenueup and provable: post-return spend is attributed per cohort against a holdout, separating real lift from players who would have returned anyway.
  • dau-mauup: reactivated players re-enter the active base and the daily-engagement loop rather than staying dormant.

See it on your own customer journey

Bring one drop-off, one churn cliff, or one silent segment. We will show you what a proactive agent with memory and judgment does with it.

Book a demo