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mobile-game

The lifecycle of a mobile game: onboarding, a day-two nudge, a hint when a player is stuck, a purchase receipt, care for spenders, and a winback.

Journey What it does
day-two-return Invites a new player back for a second session.
first-purchase Confirms a player’s first in-app purchase reached their account.
lapsed-player Invites a player back who has not opened the game in a month.
onboarding Nudges a new player who stopped partway through the tutorial.
spender-care Thanks a player who has spent past the threshold, with a perk.
stuck Sends a hint to a player who keeps failing the same run.

These are names your own app sends through track, not names Cowliss defines. Rename them in the copied files to whatever your app already sends.

Event Named by
level.completed stuck
level.failed stuck
purchase.completed paying-players
session.started active-players, day-two-return, lapsed-player, lapsed-players, new-players
tutorial.completed day-two-return, new-players, onboarding
Segment Who is in it
active-players Played at least three times in the last week.
lapsed-players Played at some point, and nothing in the last 30 days.
new-players Played in the last week and has not finished the tutorial.
paying-players Has made at least one in-app purchase.
Terminal window
cow init --blueprint mobile-game

Every file above lands in your repo, yours to edit. In a repo that already has a cow.json, add it with cow add blueprint mobile-game instead.