🚀 Introducing the AI-Powered Churn Prevention Lifecycle

We’re excited to release the new Churn Prevention Lifecycle template! This powerful tool helps you proactively retain players by automatically engaging them the moment their churn risk increases.
Powered by our Singularity Churn model, this template intelligently segments at-risk players and delivers targeted daily actions to bring them back to an active state

The lifecycle is designed around a simple, automated flow

Entry: Players automatically enter this lifecycle when our AI detects their churn probability has increased, moving them from an Active state to an at-risk one (Low, Medium, High, or Critical).
Engagement: Upon each movement, players receive a tailored action based on their specific churn score. You can customise these daily actions to be anything from a special bonus to a personalised message, ensuring the right incentive is sent to the right player.
Exit: Players automatically exit the lifecycle once they either return to an Active state or become Inactive, ensuring you only target relevant players.

✨‍ Micro-features and improvements

  1. It is now possible to drag and drop multiple files between folders within the Media Library.
  2. You can now view the exact SMS that was sent to a player on the Player Timeline.

🐞‍Bug Fixes

  1. When viewing the Movements tab within the Player Profile, switching to a different player would still show the Movements info for the previous player.
  2. Hidden a duplicate 'Remove player from lifecycle" CTA within the "Activity History" screen of Lifecycles.
  3. Resolved an issue where it was not possible to save queries within the query editor.
  4. Credit Bonus events would not show within the Event Logs in the Player Profile.
  5. When enabling Control Groups within a Lifecycle the default value would show as 10% not 0%.
  6. Mobile Number no longer shows as an available field to export if a User does not have the 'View Sensitive Info' permission.
  7. You cannot save email templates if the incorrect syntax for else-if is used. This prevents broken templates.
  8. When manually removing players from Lifecycles they would still show in the list of available Players to remove from the Lifecycle.
  9. Time zone discrepancies on Lifecycle Launch conditions.
  10. Improved error handling of Segment previews.
  11. Deleted Email Templates will now be considered 'Inactive' allowing you to delete associated content blocks.
  12. Improved messaging upon Action Group deletion.