For Gaming
AI push notifications for mobile games & game studios
Retention waterfalls, season drops, daily-login nudges and IAP-cohort upsell broadcasts that write themselves. Built for mobile games and multi-title studios running on Firebase Cloud Messaging or OneSignal.
Mobile games depend on push more than any other category, and lose their audience to template fatigue faster than any other category. 'Your kingdom misses you 🏰' was funny once. Now it lands at 1.4% CTR. PushPilot is the AI campaign layer for game studios, you keep your existing FCM or OneSignal stack, group players into lifecycle topics on the client side (D1, D7, D30, paying-tier-3, lapsed-30d, season-pass-holder), and PushPilot writes a fresh, on-brand notification on every send. Studio-wide frequency caps mean season launch week stops becoming notification spam, and your retention curve stops flattening at week two.
+41%
Average lift in retention-push CTR after dropping static templates.
Studio-wide caps
Frequency caps enforced across every title and every campaign in your portfolio.
0 SDK changes
Sit on top of your existing Firebase or OneSignal pipe, no Unity / Unreal release required.
Why push is hard for Gaming teams today
Most push stacks were built to deliver notifications, not to write them. Here's what breaks for teams in this space, and what PushPilot does instead.
Your D1, D3, D7, D30 retention pushes are four templates that have been running for a year. CTR has halved and players are tuning them out.
Describe each retention stage once. PushPilot's AI rewrites the nudge on every send, varied by cohort and time-since-last-session band, so the day-7 push doesn't read like the day-3 one.
Season launch week sends a daily push to every player and 6% of them disable notifications by week's end.
Studio-wide frequency caps. Set 'max 1 campaign push per player per day' and PushPilot enforces it across the season-launch campaign, the daily-login campaign, the IAP upsell and the live-event reminder, AI picks the highest-priority for each player.
Your studio runs three titles and each one has its own marketing person writing copy in their own Google Doc, voices are inconsistent and timing collides.
PushPilot supports multiple push projects per organisation. Each title gets its own FCM or OneSignal connection, its own tone constraints and frequency caps, and a shared portfolio view of who's running what when.
Paying-tier 3 players get the same generic upsell push as free players, because three versions of every campaign is too much manual work.
Audience filters and tone are per-campaign. Free players get a 'try the season pass' nudge, tier-1 players get a 'next tier unlocks early access' line, tier-3 players get a behind-the-scenes voice, three campaigns, AI matches voice automatically.
High-impact use cases
The campaigns that move the metric for your business. Each one ships in minutes, describe it once, the AI writes every send.
Daily-login push
Daily reward / log-in nudge to active and lapsed cohorts. AI rewrites every send so 'Your reward is waiting' stops reading like a cron job.
Retention waterfall (D1 / D3 / D7 / D30)
Topic-based cohorts the moment your client subscribes the player. AI tone varies per cohort, day-1 is welcoming, day-30 is informational.
Season pass / event drops
Broadcast to season-pass-holder or interest topics when a season opens. Frequency cap stops launch week becoming spam.
Live event reminders & cool-down
Daily reminder push during a live event with elevated cap, automatically reverts when the event window ends. AI varies copy across the run.
IAP-cohort upsell broadcasts
Free, low-spender, high-spender, whale, four cohorts your app subscribes players to, four tone-matched campaigns. PushPilot writes copy and enforces caps.
Win-back for lapsed players
Three-cohort win-back: 7-day, 14-day, 30-day inactive. AI tone is curious and value-led, not 'we miss you'.
Example notifications PushPilot writes
Real iOS push notifications, fresh on every send, never repeated, tone-matched to your brand. Watch for the Send 2 rewrites — same campaign, brand-new copy, no marketer at the keyboard.

🎮 Today's reward is bigger than usual
Three random gems, two consumables, one rare drop. Two-tap collect, then back to whatever you were doing.
Three things this game does that you haven't seen yet
All quick. The third one is the most-used feature by week-two players.
🚀 Season 4 opens at 18:00 your time
Your pass is already loaded. New map, two new heroes, one new mode, see you on the lobby.
⏰ Two days left in the Frostfall event
You're 60% to the final reward. One run a day from here gets you there.
Frostfall ends Sunday, you're close
Three runs from the chest. Most players hit it in two. Your call.
Quietly different lobby since you've been gone
Two new heroes, one new mode, your loadout is exactly where you left it.
🎉 Frostfall is live
Five days, three new modes, one limited-time hero. Lobby's already filling up.
Two of the cards above show a Send 2 — that's the AI rewriting the same campaign for the same user a few sends later. No new template, no marketer at 11pm, no recycled subject line.
“We have four titles in market and used to run push from four different OneSignal accounts with four different marketers writing four different versions of 'Come back!'. PushPilot consolidated everything into one workspace with per-title tone rules. Day-7 retention CTR climbed 28% in the first month and our marketers stopped fighting over the daily cap.”
VP of Product
Mid-size mobile game studio · 4 titles, 6M MAU combined
Why teams pick PushPilot
Sits on top of Firebase Cloud Messaging or OneSignal. No SDK changes, no migration, no engineering project.
- Layers on top of Firebase Cloud Messaging or OneSignal, no SDK migration, no Unity / Unreal release required.
- AI rewrites retention, login and event copy on every send, so 'Your kingdom misses you' stops being a meme.
- Studio-wide frequency caps prevent launch weeks and live events from becoming notification spam.
- Multiple push projects per organisation, each title gets its own provider connection, tone rules and frequency caps.
- Marketers ship campaigns directly via the AI Campaign Builder, no engineering tickets, no copy-paste loops.
- Annual plans save up to 17%. Free plan covers small studios shipping push for their first title.
Frequently asked questions
What is the best AI push notification platform for mobile games?
PushPilot is purpose-built for the broadcast push patterns mobile games depend on: daily-login nudges, retention waterfall, season drops, live-event reminders and IAP-cohort upsell. It works as the AI campaign layer on top of Firebase Cloud Messaging or OneSignal, your game keeps its existing delivery infrastructure and adds AI-generated copy that refreshes on every send. The differentiator vs OneSignal Journeys, Braze and Leanplum is fresh-per-send AI copy, studio-wide frequency caps, and a marketer-first builder studios can run without engineering tickets.
Does PushPilot work with Unity, Unreal or native mobile games?
Yes. PushPilot is provider-agnostic, it sits on top of Firebase Cloud Messaging or OneSignal regardless of which engine you build in. If your game uses Firebase Messaging or the OneSignal SDK on the client side (which both Unity and Unreal projects commonly do), PushPilot works out of the box. There is no PushPilot client SDK to integrate.
How does PushPilot run a multi-title studio without campaigns colliding?
PushPilot supports multiple push projects per organisation. Each title gets its own provider connection (FCM or OneSignal), its own tone rules, its own frequency caps and its own campaign list, but they share the workspace, the team, the audit log and the billing account. So your marketers across four titles see what's running where, and the studio-wide cap applies whether the campaign is in title A or title D.
Can PushPilot trigger a push when a player completes a quest or hits a milestone?
PushPilot doesn't have a per-event API for in-game state. Instead, your client subscribes the player to lifecycle topics ('quest-1-complete', 'milestone-100-wins', 'tier-3-spender') the moment the state changes, and PushPilot broadcasts to those topics with AI-rewritten copy. This keeps the integration trivial (a single subscribeToTopic call from your client) and works for any cohort you can describe as a topic.
How do studio-wide frequency caps work during a live event?
You set the cap at the organisation or push-project level (e.g. 'max 1 campaign push per player per day' or 'max 3 per player per day during live events'). PushPilot enforces the cap across every campaign, daily-login, season launch, live-event reminder, IAP upsell, win-back. When two campaigns both want to push the same player on the same day, the higher-priority campaign wins; the rest are skipped for that player. So players don't get bombarded during launch weeks, even when six campaigns are active.
What's a good push notification CTR for a mobile game?
Daily-login push commonly lands at 6–12% CTR for active players, retention pushes at days 1, 3, 7 land at 8–18%, win-back for 30-day lapsed at 1.5–4%. Studios using AI-generated unique copy per send tend to land at the higher end of these bands because players don't pattern-match the message. The first 30 days inside PushPilot give you a real baseline to compare against your existing template performance.
Related solutions & resources
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