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Game notifications let you talk to your players: announce an event, celebrate a milestone, win back a lapsed cohort. You author a message once as a template, send it with a campaign, and players receive it on the channels you chose — the in-game inbox, email, or push.
Notifications live under Marketing:
  • Templates — the reusable message: a title and body (with a locale), the channels it can go out on, and variables you fill in at send time — write the season-start announcement once with the season name as a variable, and reuse it every season.
  • Campaigns — an actual send: pick a template, fill its variables, choose the audience — every player, or a segment — and send now, at a scheduled time, or on a recurring cadence. A scheduled campaign can be canceled any time before it goes out.
  • Delivery Status — how a send went: its lifecycle from scheduled through sending to sent, with per-channel delivery counts and any failures.
Push credentials. Push is the one channel that needs setup before anything is delivered. Under Settings → Push Notifications, configure the providers you ship on — credentials are per game, stored encrypted, and write-only: they can be replaced but never read back.
  • Firebase Cloud Messaging (FCM) — delivers to Android and web. Paste the full contents of the Firebase service-account JSON file.
  • Apple Push Notification service (APNs) — delivers to iOS. Provide the .p8 signing key, its Key ID, your Team ID, and the app’s Bundle ID. Tick Use APNs sandbox for development builds; a sandbox token will not accept production credentials, or the reverse.
Until a provider shows Configured, push tokens register successfully and nothing is ever delivered on that platform. That is the most common cause of “push is broken” — the client side reports success because registration genuinely succeeded.
This page is about messages to players. Alerts to your own team — error spikes, build results — are Developer Alerts.