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๐Ÿ”” Guide ยท Retention

Push notifications for mobile games: what works and what annoys

A good notification brings a player back at the moment they would enjoy returning. A bad one gets notifications switched off, or the game deleted. Both operating systems now ask users for permission, so you get one chance to ask well. This guide covers when to ask, what to send, how often and how to measure it.

The short answer

Ask for notification permission only after the player has enjoyed the game, explain what they will get, and then send few, relevant messages tied to their own game state: your build finished, your energy is full, your friend beat your score, a new event has started. Cap frequency, send at the player's usual play time and measure opt-outs and uninstalls as carefully as opens.

Permission comes first

iOS has always required permission for notifications. Android has required it since version 13, as a runtime permission the app must request. If the user declines, asking again is limited, and many never visit settings to change it. So the first request matters.

  • Do not ask on first launch. The player does not yet know why they would want it.
  • Ask at a moment of value. After the first win, when a timer starts, or when they join an event.
  • Use a pre-prompt. Your own short screen that says what they will receive, with a continue button that then triggers the system prompt. If they say not now on your screen, you have not used up the system request.
  • Tie it to a benefit. We will tell you when your chest is ready is better than enable notifications.

Local and remote notifications

TypeSent byUse
LocalScheduled on the device by the gameTimers, daily rewards, reminders. Works without a server
RemoteYour server through the platform serviceEvents, new content, social activity, targeted messages

Remote messages travel through Apple's and Google's notification services, and tools such as Firebase Cloud Messaging provide one interface for both. Start with local notifications. They cover most gameplay timers and need no backend.

Types that work

NotificationExampleWhy it works
Timer completeYour upgrade has finishedThe player started it and wants the result
Resource refilledEnergy is fullLets players return efficiently
Daily rewardDay 4 reward is waitingSupports a habit already formed
Event start and endingThe weekend tournament ends in 3 hoursReal urgency about real content
SocialA friend sent a gift, or beat your scorePeople respond to people
New contentChapter 6 is outRewards interest
Win-backA gift after a week awayUseful sparingly, weak if repeated

Types that backfire

  • Generic we miss you messages every day.
  • Fake urgency about nothing.
  • Sale after sale.
  • Messages unrelated to what the player does in the game.
  • Anything late at night.

When a notification annoys, the player disables all of them, including the useful ones. Many then uninstall.

Timing and frequency

  • Send at the player's usual play time, learned from their sessions, in their local time zone.
  • Respect quiet hours. Nothing overnight.
  • Cap frequency. About one a day at most for active players, fewer for lapsed ones, with a hard weekly limit.
  • Cancel what is no longer relevant. If the player already collected the reward, remove the reminder.
  • Do not notify during play.
  • Ramp down. If a lapsed player ignores several messages, stop.

Personalisation

A notification with the player's actual state outperforms a generic one: the name of the building that finished, the friend who challenged them, the level they are stuck on. Segment by behaviour too. New players, regulars, payers and lapsed players should not receive the same messages. This depends on having good event data. See game analytics events to track.

Deep links

Tapping a notification should open the relevant screen, not the title screen. An event notification opens the event. A gift notification opens the inbox. Each extra tap loses players.

Rich features

Both platforms support images, action buttons and grouping. iOS offers time-sensitive and scheduled summary behaviour, and Android uses notification channels that let users switch off one category while keeping another. Create sensible channels, such as gameplay timers, events and social, and mirror them in your own settings screen. Giving players control is the best protection against a total opt-out.

Store and legal rules

  • Apple's guidelines say notifications must not be required for the app to function and must not be used for advertising or promotions without explicit opt-in, with a way to opt out.
  • Google's policies prohibit deceptive or disruptive notifications.
  • Marketing messages can fall under consent rules in privacy law.
  • Games for children should avoid notifications designed to pull children back. See rules for kids games.

Check the current guideline wording before launching promotional campaigns.

Measuring

MetricWhat it tells you
Opt-in rateWhether your permission request works
Delivery rateTechnical health and token freshness
Open rateRelevance of the message
Sessions and revenue drivenReal effect, measured against a control group
Opt-out rate after sendWhether a message annoyed
Uninstalls after sendThe cost of getting it wrong

Always hold back a control group that receives nothing. Without it you cannot tell whether players came back because of the notification or would have returned anyway. Retention metrics are explained in mobile game KPIs.

Notifications inside LiveOps

Notifications announce things. They are not the things themselves. They work when the game has events, new content and social activity to announce. Plan them with the events calendar, as in our holiday LiveOps calendar and what LiveOps covers. In-game messages and an inbox reach players who declined notifications.

Technical checklist

  1. Request permission at a chosen moment with a pre-prompt.
  2. Register for remote notifications and store the token against the player.
  3. Refresh tokens and remove dead ones.
  4. Schedule local notifications when timers start, and cancel them when the player returns.
  5. Create Android channels and matching in-game toggles.
  6. Implement deep links.
  7. Log sent, delivered and opened events.
  8. Respect time zones and quiet hours on the server.
  9. Test on real devices in the background and when closed, across OS versions.

Common mistakes

  • Asking for permission on the first screen.
  • The same message to everyone.
  • No frequency cap.
  • No cancellation of outdated reminders.
  • Measuring opens and ignoring opt-outs.
  • Using notifications to cover for a game with nothing new in it.

Getting help

We implement notification systems with segmentation and measurement for Unity and Unreal games, as part of builds or LiveOps retainers. Packages are on the offer page.

Sources: Firebase Cloud Messaging ยท Apple Developer: User Notifications ยท Android Developers: Notification runtime permission. Checked November 11, 2026.

Related: Mobile game development ยท How to earn from games ยท Get a quote

FAQ

Quick answers โ“

When should a game ask for notification permission?

After the player has experienced value, such as after a first win or when a timer starts, with a short pre-prompt explaining the benefit. Not on first launch.

How often should a mobile game send push notifications?

About one a day at most for active players and fewer for lapsed players, with quiet hours and a weekly cap.

What kind of notifications bring players back?

Ones tied to the player's own state: a timer finished, energy refilled, a friend's challenge, a daily reward or a real event starting or ending.

Do Android apps need permission to send notifications?

Yes. Since Android 13, apps must request the notification permission at runtime, as iOS has long required.

What is the difference between local and remote notifications?

Local notifications are scheduled on the device by the game and need no server. Remote notifications are sent from a server through Apple's and Google's services.

Related guides

Mobile game KPIs explained → Holiday LiveOps calendar →

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