> ## Documentation Index
> Fetch the complete documentation index at: https://docs.immutable.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Engage

> Message owned players so Steam wishlists and signups convert at launch

Engage sends lifecycle messages from [Audience CDP](/docs/products/audience/overview) profiles—email, Telegram, and related channels—so you are not dependent on a single Steam launch notification.

Configure campaigns in [Hub](https://hub.immutable.com). Profiles must already exist via [Ingestion](/docs/products/audience/ingestion) (Funnel Page, SDKs, or CSV).

## The Steam wishlist problem

Steam wishlists are the default pre-launch KPI for PC games. They are also a weak owned channel:

* You **cannot** email or message wishlisters yourself.
* Valve’s launch email competes with every other game launching that week.
* Months of silence between wishlist and ship cools intent.
* Paid UA that only optimizes for wishlists rarely proves it created *players*.

Engage does not replace Steam. It covers the gap Steam will not fill: an owned audience you can nurture, segment, and push at launch—ideally captured on a [Funnel Page](/docs/products/attribution/funnel-page) or your site while you still drive wishlists in parallel.

```
Steam-only:     Ad → wishlist → long silence → Steam email → low convert
With Engage:    Ad → Funnel Page + wishlist → nurture → launch push → install
```

## What Engage does

| Job             | Detail                                                                              |
| --------------- | ----------------------------------------------------------------------------------- |
| **Welcome**     | Confirm signup, set expectations, drive one first action (quest, Discord, wishlist) |
| **Nurture**     | Regular updates so the game stays familiar before launch                            |
| **Win-back**    | Reach people who went quiet weeks or months ago                                     |
| **Launch**      | Countdown and launch-day pushes to the warmest segments                             |
| **Post-launch** | Bring wishlisters and signups who missed day one back into the game                 |

Messages use CDP traits and events—signup source, Funnel Page tier, last active date, quest completion—not a static CSV from six months ago.

## Typical setup for a Steam game

<Steps>
  <Step title="Capture an owned identity">
    Send UA and social traffic to a [Funnel Page](/docs/products/attribution/funnel-page) (or Web SDK on your site) so players leave an email or linked account. Keep the Steam wishlist button as a parallel CTA.
  </Step>

  <Step title="Import what you already have">
    Upload existing lists in Hub if you have them ([Ingestion](/docs/products/audience/ingestion)).
  </Step>

  <Step title="Turn on Engage in Hub">
    Enable welcome, nurture, win-back, and launch sequences for your game. Adjust segments when you care about high-intent vs cold traffic.
  </Step>

  <Step title="Instrument the game">
    After launch, send session and progression events (Unity / REST) so win-back and post-launch campaigns use live behavior.
  </Step>
</Steps>

## Channels

| Channel      | Use when                                                                      |
| ------------ | ----------------------------------------------------------------------------- |
| **Email**    | Primary owned channel for updates, countdowns, and launch                     |
| **Telegram** | Faster updates for players who opt in                                         |
| **Push**     | Time-sensitive prompts when you have a client or web surface that supports it |

Steam remains the storefront and wishlist surface. Engage is the channel you control.

## Targeting

Target on profile data from the CDP, for example:

* Signed up but never completed a quest
* Funnel Page tier or referral source
* Inactive for N days before launch
* Came from a paid campaign (via Attribution) but has not installed

Avoid blasting every address the same launch email. Cold and hot segments should not get the same cadence.

## Funnel Page triggers

When players live on a Funnel Page, common triggers include:

| Event          | Example message                                  |
| -------------- | ------------------------------------------------ |
| Signup         | Welcome + next action (wishlist, quest, Discord) |
| Quest complete | Reward confirmation / next quest                 |
| Referral       | Credit the referrer                              |
| Inactivity     | Win-back with a concrete reason to return        |
| Launch window  | Countdown and “available on Steam” push          |

## Next steps

<CardGroup cols={2}>
  <Card title="Funnel Page" icon="browser" href="/docs/products/attribution/funnel-page">
    Capture owned players next to the Steam CTA
  </Card>

  <Card title="Ingestion" icon="cloud-arrow-up" href="/docs/products/audience/ingestion">
    Get signups and events into the CDP
  </Card>

  <Card title="Analytics" icon="chart-mixed" href="/docs/products/audience/analytics/overview">
    See which segments are worth messaging
  </Card>

  <Card title="Attribution" icon="route" href="/docs/products/attribution/overview">
    Tie spend to signups and installs—not only wishlists
  </Card>
</CardGroup>
