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Feature Guides / Popup

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Push

Checking Game News

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Service Overview

While playing, users can check new events and notices via on-screen popups, and while the game is not running, they can receive news via push notifications. STOVE supports both. Popups and push can be used separately, or combined to announce events more effectively.

Feature Role Supported platforms User condition
Popup Shows in-game event and notice screens as SDK-based popups Mobile, PC Available after login
Push notification Sends event and notice alerts to the user's device Mobile (Android / iOS / Fire OS) Users who consented to receive push

Key Concepts

Term Description
Popup recurrence settings Set the popup display cycle by day, week (Mon–Sun), or month (1st–last day).
The cycle can be specified by a specific date or the nth weekday (months without the specified date are treated as no-display)
FCM / APNS / ADM The messaging service of each platform that delivers push to Android (FCM) / iOS (APNS) / Fire OS (ADM) devices

Usage Scenarios

Viewing Event Popups

When a user connects to the game or enters a specific screen, an event or notice popup appears. By display method, popups are divided into automatic, manual, news, and community popups; the game studio selects the type and timing and registers and manages them in Partners.

Popup Types and Display Methods
Popup type Display method Mobile PC
Automatic popup Full-screen popups appear in sequence without a touch on in-game entry
Mainly used in the game lobby for event and ad banners
Manual popup Called on a specific UI touch or screen entry
Shown at a designated position (location 1–5), with timing controlled by the game studio
News popup Called on clicking a designated UI
Gathers notice and event banners on one screen; clicking links to a landing URL or the community
Community webview Called on clicking the news popup or a designated UI
Shows the STOVE community home in a logged-in state (the SDK interface is required)
Popup Screens

Keep this in mind
Calling the community webview with a regular URL logs the user out. Using the SDK community interface is required to keep the logged-in state.
The "Don't show for N days" option on PC popups works locally. Even with the same account, the popup appears again when accessing from a different PC.

Popup Behavior Differences by Platform
Item Mobile (STOVE Mobile SDK) PC (PCSDK View SDK)
Popup UI delivery method Provides the popup UI directly via the SDK's built-in WebView Provides the WebView UI directly from v3.1.0
Initialization condition Popups can be called after the user completes login The Base SDK must be initialized before the View SDK, in that order
Popup management Configured per event screen in Partners Configured per event screen in Partners (all game types supported)

Keep this in mind
Calling the PC SDK popup API closes all existing popup windows before opening a new one. View SDK features do not work before the Base SDK is initialized.

Receiving Push Notifications

Users can receive news about new events and notices via push notifications even when the game is not running. Whether to receive notifications is up to the user, and they can turn it on or off anytime in the in-game settings.

Push Notifications
How Users Receive Notifications

Users receive push notifications only if they have consented. The consent timing and default receive settings differ by service country.

Target Consent timing Receive settings
South Korea (KR) At the terms-agreement step during sign-up Provides optional consent items for promotional and nighttime push
Nighttime push consent is available only with promotional consent; toggled ON/OFF in the in-game settings
Global (non-KR) No separate consent step at sign-up Both daytime and nighttime are ON by default
Toggled ON/OFF in the in-game settings, but the nighttime push setting UI is not shown in-game
Supported Platforms and Sending Methods

This is the integration information for a game studio to send push notifications. Check the supported messaging services and sending methods.

Supported Platforms
Service Target devices Notes
FCM Android Uses Firebase Cloud Messaging HTTP v1
APNS iOS Uses token authentication (TOKEN)
ADM Fire OS (Amazon) Amazon Device Messaging
Sending Methods
Sending method Description
Partners sending Immediate, scheduled, and recurring (daily/weekly/monthly) sending from Partners. Supports local-time sending, controlled directly by the operations team
Server individual sending The game server calls the individual push sending API for a specific member (API Access Token required)
Server group sending The game server calls the group sending API for all users of a specific game or market

Keep this in mind
ㅁ In Korea, users who consented to promotional push must be sent a re-consent notice every 2 years from their last consent date (Article 50 of the Network Act). STOVE sends this notice automatically.
ㅁ For games operating with multiple worlds, push is sent based only on the world the user last accessed.
ㅁ Push is received on all logged-in devices. However, if multiple accounts are used on one device, it is sent based only on the most recently accessed account.
ㅁ If the user logs out (including remote logout) or requests STOVE account withdrawal, push is not sent to that device.
ㅁ If the user cancels a game, push for that game is no longer sent from the moment the cancellation is complete.

Integration Overview

Overall Implementation Flow

Step Owner · Activity Details
Step 1 Game studio planning team
Decide the event method
Decide the popup types and push sending methods and pass them to the publishing technical contact
Step 2 Game studio planning team · publishing contact
Configure Partners
ㅁ Register popup content in Partners
ㅁ Register push authentication keys per market (FCM / APNS / ADM)
Step 3 Game studio development team
Client integration
ㅁ Implement SDK popup calls (set the call location and timing per type)
ㅁ Implement an in-game push ON/OFF settings screen (including nighttime push for KR)
Step 4 Game studio development team
Server integration
When using server API sending, integrate the individual and group sending APIs
Step 5 Game studio QA team
Verify and deploy
Check required and recommended items with the checklist, then verify and deploy in the order Sandbox → Live

Decisions to Make Before Starting

Before starting popup and push integration, please decide the items below internally within the game team first.

Decision item Options and details After deciding
① Popup types to use Choose among automatic/manual popups, news popups, and community popups After finalizing the types, register the popup content in Partners
For PC games, select 'PC game' in the platform field when registering
② Push sending method Partners sending: the operations team sends immediately, on schedule, or recurring (no development needed)
Server API sending: the game server sends directly to users or groups
The two methods can be combined
When using server API sending, apply for an API Access Token through the publishing technical contact
③ Whether the service is offered in Korea When servicing in Korea, additional compliance requirements for promotional and nighttime push apply
* For details, see Roles and Responsibilities and the Checklist
For global-only games, tell the development team not to show the nighttime push setting UI in-game

Roles and Responsibilities

These are the areas STOVE handles and the areas the game studio implements directly for popup and push integration.

What the STOVE platform provides5 items
Popup registration and management
Providing the popup WebView UI directly (Mobile SDK / PCSDK v3.1.0 or higher)
Push sending infrastructure via FCM / APNS / ADM
Automatic 2-year re-consent notices for promotional push (KR)
Partners immediate, scheduled, recurring, and local-time sending
What the game studio must implement5 items
Implementing the SDK integration for popup call location and timing
Implementing an in-game push ON/OFF settings screen
KR: providing a separate ON/OFF control UI for nighttime push
Global: hiding the nighttime push setting UI
Issuing and integrating an API Access Token when using server API sending

Environment Guide

Integration testing must always be done first in the Sandbox environment, and applied to the Live environment only after verification is complete.

Category Sandbox Live (Production)
API Host https://api.gate8.com https://api.onstove.com
Purpose For development and QA testing only. No impact on real users. The actual production environment. Deployed after QA is complete.

Checklist

Category Role Check item
Required Game client Verify the SDK initialization order
  • Mobile: verify that popups are called after the user completes login
  • PC: verify that the View SDK is initialized after the Base SDK, in that order
Required Game client Verify correct display for each popup type
  • Automatic popup: verify that full-screen popups appear in sequence without a touch on in-game entry
  • Manual popup: verify that the registered event screen appears correctly when called at the designated location
  • News popup: verify that a "Coming soon" message appears when there is no content to show
Required Game client Verify push authentication key issuance per market and Partners registration
  • Android (Google FCM HTTP v1): verify FCM authentication key issuance and Push Key registration in Partners
  • iOS (APNS): token authentication — verify registration of the Private Key, Key ID, Team ID, and Topic (bundle ID) in Partners
Required Game client Verify the push receive ON/OFF control implementation
  • Verify that toggling push notifications ON/OFF works correctly on the in-game settings screen
  • Verify that nighttime push is also turned OFF when push is turned OFF
  • Verify that for global users, both daytime and nighttime push default to ON at sign-up (different from KR)
Required Game client Verify that the nighttime push UI is not provided for global users
  • Verify that the nighttime push ON/OFF setting is not shown on the game settings screen for global (non-KR) users
  • Verify the operations plan reflects the default push receive settings for global users (both daytime and nighttime ON)
Recommended Game server Verify server direct-sending API integration (when server sending is used)
  • Verify that the API Access Token has been issued (through the publishing technical contact)
  • Verify that the individual sending (specific member) and group sending (entire game/market) APIs work
Need a more detailed development guide? Popup · Push
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