Tours

Users skip tours. Yours can wait until they have a reason.

Triggered after the win that matters, not a 12-step walkthrough on day one. AI builds the steps. You publish.

Users skip product tours. Here’s why yours won’t.

  Tour · collaboration unlock
Invite

When you guess what they need, they close the overlay.

A tour that explains the whole product is a commercial they didn’t ask for. They skip it, and never see the moment that would have made them stay.

The tour they skip

  • You design in a vacuum and guess the steps
  • You ship the same tour to every persona
  • It fires on first login, before they care

The tour they finish

  • Triggered after a real checklist step
  • Scoped to the segment’s aha
  • AI drafts. You still choose what goes live

Guide the moment, not the entire product.

Short. Timed. On the surface they just unlocked. That’s how a tour becomes part of the onboarding instead of a blocker.

01

After they earn it

Fire when they invite a teammate or hit the right page, not the second the session starts.

02

One job per tour

Show multiplayer value. Or the integration. Not twelve features they will never remember.

03

Built from context

Product language and form answers build the first draft. You tighten it. Dual-save keeps it honest.

You stay in control

Guide the moment they stay.

Tours sit on the sequence. They explain the surface after the user has a reason to care, not before.

Activation runs on Krest.

Stop building tours they skip. Ship the one they need.