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Teams, roles and invites

Who can do what on a team, how people join and leave, handing a team over, what each plan includes and where the activity log is.

A team lets a group share alerts, answers and website messages without anyone typing an email address or setting a password. Members use the free app and never pay.

Member receives what the team sends
Sender also makes channel keys, so a script can send to one channel
Admin also manages people, channels and invites
Owner also changes roles, hands the team over and deletes it
Each role does everything the one above it does.

An owner changes a role with PATCH /v1/teams/{id}/members/{member_id}.

Start a team#

Sign in to the web console (in the app, Settings › Console › Get a Sign‑in Link), name your team and choose Create team. Creating or joining a team needs no Upgrade Pass. On the team's Billing page the owner can choose Start your 14-day free trial. No card is needed. When it ends, sending pauses until the owner buys a plan on the same page, and nothing is deleted. A person can own up to five teams.

Bring people in#

An invite is a link, with a code inside it for anyone who would rather type. You choose the role it grants, how long it lasts (a minute to 30 days) and how many people can use it (1 to 100). The console shows the link once, so copy it before you leave the page, then share it in a message. Tapped on an iPhone with Nowlark installed, the link opens the app, which asks before joining. Without the app it opens a page that says to get it and tap the link again. If a link has expired or been used up, ask whoever sent it for a new one.

Admin makes an invite linkrole, lifetime, uses
Person taps itor pastes its code in Settings › Teams › Join a Team
They are on the teamunder a name they chose
Nobody gives out an email address or a password.
  • A person joins with the account they already have in the app. Their own channels and alerts stay as they are.
  • If the team set up company sign‑in, a person can instead open Settings › Teams › Join a Team, enter their work email and sign in with the company account.
  • What teammates see of you is the display name you chose for that team, and nothing else. It is different on each team.
  • An admin can invite senders and members; an owner can also invite admins. Nobody invites an owner.
  • A code carries its maker's authority when it is used. If the person who made it has since been removed or demoted, it lets no one in.
  • Make codes in the web console. A script lists and revokes them at /v1/teams/{id}/invites.

When someone leaves#

Removing a member, or their leaving, ends their place immediately: their channels, the channel keys they made, and their copies of everything the team sent. Their own account, keys, devices and personal history are untouched. An owner cannot leave; they hand the team over or delete it.

Hand a team to someone else#

Two steps, so a team is never dumped on anyone. The owner offers it to one of the team's admins; that admin accepts within seven days; the old owner becomes an admin. Either side can withdraw first.

Plans#

A team is judged by its plan. If a plan lapses, sending and new forms stop; members, channels, history and forms already collected stay, and the team drops to the free seat count. There is a 14-day grace after the paid period ends. The Teams page has the price. The plan is bought on the web, not in the app.

Activity log#

Admins can read who changed what, in the web console or with GET /v1/teams/{id}/audit, newest first: roles, invites, channels, forms and sign‑in settings. It records the action and the people involved, never message text, keys or form content. It is deleted with the team.

Next: channels, escalation and where alerts go.