R&D: Marketing CLI tool
R&D insights into our new marketing CLI tool
By RUN.team · July 30, 2026

Hey all -
(RUN.sterf here)

Making games is fun.
But marketing is pain.
There are a ton of different networks with different quirks to navigate. Each with their own portal that seems to change every time you visit the page.

You have to prepare different assets for each platform in all the different formats and write catchy copy to stop players from scrolling. It’s a lot of work, IMPORTANT WORK, but it’s an art and a science all its own. At least for me, it's not very fun work and I spend the entire time working on it wishing I was working on my game instead.
This is the emotional temper tantrum that made RUN.panysaurusrex start building the Marketing CLI on RUN, and I’ve been the lucky one to chow down all the delicious dog food (testing and finding all the bugs) these past few weeks :)
So what is the Marketing CLI?
On the creator side, the tool looks at your project - your assets, your existing design and lore docs - and it generates all the assets you need for whatever platforms you want to advertise on. It’s imbued with knowledge of the genre of your game, what popular comps are doing - and uses this to create ads that get players clicking.
You can iterate as much or as little as you like, but I find that getting to a campaign I’m happy with takes minutes not hours.
For a bit of a peak behind the curtain, on our end the prepped campaigns come in with all the assets ready to go and with a press of a button, we fire it off.
I remember the first time I really used the tool all the way through - I started a little test game (😅that test game turned into a whole Sunday but that’s a story for another post) and made a campaign for it. It felt, honestly… kinda fun? I couldn’t wait to see the results of how it did.
The Marketing CLI also lets you check in on how your campaign is doing each step of the way and makes it easy to compare one campaign to another.
So how do I use it?
You can read all about how to use this in our documentation here (or get your agent to read it for you 🙂- like the rest of our SDK the marketing CLI is designed to be used with an agent so you don’t actually need to know the details, just say “I wanna use the RUN marketing cli to start a new campaign for my game” and you’re off to the races.)
You prepare your assets and copy, pick your platforms, set a budget, use your RUN credits to fund the campaign, and watch it go.
Marketing is run at cost, so it costs you the same as if you had run it yourself on those same platforms, and if you reinvest your game’s earning on marketing with us we forgo our rev share cut. Growing RUN helps us all :)
The Marketing CLI is still in Beta - we wanna make sure it's in good shape before we unleash it on the general public - but if you give it a try we’d love to hear your feedback.
I know I’m never going back