
Marketing automation for gaming companies
A game is found long before launch day, by players who have been following it for months. Maggie, your AI CMO, writes your devlogs, update news and launch posts for your website, LinkedIn and video channels, so your studio keeps talking to players while you keep building.
Free to start · No credit card · 30 free posts
Used by 600+ users and trusted by teams at
aeglesriphal.com
moonlakespa.com
shop.theteagroup.com
clo100.com
logtrics.io
mymorez.com
nextidal.com
otisapp.com
storaitelling.com
theheatpumps.co.uk
web-translations.com
exposeai.tech
orielipo.com
whitelabelcrowd.fund
elliptic.co
med.moonlakespa.com
netdex.co.il
orawellness.uk
reenest.com
syngage.ai
thepenthouseliving.com
zengolf.studio
imaintain.uk
rebuildingsociety.com
aurasocial.world
goaimex.com
moneyparents.com
newgenrenewables.uk
osmosisai.co
saunders.ac
teeza.app
thursdayclub.com
Why gaming companies struggle to keep their marketing going
Every hour spent on marketing is an hour not spent on the build. So the posts stop whenever a milestone gets close, which is exactly when players should be hearing from you.
Silence between announcement and launch
The trailer gets attention, then the team goes heads-down for eight months. By launch, the people who wishlisted have forgotten why they cared.
Crunch eats the posting schedule
Before a demo, a festival or a big update, everyone is fixing bugs. The devlog you promised slips, and then slips again.
Store pages can't tell the whole story
A storefront page has a short description and some screenshots. The art direction, the systems you're proud of and the people making it have nowhere to live.
Every channel wants something different
Players on TikTok want clips, YouTube wants longer looks, publishers and partners read LinkedIn, and Google wants pages. One small team can't write for all of them.

The demo goes live in a month, and the devlogs are already written.
It's Monday. Your studio's co-op roguelike gets a public demo in four weeks, and the last devlog on your website is from spring.
You paste your website into cmo.so. Maggie reads it and writes your brand profile: the game's hand-drawn art style and run-based combat, the players you're making it for, the games it's often compared with, your small team and the dry, self-aware humour of your announcements. You correct one thing: the console version has been moved to next year.
By Tuesday the drafts are waiting, each with a picture in your game's look: a devlog on how the new boss was designed, a beginner's guide to the demo's three classes, a LinkedIn post from the studio lead about building with a team of six, and a short clip post for TikTok and YouTube from footage you uploaded. You approve three from your phone between builds and add a joke to the fourth.
The posts go out at the times you set for each channel, counting down to demo day, and each comes back with its link. While you're fixing the last crash bug, Maggie is already planning the launch posts, and Search Console in cmo.so shows which guides players are finding.
A marketing assistant who keeps your players in the loop
Each of those problems has an answer, and you still decide what goes out under your studio's name.
Devlogs and guides on your own site
Devlogs, patch and update notes in plain words, beginner's guides and lore pages, written for Google and for AI answers. Published to your WordPress, Shopify, Wix or Webflow site, or any site through the cmo.so API.
Blog on autopilotA drumbeat to every milestone
Announcement, demo, festival, launch, first big update. Posts are planned and queued around your roadmap, so players keep hearing from you while the team is in crunch.
Launch scheduleClips for video channels
Upload your gameplay footage and Maggie writes the post for each video channel: TikTok, YouTube, Instagram and Facebook are in beta. Uploaded videos are only used to post them and deleted within 7 days.
VideoYour game's voice, not a press release
Enter your website and Maggie builds your brand profile: the game, its players, what makes it different from the games it's compared with, competitors and voice. Every post and picture starts from it.
Brand profileLinkedIn for the business side
Posts for publishers, platform partners, investors and future hires: how you build, what you've shipped and what's next, written in the studio lead's voice.
LinkedInApprove between builds
By default nothing goes out until you approve it. Swipe through drafts in the iPhone app or at app.cmo.so, edit a line, skip a post, or pause a channel if a release date moves.
ApprovalsYour marketing team, in your pocket
Real screens from the cmo.so app on iPhone.





From your studio's website to a launch campaign in four steps
Enter your website
Maggie reads it and drafts your studio's brand profile in minutes.
Check your profile
Add your milestones and platforms, correct anything that has changed and choose your channels.
Review the drafts
Your first week of posts arrives with pictures. Approve, edit or skip each one.
Let them go out
Approved posts go out at each channel's times and every one comes back with its link.
Why not just…
The usual ways gaming companies try to build an audience, and where each one runs out.
…keep it all in the community server?
Your community server is where fans already are, and it should stay that way. But people who haven't found you yet search Google, scroll TikTok and watch YouTube. Maggie posts there and on your own site, so new players can find their way in.
…pay for an influencer push at launch?
A launch push can bring a spike, and it ends when the campaign does. Regular devlogs, guides and clips build interest over months and keep working after launch.
…hire a games PR agency?
SEO and content agencies often cost around £1,000 a month, which is a lot of runway for a small studio. Maggie writes and publishes every week from £15 a month.
…write it with ChatGPT?
You still brief it, check it, make the picture and post it yourself, and it doesn't know your game, your roadmap or your studio's humour. Maggie remembers your game and puts posts out on schedule.
Cut the £5,900/mo marketing bill to £15/mo
Everything a marketing team does, done by Maggie.
| What needs doing | Without cmo.so | With cmo.so |
|---|---|---|
| Full-time marketing hire | £3,000/mo | Included |
| SEO and AI search (GEO) agency | £1,000/mo | Included |
| Content writer, AI-assisted | £500/mo | Included |
| Social media manager, freelance | £800/mo | Included |
| Designed pictures for every post | £300/mo | Included |
| SEO and GEO softwareRank tracking, site audits, AI visibility | £250/mo | Included |
| AI writing and image tools | £50/mo | Included |
| Working hours | Office hours | 24/7 |
| Total per month | £5,900+ | From £15/mo |
Typical UK costs for a small business in 2026, with AI already cutting freelance rates. Estimates only; your own quotes will vary.
- 5 social posts, 30 once verified
- 15 Maggie messages a day
- Upgrade any time
- 12 posts a day
- 150 Maggie messages a day
- All channels
- 96 posts a day
- 1,000 Maggie messages a day
- All channels
Per website, billed monthly. Blog and social posts share one allowance; your best plan sets how much you can talk to Maggie across all your websites.
Marketing automation for gaming companies: your questions
Still unsure?
What is marketing automation for gaming companies?
It's software that does the repeating work of marketing a game or studio: planning posts around your milestones, writing devlogs and social posts, making pictures and publishing them on schedule.
With cmo.so, Maggie does all of it from your studio's website, and nothing goes out until you approve it.
How do gaming companies get more players online?
Gaming companies get more players online by giving people a steady reason to follow the game before and after launch: devlogs and guides on their own website, clips on video channels and regular news at every milestone.
Maggie, your AI CMO, writes those posts every week from your brand profile, queues them around your roadmap, and Search Console shows which pages bring players to your site.
How much does marketing automation cost for a gaming company?
There's a free plan with no card needed. Paid plans are per website and billed monthly: Air at £15 a month covers two posts a day, which suits a small studio with one game, and Pro at £45 a month suits a studio posting on several channels.
Founding members get lower prices for good on every plan until 1 January 2027. You can cancel any time.
Which channels should gaming companies start with?
Most studios start with their own website for devlogs and guides, plus TikTok and YouTube for clips, because that's where new players discover games. TikTok, YouTube, Instagram and Facebook are in beta in cmo.so.
LinkedIn suits the business side: publishers, partners, investors and hiring. Each channel has its own posting times and queue.
Does it post to our community server, Reddit or storefront pages?
No, it doesn't. cmo.so publishes to your website and to LinkedIn, Google Business, Facebook, Instagram, YouTube and TikTok.
Many studios copy a devlog link into their community channels by hand, and posts can link straight to your store page so readers can wishlist or buy.
Can it write patch notes and update posts?
Yes, it can. Paste the changes from your own notes, and Maggie writes a readable update post for your website and a shorter version for each social channel.
Your team checks every post before it goes out, so balance numbers and fixes are exactly right.
What if our release date moves?
You stay in control of the schedule. You can edit or skip queued posts, and pause any channel until the new date is set.
Once you have a new date, tell Maggie and she reworks the countdown posts around it.
We have several games. Can cmo.so handle them all?
Yes. If each game has its own website, add them all to one account and each gets its own brand profile, channels, schedule and approvals.
If they share the studio's website, posts can be planned for each game from the same brand profile.
Can it use our trailers and gameplay footage?
Yes. Upload your videos and they can be posted to the channels that take video, with a caption written for each one.
Uploaded videos are only used to post them and are deleted within 7 days.
Does it help us show up in AI answers?
It can help with that. Maggie writes clear, quotable answers about your game, such as what kind of game it is, who it's for and what platforms it's on, the kind of content Google and AI answers can pick up.
AI visibility in cmo.so shows how Google's AI answers describe and mention your studio and games.
Is it safe to let AI post for our studio?
Yes, because nothing goes out until you approve it. Approvals are on by default, and you can keep them on for every channel or let a channel you trust run on autopilot.
Social channels connect through each platform's official sign-in, so cmo.so never sees your passwords, and cmo.so never sells or rents your data.
Can our community manager approve posts too?
Yes. In Me → Team you can add people and choose what each can see or change, using presets such as editor or manager.
So your community manager can approve clips and update posts while the studio lead keeps an eye on LinkedIn.
Keep players hearing from you while you ship
Enter your website. Your brand profile and first week of posts are ready in minutes, and nothing goes out until you approve it.
- Free plan, no card needed
- You approve every post
- Cancel any time
