Use bots to ship and improve a mobile game
A developer split game work across six bots, including a bot that reused a recorded upload flow to publish ad creatives each day.
- What they did
- Ryan Perry assigned six Grok Bot agents different roles for Rank'em: coordination, analytics, ad assets, engineering, releases, and bug fixes. Each one ran on its own cloud machine, used linked accounts, kept a nightly routine, and passed work to the next bot. When Meta’s API could not be used because of verification problems, he recorded one manual upload in the web interface and had the bot repeat that sequence for ad creative uploads.
- How it went
- He says the setup helped cut cost per install from $15 to $1 after switching to a partner-oriented ad, and a hint feature lifted D7 retention by about 4x. The game also cleared 1,000 downloads in a week.
- Tips
- Keep a human check before any step that could spend money or push a release. If an API is blocked, a recorded browser flow can be a fallback for repetitive uploads.
Try it yourself with Grok Bot
I’m building [game concept] as a mobile game. Set up a small bot team with roles for planning, analytics, ad creative, engineering, releases, and bug fixing. Give each bot a clear job, a nightly routine, and handoffs to the next bot. If an API is unavailable, suggest a browser-based workaround, but pause and ask for my approval before any action that spends money, sends anything, deletes anything, or submits a build or ad. Show me the next step and wait.
Fill in the [brackets]. Agents can make mistakes, so review anything before it is sent, paid or deleted.
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