Brief
First you train your own bird. You tell us how your studio sounds, what matters about the game, and what a message from you should read like. That brief becomes the voice behind every pitch, and you can change it whenever it stops fitting.
Marketing is the side quest most indie devs never wanted. Pigeoneer runs the whole campaign: finds the creators who fit your game, pitches them in your voice, handles the replies and the keys, and tracks what the coverage earned. You step in only when the call is yours, and get the report at the end.
First you train your own bird. You tell us how your studio sounds, what matters about the game, and what a message from you should read like. That brief becomes the voice behind every pitch, and you can change it whenever it stops fitting.
Pigeoneer finds YouTube and Twitch creators who would actually play your game: genre, platform, language, audience size. Then it sorts them by that score, best first.
It drafts personal pitches in your studio's own voice. Every draft is checked before it goes out, and it goes out slowly, with quiet hours. No blast, no spam cannon.
Every reply gets read and classified. The routine ones Pigeoneer answers on its own: follow-ups, thank-yous, polite declines. Anything that needs your judgment waits on your desk as a Hold. Approve, decline, or rewrite.
You load a pool of Steam keys once. When a creator asks for one, Pigeoneer delivers it, logs who got it and when, and keeps count of what's left. Nobody gets a key they didn't ask for.
When a creator actually covers your game, Pigeoneer notices and logs it. You get the video, the view count as it climbs, and what the campaign has cost so far.
The actual product, running a demonstration campaign. Not a mockup, and not a roadmap.
Pigeoneer started as a tool we built for ourselves. We were an indie studio with a game to launch and no marketing department, and cold-emailing creators by hand was eating the hours we wanted to spend on the game.
So the bird flew its first campaign for NODE, our own game. It curated 529 creators for it, pitched 488 of them, and 147 wrote back. Roughly three in ten, where cold outreach usually counts itself lucky at one. 80 of them went on to cover the game, and Pigeoneer tracked the views as they landed. Nobody got an unsolicited Steam key, and nobody got the same email twice.
Now we're opening it to other indie devs in the same spot: a small team, a good game, and no appetite for the outreach grind.
Nothing during the training period. That's the trade: you get the campaign, we find out where the bird still falls short. Pricing will exist eventually, and you'll hear the number before it applies to you.
A game with a store page, an email address we can send from, and an hour to brief it. You don't need a pitch or a press angle ready. Writing those with you is Step 01.
As long as the moment needs. A push around a demo, a festival or a sale can be three focused weeks. A launch usually wants longer. It's built for the moments worth a push, not for mailing creators all year.
The bird does the legwork: finding creators, drafting, sending, reading replies. It doesn't decide anything that matters. Every draft passes an audit gate, and anything needing judgment waits on your desk as a Hold. You train the voice in Step 01 and set how much rein it gets, from writing freely in your voice to sending only lines you wrote word for word. You set it.
One personal email from your studio, about their channel specifically. Not a template with a name pasted in. No unsolicited Steam key, and no second email if they don't answer, unless you ask for a follow-up. If they request a key, it goes out and the bird waits again. It never starts anything on its own: it reacts to your triggers and to what creators write back. No drip sequence running in the background under your studio's name.
The bird only talks to creators it contacted. Anyone writing in cold, which is how resellers arrive, gets no automatic reply at all: they land on your desk as a Hold. For creators it did pitch, it flags the usual tells. A channel that doesn't match its audience. A request that arrives too fast. An address seen before. Anything doubtful becomes a Hold and you decide. Every key that leaves the pool is logged against who got it and when.
Yours. Make a fresh one for it, press@yourgame.com or similar, never your personal inbox. You give Pigeoneer that mailbox's login and it keeps it: it needs the login to send from your address and to read the replies that come back, which is how it knows what a creator said. Change the password and the bird is locked out that minute, sending and reading both.
What they say about themselves: descriptions, tags, platform, language. What they actually play, especially comparable games they've already covered. Then the numbers that mean something. Video length. How often they post. Recent viewers and subscribers rather than an all-time count that flatters a dead channel. It scores the match and you work down the list.
Once you are a client, inside the Pigeoneer system, on our own hardware. Your creator list, conversations and Steam keys stay there, not in a third-party marketing cloud. You reach it through your own login, you see your project and nothing else, and we delete it on request. The form on this page is the one exception: it rides our host's storage and an email service to reach us, and it holds nothing but what you typed into it.
Pigeoneer is still early, so we're running a few campaigns for free. You get the bird on your game for real. We get to watch it work on a game that isn't ours. No card, no invoice, and no plan that starts charging when the campaign ends. It's a handful of spots, not a waitlist, so tell us about your game and we'll write back either way.