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.
Pigeoneer wasn't built by a marketing agency that discovered games. It was built by people who made a video game and then had to go and find an audience for it.
NODE took us seven years of evenings and weekends around day jobs. It shipped in August 2025. It won the Grand Prix at Busan, it sits at 94% positive on Steam, and none of it solved creator outreach for us. Marketing is demanding work, and it takes resources and knowledge you don't start with, because you're in this to make games, not sell them. It also wants your attention in exactly the weeks you have none of it left, while you're still crunching to finish your game.
We know what it is to have a game you're proud of and no idea how to get anyone to look at it. You know your audience and your pitch better than we ever could. We're not here to shape either one. We give you the tools to do it without taking away your time.
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.
The bird flew its first campaign for NODE. Before a single email went out, it studied every creator in depth: what they play, how they play, what language they speak, and then crossed all of it with NODE itself. Each creator came out of that research with a verdict, which is really a forecast of who will answer. The forecast held. The creators it judged a strong fit covered the game three times as often as the ones it judged only a moderate fit, pitched with the same game and the same care. Across the whole campaign, replies came in at more than five times the 3.43% average for cold email. You choose who gets pitched, so you can keep a campaign to strong fits. Nobody got an unsolicited Steam key, and nobody got the same email twice.
Every campaign starts with that research, done again from scratch for your game.
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 likely to fit 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 passes the audit gate built from the rules you set when you trained that voice, 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 and the numbers behind it: pitches sent, how many replied, keys delivered, videos published, and the views, likes and comments each one pulls in as they climb.
The actual product, running the campaign for our founders' own game. Real screens and real data, with creator handles and messages anonymized in the app. Not a mockup, and not a roadmap.
Pigeoneer goes beyond marketing. It also tracks your coverage and provides insight into what creators really think. When we were creating NODE, we wanted to know what streamers were actually experiencing. Where did they get stuck? What confused them? What did they love? The problem was simple: we couldn't watch it all.
But Pigeoneer can. It watches the videos and streams creators publish and turns hours of gameplay into actionable feedback on bugs, blockers, frustrations, moments of delight, and quotes worth hearing. Every finding includes the creator's own words and a link directly to the moment it happened.
For NODE, 80 creators generated 1,193 findings. More than 100 of those findings reported the same control issue, across three languages. We fixed it. Then Pigeoneer kept watching, letting us see whether the fixes worked as new creators played the game.
Every campaign comes with the biggest, most diverse playtest your game will ever get. We turn all that gameplay into the insights you need to make your game better.
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.
Six, ten or fourteen weeks, depending on the size you pick, split between the weeks before your event and the weeks after it: research and pitching before, coverage tracking after. You can move that split to fit your plan, and when the weeks run out the campaign can roll into maintenance instead of stopping dead. It's built for the moments worth a push, not for mailing creators all year. The sizes are on the pricing page.
The bird does the legwork: finding creators, drafting, sending, reading replies. It doesn't decide anything you haven't allowed it to. 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: it reads their channel and adapts to where your campaign is right now, a demo, a sale, a launch. 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, [email protected] or similar, never your personal inbox. You grant Pigeoneer access to that mailbox, not your password to keep. It needs that access to send from your address and to read the replies that come back, which is how it knows what a creator said. Revoke it any time by changing 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.
Inside the Pigeoneer system, on our own private server, not in a third-party marketing cloud. Everything about your project stays here with us: your company and game details, your voice training, all your correspondence with creators, and the coverage and data we track for you. You reach it through your own login, and you see your project and nothing else. Your workspace stays open after a campaign, for as long as your data is here, even if you don't take a plan. Ask us to delete it and we delete everything, without exception: the research done for your game, the voice you trained, everything from onboarding. Nothing is held back, so if you come back to us later, we start again from scratch.
Want the app walked through on screen, a call about your launch, or just more detail before you decide? Tell us about your game and what you're after, and we'll get back to you.