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.
So the bird flew its first campaign for NODE, our own game. It curated 529 creators for it, pitched 488 of them, and 88 wrote back. Nearly one in five, almost double the rate cold outreach usually calls lucky. 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.
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 our own campaign for NODE. 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.
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.
Somewhere between two and eight weeks, depending on what you're pushing. A sale can be two focused weeks. A launch usually wants closer to eight. 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 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.
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, all of it: the trained voice, the tailored database, the research. A next campaign would start from zero, not from where you left off. 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 small batch of campaigns for free, by hand, while we can still watch each one closely. 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. That means real limits, not a waitlist, so tell us about your game and we'll write back either way.