Scout
Pigeoneer finds YouTube and Twitch creators who fit your game: genre, platform, language, audience size. Then it scores that fit, so you spend attention where it counts.
Marketing is the side quest most indie devs never wanted. Pigeoneer runs it: finds the creators who fit your game, pitches them in your voice, and brings you only the judgment calls.
Pigeoneer finds YouTube and Twitch creators who fit your game: genre, platform, language, audience size. Then it scores that fit, so you spend attention where it counts.
It drafts personal pitches in your studio's own voice. Every draft passes a strict audit gate, then goes out on a humane schedule 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 becomes a Hold on your desk, one click to approve, decline, or edit.
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, logs it, and tracks views over time. A dashboard shows live activity, monthly reports, and what it all cost.
The actual product, running a demonstration campaign. One desk for the whole operation: who's been pitched, who replied, which decisions are waiting on you, and what the coverage earned.
Pigeoneer started as a tool we built for ourselves. We're 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 us. It curated 529 creators for that one game, reached 488 of them, and 147 wrote back: roughly three in ten, a rate cold outreach rarely sees. More than 80 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.
We're onboarding a few studios at a time, carefully. Leave your email and, if you like, tell us about your game. We read every one.