Pigeoneer
Creator outreach

Every game needs
a pigeoneer.

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.

Standard operating procedure

How the bird earns its seed

Step 01

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.

Step 02

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.

Step 03

Pitch

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.

Step 04

Reply or Hold

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.

Step 05

Keys

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.

Step 06

Confirm

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.

Field photographs

The operations desk

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 dashboard in the dark theme: agent status, campaign totals, scheduled triggers, and the outgoing queue Pigeoneer dashboard in the light theme: agent status, campaign totals, scheduled triggers, and the outgoing queue
The dispatch board: what the bird is doing, what's queued, and what fires next
The creator list with a reply thread open: pitch, positive reply, and key delivery The creator list with a reply thread open: pitch, positive reply, and key delivery
Every creator, every thread
Two holds awaiting a decision: a key request and a paid partnership ask with market context Two holds awaiting a decision: a key request and a paid partnership ask with market context
Only the judgment calls reach you
The Steam keys page: pool totals, and each assigned key masked, with who received it, when, and why The Steam keys page: pool totals, and each assigned key masked, with who received it, when, and why
Every key accounted for
A monthly report: outreach funnel, reply sentiment, daily activity, and top creators by reach A monthly report: outreach funnel, reply sentiment, daily activity, and top creators by reach
Reports you can forward as-is
Service record

Our own game was the first client

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 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.

Before you enlist

Questions we get asked

What do I need to have ready?

A game with a store page, an email address the bird 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.

How long does a campaign run?

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 beats worth pushing, not for mailing creators all year.

Is an AI doing all of this?

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 register to sticking to lines you wrote word for word. That dial is yours.

What does the creator on the other end see?

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.

How do you keep Steam keys away from scammers?

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.

How does it pick which creators to contact?

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 fit and you spend attention from the top down.

Where does my data live?

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.

What does it cost?

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.

Enlist

A few free campaigns, while we finish training the bird

Pigeoneer is still early, so we're running a small number of campaigns for small studios at no cost. You get the bird working your game for real. We get your honest feedback on what's missing. It's a handful of spots, not a waitlist, so tell us about your game and we'll write back either way.