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 it: finds the creators who fit your game, pitches them in your voice, and brings you only the judgment calls.
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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.