FirstLook Team
· 6 min read
The right streamer covering your game can move more wishlists in an afternoon than weeks of anything else. The wrong approach, a copy-paste message blasted to 500 creators, moves nothing and burns goodwill you cannot get back. The difference is process.
This is a repeatable way to get streamers to play your game, built to work for a solo developer and to scale up for a studio running dozens of creators at once. Decide whether you are ready, find creators who actually fit, pitch them like a person, track what happens, and turn the wins into lasting relationships. There is a free outreach kit at the end to keep it all organised.
First, is your game ready for creators? 🎬#
Before you reach out to anyone, be honest about whether your game is ready to be seen. A creator is putting their audience’s time on the line, so the build needs to be stable, the hook needs to land in the first few minutes, and you need footage worth clicking. You also need a way to give access smoothly and someone on hand to answer questions quickly. If any of those are shaky, fix them first. A rough first impression with a creator is expensive, because you rarely get a second one.
Find creators who already cover games like yours 🔍#
The best creators for your game are the ones already covering games like it. Start from a list of comparable titles, then find who recently made content about them. Recency matters: a creator who covered your genre last month is a live prospect, while one who moved on a year ago is not. This approach also filters for genuine fit, because you are looking at people whose audience has already shown up for something similar.
This is also where a network saves you the cold start. On creators.gg, creators actively look for games to play and cover, so instead of building a list from scratch and hoping for a reply, you can start from creators who already want in and are a fit for your genre.
Judge fit, not follower count 🎯#
This is the step that separates outreach that works from outreach that does not. Follower count is a vanity number. What matters is fit: genre match, language, where the audience is, how recent and relevant their content is, their typical views on videos like the one you want, and whether their format suits your game. A creator with 20,000 engaged genre fans will almost always out-convert a general channel ten times the size. Score fit, not reach.
A quick sanity check helps here: watch a few minutes of their recent content and picture your game in it. If you cannot imagine the video, or the audience in the comments is clearly there for something else, it is not a fit no matter how big the channel is. Trust that read over the numbers.
Build a focused list, using public contacts only 📋#
Now build a short, focused list of the best-fit creators rather than a giant one you cannot service well. For each, find the public business contact route they have chosen to share, usually in a channel’s about section or a linked business page. Use that route. Do not dig for private contact details or store anyone’s personal information. The outreach kit below gives you a clean place to keep the list, with a field for where the public contact lives rather than the contact itself.
Prepare your pitch and your access 📨#
Get everything ready before you hit send: a short, specific pitch, a trailer, clear access instructions, embargo details if you have any, and the one playable moment that shows your game at its best. The easier you make it to say yes and to actually play, the more yeses you get.
Your pitch should be short and obviously written for that specific creator. Here is a skeleton you can adapt:
Hi [name], I saw your video on [relevant game or mechanic]. Our game [title] is a [specific description], and I thought [specific feature] could fit the kind of videos you make. We have a playable [demo or build] available [date]. Here is [short gameplay link]. If it looks interesting, I can send access and the details. [Name and studio]
Three quick variations, with illustrative placeholder details you should replace:
- Demo invitation: “We just opened a demo for [title], a [genre] about [hook]. Given your [comparable game] coverage, I think your audience would enjoy it. Happy to send a key.”
- Release invitation: “[title] launches [date]. You covered [comparable game] earlier this year, so I wanted to offer you early access ahead of release.”
- Return update: “You played [title] back in [month], and we have shipped [specific update] since. Wanted to see if the new content is worth a revisit.”
Send it, then follow up once 📤#
Send a tailored first message, then a single reasonable follow-up if you do not hear back. That is it. Timing and response rates vary enormously by creator, genre, and moment, so treat every send as a test rather than plugging into some universal response-rate formula. Some of your best coverage will come from creators who ignored the first message and replied to the second.
Track access, coverage, and player actions separately 📊#
These are three different things, and blurring them is how studios fool themselves. A creator receiving a key is not coverage. Coverage is not a sale. Keep them in separate columns: who accepted access, who actually published, and what measurable player actions followed. Give each creator a tagged link so you can attribute the results, using the approach in our Steam UTM tracking guide. The outreach kit has a funnel that keeps these stages honest and names its denominators, so a publish rate always says publish rate of whom.
Turn wins into a program 🔁#
A creator who had a good experience is your easiest future coverage. When you ship an update, a new season, or a launch, come back to the ones who already like your game. That is the difference between one-off outreach and an ongoing creator program, and it is where the compounding is. Our guide on creator management covers running that program once you have the relationships.
The same process, at studio scale 🏭#
None of this changes when you scale up. It just gets a system around it. A solo developer works this list by hand over a few evenings. A studio runs the exact same pipeline across dozens of creators, with one named owner, a weekly review of who sits at which stage, and shared tagged links so every campaign is measured the same way. The steps do not get more complicated as you grow. There are simply more rows, which is what a clear owner and a proper tool are for.
Where FirstLook fits 🚀#
Everything above works on a spreadsheet, and the kit will get you a long way. When you want to skip the cold start, creators.gg is a network of creators already looking for their next game to cover, so you can meet interested, well-fit creators halfway instead of pitching a blank list. And FirstLook ties the rest together: discover and vet creators, distribute keys, and manage the whole program against your own player data, so coverage does not vanish into a folder once the campaign ends. If you are weighing tools, our Lurkit comparison lays out the options honestly.
Want the creator side handled properly? Get started free on FirstLook.
