An agency
that executes.
Shypiard prepares the launch of indie games. We write the Steam page. We contact creators. We monitor velocity. The work, not the opinion.
Shypiard isn't a marketing agency. A marketing agency sells brain-time and sends you slides back. We build your launch with you, and we execute it.
The distinction isn't cosmetic. It changes what we accept as a deliverable: not a PDF of recommendations, but a written Steam page, a ready-to-send press kit, three creators contacted, a signed outreach calendar.
We work with a limited number of studios in parallel because we do the work ourselves. That's also why we only open five diagnostics a month.
“Build site. Not consulting firm.”
Three words that structure everything: what we accept as a mission, what we bill, what we refuse. A consulting firm bills the opinion. A build site bills the work. The right choice is made before signing.
The creator network is the infrastructure that makes everything else possible. Without direct access to micro-creators relevant for each genre, matching is just classic influencer-agency work: a spreadsheet and a CPM rate.
We support creators too — channel analysis, editorial advice, structured deals. A marketplace works when both sides genuinely benefit. Not an exclusivity, not a prison.
Three lines
we don't cross.
One clear format per mission
The Launch format is a one-off. The Tracking format is monthly. Each cycle renews at your request.
One studio per genre, per window
One studio per genre and per launch window. Internal competition kills creator matching.
Paid creators
Network creators are paid. It's the only way to guarantee honest, durable content.
The method comes
from seven analysed launches.
No invented case studies, no fabricated testimonials. Instead: seven teardowns of public launches — Among Us, Vampire Survivors, Dwarf Fortress, Dead Cells, Northgard, Where the Water Tastes Like Wine, Balatro — that show how we read a launch.
Shypiard is run solo.
A single person signs the deliverables, talks to creators, answers emails. It's a structural choice — not a temporary stage before building a team.
Indie launch work isn't a scale problem. It's a precision problem: knowing the right creators by genre, reading a Steam page correctly, adjusting velocity week after week. A team makes this work worse, not faster.
When we're full, we're full. That's also why diagnostics are free — refusing a mission is a service rendered, not lost revenue.
We can look at your launch.
Analysis delivered within 48h, in writing. Five slots a month.






