Steam has updated its mechanics away from "relaunches," which would give a raw 500,000 impressions (views), to what's called update visibility rounds. Previously you had 1 launch and 2 relaunches; now you have 1 launch and 5 update visibility rounds. The rounds run for 30 days and will cause the game to show up on the main page/in recommended options more often for people who have bought/played similar games.

This is good and bad news. On one hand, it means we have many more boosts to population to use. On the other, not nearly as many people will see the game.

However, considering how we were completely unable to deal with the massive influx of players that the launch brought, this may be an overall net positive. One of the best things is how the new approach will target players of similar games; people who play lo-fi space shooters like Space Pirates and Zombies, massively multiplayer action stuff, vaguely similar games like Altitude, etc., will be more likely to see us than others. And these are the players who are most likely to be willing to put up with a clunky old interface in order to get to the strong core character of the game.

Meanwhile, progress continues. I'm working out quirks with the installer, and mostly have things resolved. (Still need testing on various OS's, though -- last part.) We have a professional graphic designer working on tutorial graphics, which will appear on the map itself, like Santa letters do, with the ability to be turned off after the player's sick of seeing them. And soon zones will be able to directly push map and graphics/sound files to Steam via a simple sharing system, allowing Steam users to save big on downloads, and opening up the possibility of development using more and better-quality assets.

Will keep posting as things develop. Somehow getting closer despite working full time, having a social life and working on TW, heh.