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Getting it out and released this early on was part of our process—we want to get the small initial crowds in early, collect feedback, bug reports, test out ideas, find the major pain points, and so on, and then make updates and changes that just objectively make things better over time. We feel that if we do that, and the game and framework are objectively good, all of that stuff will come naturally and organically over time because people want to play actual good games, not just well marketed games (and there are plenty of examples of games that have been out for years that have had surges of players down the road as they have improved the game over time). As such, our focus on player count is quite minimal right now, and not really super important to us because we are more concerned with the long term future of the project, and not the short term immediate player count and whether or not we are a hype game. We have enough people playing the game, testing, giving us feedback, making mods and testing the SDK/mod tools, and so on for us to be getting what we need at the moment, and there will be a day where we can look at everything and determine that it's actually ready for a significant marketing push like that because we know we can support it.
Side note: one other technical aspect of this that is not often mentioned is Steam Workshop and the fact we also could not actually open this up until we went live, and that was an important one for us to get out there and make sure everything is working properly not only just for mod makers, but also so we can build systems like the auto mod downloading that was just introduced in this latest patch.