Hi, as someone who played the free alpha a while ago and kind of dropped off when development was relatively quiet (as such is the liberty of free games, i did play it for quite a while however), you've caught me relatively off-guard with the move towards steam for $15 which i would say is a little bit outside of my usual price range for most games at the percieved complexity (even though its come a distance from what i've read and seen and previously played) it is.
I could understand such a move as to sidestep recurring responses to a alpha version bugs if the choice to revert the link takedown was revoked, but else-wise do you think you would release a toned down (and hopefully) stable 'demo/limited' edition in the future? A nagging voice in the back of my mind loathes to discuss money but is the new pricing relative to the production costs of the game, (of which i will say im unsure if you develop this game for a stable main financial income) or whether steam's panels agreed the publishing valuation in a similar process to what ToadyOne + Kitfox Studios are going through in order to gain financial security for Threetoe's current medical condition.
New generation screens however look great though as does the presentation of the additional features added since then like the genetic editing for directed influence, aquatic gameplay and some additional models. I will say of the game as from my own experience, slight
hobby/academic interest in evolution and archeology that someone with a knowledge of the general processes and motivations of evolution as to pre-programme a successful creature in the genetic editor will probably gain more enjoyment and buck out of the game than someone who doesn't, and that a certain half of the game should probably accommodate that to have the player learn as they go along via some gentle trial and error.
A recent video on the creation of a shark really won me back over on my interest for the game, as they out-competed the starting slugs completely, and made me question why the starting slugs take so long before evolving effectively.
Maybe a tutorial/example comparison can be incorporated to explain concepts such as Gigantism/Dwarfism key arguements and the effects that relegate the costs of evolutionary leaps before the starting worm can really resemble anything else without over exerting and caving into itself, to my knowledge the game catches on slowly to concepts like this, especially when a little push from the player is involved.
Great work all around though.