You have to be careful with the game journalism thing, I've heard about more than one game where when it was greenlit, they managed to get a bunch of articles about it, but then when it was finally for sale, zero interest in writing about it again - because you know, novelty sells views and there are a new bunch of greenlit things by then, and you have an uphill battle getting writers to fit another story in about it.
It's best to get grass-roots word of mouth happening soonest, with a small core of fans of that specific genre, possibly on your own low-key website/forum that serves as a dev blog and bugfix feedback, and only push it to pro-journalists around the time that people can start shelling out actual dollars to play it. "Early Access" through Steam etc can backfire in the same way too, since plenty of people will play your half-made version of the game, and never be enticed to see it again (since they've either seen a crap version of the game, or gotten their fill of the core game mechanics anyway). I'm not 100% on the tactics that work well in Early Access, but I have a feeling it's when you have a solid core of gameplay, but with entire systems deliberately missing. you want the players going "wow this is cool! but I wish I could do X,Y, and Z!" with those features being dribbled out, only when they're good. Basically, don't put half-finished placeholder systems in, omit those future systems completely from the gameplay, and just promise them, or show mock-ups of the feature in non-playable demo videos.
You really don't want the novelty peak hitting too early, before you can actually deliver.