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I think it's largely a waste of time to spend too much effort on marketing until the game as a whole product (lobby, backend, tutorials, a limited amount of singleplayer, balance is mostly fine) are finished, and since there's only a few people working on the project at the moment and they have other demands on their time it won't happen quickly.
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I think it's largely a waste of time to spend too much effort on marketing until the game as a whole product (lobby, backend, tutorials, a limited amount of singleplayer, balance is mostly fine) are finished, and since there's only a few people working on the project at the moment and they have other demands on their time it won't happen quickly.
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(On that note, pressuring devs about "when will this be finished?", "why haven't you fixed all the bugs?", "when is steam release?", etc. is even less helpful than when the same is applied to a company. Developing Zero-K is a [u]hobby[/u].)
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(On that note, pressuring devs about "when will this be finished?", "why haven't you fixed all the bugs?", "when is steam release?", etc. is even less helpful than when the same is applied to a company. Developing Zero-K is a [u]hobby[/u].)
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Hopefully it'll get done eventually. If it doesn't, then kibitzing more wasn't going to help anyway.
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When the product is more presentable that is the time to market it.
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When the product is more presentable that is the time to market it.
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