CyberWhale, thanks for the tips! I do have a few official channels that I maintain, namely bluebottlegames.com, @bluebottlegames and
dcfedor on Twitter, dcfedor on YouTube, and official product pages on Desura and Steam. I also regularly visit NEO Scavenger discussions on the above sites, plus RPGCodex, SomethingAwful, Facepunch, Penny Arcade, NEOGaf, GOG.com, and a few Reddit subs.
I'm reluctant to open additional pages, though, as this load already has me spending hours each morning keeping up. Opening a Facebook page, for example, would probably mean dropping something else.
As for the rest, I'm doing my best! I think my plans are pretty in-line with what you're describing. Some will just come online sooner than others.
veryalien, I'm working on it! I usually try to get a build or two out each month. However, launching on Steam and the holiday vacation chewed up a lot of the past month+, so I'm a bit behind schedule. If you haven't yet, do check out the
dev blog to see what's taking me so long!
Gozma, I'll admit the UI is far from perfect. It's full-on triage mode right now, though, so I'm not sure how much UI overhaul I can promise. Getting water from resources might see a change soon, however. If you have found the unlicensed power tap items near the DMC, I may be making rivers/marshes work in a similar way with their water output.
The combat insta-kills are a complaint I hear more than a few times, so it's something I'll have to monitor. I've erred towards realism in most cases, often at the expense of heroic narrative. However, I do try to ensure that there's always a "thing" one could've done to prevent death, even if that thing was a few turns before.
The CYOA deaths, on the other hand, I think are pretty generous with their warnings. The one exception I can think of is the diner, which I agree needs rework. However, there's a definite pattern employed in my design of the CYOA encounters involving death. Risky behavior is always the precursor to death, and usually follows some sort of warning. E.g. pressing-on when you had the option to run, or cheating when you had the option to play it straight. If there are any other encounters that break that mold, let me know, because insta-death in CYOA isn't meant to be random.
Re: exposition and character setting knowledge, you're right about this. I'm actually struggling with not only the introduction of factions in the vignettes, but recently, also in the faction NPCs themselves. The player can't know if the stranger ahead is a bandit or traveler just by looking at them, and modeling when this intel becomes known is tricky in code. The "offscreen run-down" might be a good way to ensure certain encounters only happen after getting such info, so that's something I'll look into. Thanks!
Mod support would be nice. Strong base and good gameplay is already there, game just lacks content at this point.
Preaching to the choir, man. Preaching to the choir. Now just call up Adobe and have them re-instate AIR on Linux so I can get Flash code to load files across all platforms