jorb wrote:But what do you presume your point to be? That there is a chance that the game is unmarketable, or too niche to turn a decent profit?
Chiming in here - there's a few things to say.
Firstly, it's a lot less niche than Amanlu and Jimrod think. Open world procedurally generated buildy-crafty survival is an entire genre right now, and that's part of the problem - you're competing with hardcore mode Minecraft (single time purchase for unlimited SP and MP play with modifications up the shekel), Rust, The Forest, that sort of stuff.
If you can make it accessible enough (for example, with a very well fleshed out official wiki) then H&H has the potential to get a lot bigger. But here's the caveat.
Right now, the F2P system of 12 hours a MONTH is useless. If you really want to play H&H you will NOT be able to get by on it, and thus word will spread that H&H is a pay to play game. Conversely, if it was weekly refreshing on Monday with 14h for free players, 24h to 28h for one time payers, and 70h for $5 or 7/mo subscribers (my most wanted suggestion) you would have extremely reasonable play-times, and H&H would become a free-to-play with a buy-to-play upgrade, and subscription for hardcore players.
Changes to monetization and time allotment HAVE to happen before you can even consider anything else. You can't take an "if you don't like it screw off" attitude anymore, because you're turning your playerbase into paying customers. I am well aware this has to happen, and in a way I'm happy it is (H&H deserves monies), but you need to be responsive to the community because they're the people who are paying you.
New H&H looks absolutely awesome and I want it to succeed, and I'd buy a one-time-purchase copy right off the bat without question if it was actually worth something, but you need to turn it into more of a pay slope than a pay brick wall.