Why are the Steam ratings so damn important to anyone?
Yeah, if they are too low than less money will be made, but then this game isn't for everyone, and for as long as it isn't for everyone, it can't get high ratings, plain and simple. You either want more users and a more general appeal, or you don't. On Steam, there is no choice in this matter, the Steam rating is a single dimension. Once the ratings get low enough, fewer people will randomly purchase, so fewer people will be randomly unhappy with their purchase, and those who really want to play this specific fine game will do so no matter the ratings, because old school blobber, and a good adventure.
The politics shit should have been left out of the game release altogether. Cleve kind of reminds me of what I imagine Robert E. Howard could have been if internet was around back then. I'd probably have a fun time with him in a pub now and then even if we walked away pissing each other off on, yes, exactly, politics. It is silly to think you can make any statements without a social backlash - never happened in the world, so it probably should have been channeled separately from the game development. Cleve did not separate it, and any SJW vs A-R ensuing is the unnecessary consequence of attaching politics to your trademark - detracting from the game itself.
That said, both the SJW narcissists and A-R narcissists attach too much importance to their own participation in the Steam ratings and on the Steam community (and to themselves everywhere else too). I suppose neither get it - their dehumanizing each other doesn't matter shit. Experiencing this game, is what matters.
Not even the semantics used to describe the game's flaws matter. Interestingly, Cleve himself has also spent quite some energy to disagree on these semantics. Again, this disagreement detracts from the game itself and almost certainly would have been better for the trademark if channeled differently. There are much more beneficial ways to deal with rude and mean.
It seems to me as if Cleve let himself get provoked into releasing earlier than intended, and maybe we are better for it - in spite of noted flaws, the game is finally out of the bag. Sad if Cleve got into a hardship for it, though the call to release was entirely his. Hope he gets through it and gets the game all done shiny and polished as it deserves to be.
The manual encompassing all the rules can unlikely be finished without all the rules being implemented. Perhaps it would have been better if Cleve didn't let this task swell each time to make up for the last time everyone was unhappy with the release - I get the feeling, but releasing many times, with regularity, in baby steps, is actually good - it won't impress any children, but it will seal the deal. From experience, I don't believe in small or single-man teams delivering monolithic releases, at least not without extensive regression-testing, or just plain extensive versioning with a good diff tool to help detect updates which break things. I would recommend that as the number one priority for further development on Grimoire. Updates which break things are the main reason I recently stopped playing - I'll just wait it out until Cleve is done, and start again. I don't have the time to re-test and re-learn how to best use the same skills after a change, so I'll just wait for the manual, and the rate of change to slow down, before I continue playing.
(I am about 40 hours in. Like some others, I only have about an hour or two a day to play, if that. So I will be quite enjoying this game for a very long time no matter if it is 100 or 600 long, again, once the delay is over)