I fail it.
Oh, and just to prove my point about the box art... what kind of game is this?!
Assuming you don't have prior knowledge or are a tremendous guesser... yeah. You have no way of knowing. Besides, the point of the box art is to get your attention and make you want to know more about it. If you can't figure out the genre after digging further (like watching the trailer), then that's a problem.
(That game is murdering us, by the way. As is that bus simulator, apparently.)
@Creaphis: Yes, perhaps it's trying too hard and perhaps it's not perfect. Again, I'll take it to a writing workshop and see if I can get some pointers from some dedicated, experienced writers. But if it doesn't appeal to you personally, just skip it. That option is there for a reason.
In regards to the business side of things, I don't think what you guys are saying is accurate. You seem to be under the assumption that all there is to success is a). Having a good game, and b). Being on Steam, with the assumption being that if you're on Steam and not having success, clearly the game sucks. That couldn't be farther from the truth.
If I'm launching a product (let's say a vacuum cleaner) and successfully get it onto Walmart/Amazon, you don't just go "Well, it's easily accessible to millions of people now! My job here is finished!" and go sit on the beach sipping cocktails. You have to make people want it. You have to let people know what sets yours apart, figure out which people to target, figure out who's buying it, listen to feedback, update it, promote it, work with the retailers to make your product visible, potentially convince them to make it more visible... all sorts of things. Success goes way beyond "have it in a big store".
All of those are things we haven't been doing enough of, but will do much more of as we build up to the final release. Might I remind you that Skulltag experienced similar slow growth (which, by the way, was available to those on a much larger system than Steam itself called The Internet). I knew I had a pretty fantastic, yet misunderstood source port that wasn't as popular as it probably should have been. Eventually, it grew and blossomed and did become quite popular, and I credit Rivecoder with a lot of that. I think there are parallels here with Wrack. We don't have the luxury to wait around this time, however, so I'm doing what I can to speed the process along.