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^ This. So much this.
Here's a tip to the OP and other devs considering putting in DRM: If it doesn't get pirated, nobody cares about it (or you've invented an uncrackable DRM, which is unlikely considering even Denuvo, once touted as the end to game piracy by Chinese cracking group 3DM) has been cracked multiple times and will continue to be cracked).

And here's a story. About a guy called Jack. He is a poor fellow. He can't afford games unless he is absolutely sure he will like it (and demos often won't cut it since they'll be literally the best parts of the game with some of initial slog/grind that may or may not be there being cut out). So he goes to TPB to get games. And now he noticed your game in the "new uploads" section. So he downloaded it to see if he likes it or not. And he really did enjoy your game.

Now, Jack can't buy your game yet, he can do so only when the next month comes around, but that's only part of the story. You see, there's Helen and Bob to consider as well. Helen and Bob don't game much. They have money for games, they simply don't have the time and only play the titles that they either know they'll enjoy or which were recommended to them by their friend Jack. Your game isn't some breakaway indie hit (yet) and you can't afford advertising the big AAA companies can. But, fortunately for you, Jack is now big fan of your game who will recommend it to anyone with a pair of ears and a computer. Of course Helen and Bob will buy it. And Jack will buy it the very next month.

Instead of one purchase, you got three (and potentially more from other Helens and Bobs), people who wouldn't even look at your game until it was all over Kotaku, RPS and other sites. All because Jack initially pirated it and liked it.