I promise you, we read your feedback every developer does. If they say they don't, they are lying. We read it, we get irritated at the dumbass comments, excited when we see a fan, and thoughtful when we see suggestions. To illustrate, let's go to the well and share some thoughts from our Lead Programmer, Ed Federmeyer:
Many of the games we work on at our studio are work-for-hire, which means the publisher gets to make any final decisions, and does all the publicity. We are usually not allowed to publicly talk about what we're working on, sometimes even after the game ships. This makes it hard to know how the fans will like a game. Since The Conduit is self-funded, we've been able to talk about the game, and even better, to get it into the hands of the fans at events like PAX and E3, and the upcoming Comic Con in New York. When we hear back that the people who have actually spent hands-on time with the game like it, or even have criticisms we can work with, that is really cool. It really helps us to know what we're doing right, and even more importantly, what we still need to work on.
A great example of this was that we were not going to do online multiplayer at first. The team really wanted to do it, but we just didn't have the resources to make it work. We made plan after plan, and schedule after schedule to try to make it fit, but it just could not be done in the time we had with the people we had. After PAX though, so many fans talked about how much an online mode would mean to them, our management saw that, and brought in the resources we needed to do it. It really would not have been possible without that level of excitement from the fans!