I've never related so much to a devlog before.
I know this is an old post but I'll just say. The problem with making really big and passionate games is that the bigger it gets, the less people will want to play on average. The more players have to think, and the more time they have to put into it without strong engagement, the stronger your marketing has to become.
And that's the hardest part.
I speak from experience, and something tells me that marketing for my game is going to be a bigger nightmare than it is now. I'm glad that I'm receiving feedback for it, but my project is already more of a niche thing. It's only going to get bigger and more niche, so I feel I have to balance that with "fun" game play and occasional humor, with a deep story and characters, etc.
The thing I've learned about itch is, unless you're already renowned or just plain lucky, you get out what you put in. For me at least, making relationships and helping out fellow devs is the way to go. It's worked, slowly but surely, so hopefully it works for you too!