I really like the visuals of your game (thought I'm a bit partial to low poly from my Commodore 64 days when those first came out
). But, as you mentioned, the marketing (trailer and the main image on the Steam page could certainly be improved)
I'm just curious, did the people who reviewed your game so far found the game by themselves or did you contact some of them? I'm a bit surprised that it sounds like, you didn't do market much to streamers before game release. That is one of the most commonly mentioned approach that on average gives better results for "no name" indie game developers. There are a few streamer lists around. Some even mentions preferred categories. You can find those and some other tips in this marketing thread: https://forums.tigsource.com/index.php?topic=47706.0
Especially the one about making a trailer with a story based format could be useful.
Regarding describing the game, you could go with something popular - such as "TRON meets [insert other popular game/movie title]". TRON also takes place in a computer environment so it's "close enough" which may help getting a few TRON fans to take a look. Be sure to add those to video tags on YouTube, etc.
About the title:
The Japanese sounding title gave me the impression of a dating sim game.
Perhaps either changing or adding another word to the title might help: e.g. Cyber Fumiko!
About the Steam Announcement Trailer:
If you start a sentence, it's better to finish it before starting another. You show "Prepare Yourself", but then a tutorial(?) like sentence by @wilson shows up before the sentence is continued with "For a journey". Also, that sentence by @wilson disappears too quickly plus the same thing happens to another sentence later on.
Based on the trailer, the game looks like a *walking/flying simulator* or a screen saver. You just go ... and go ... and go ... There's no mention of who you are, what are your motivations, what can you even do in the game. Yeah, I saw some platforming scenes, but since you mostly showed the other generic moving parts, it'd be similar to playing Sonic without rings or Super Mario without the enemies.
Also, the trailer is way too long since you are showing scenes that just repeat the same ideas (i.e. you can move and jump here and there) but don't add anything more. 1 minute or 1:30 is enough and if you have lots of different or unique things that you want to convey, than maybe up to 2:30 minutes but even that is pushing it.
Some of the things mentioned at the end could be used at the beginning to pique interest.
Instead of starting with a "Prepare yourself for a journey ..." that sounds a bit generic, starting with the "Go on a date in a twisted place with no return" is much more unique and a better hook. Or at least much earlier.
In the devlog I've seen another character but didn't see it in the trailer. Of course, it's understandable if you don't want to spoil everything (like CryTek did with Crysis by showing the entire final alien boss fight on the aircraft carrier before the game was released), or spoil story twists, but it's better to show a little more than less. Especially, when the other parts are fairly similar.
The Times New Roman(?) font is very common and give those texts a *generic* feel. Probably not the worst thing, but you can do better than that based on the other images.
Regarding the Steam page main image:
The Steam page description images (THE GAME, FEATURES, DEMO) look great! But the main image
has a "mediocre" level of quality due the Arial font and the various image elements compared to the ones mentioned above. Perhaps something dramatic like Psychonauts:
or something along the lines of your screenshots with many semi-transparent shapes that create certain patterns. For the font, you could use a similar idea like the font for the Steam page description images.
The price drop you mentioned on the Steam Page is probably a good idea and will hopefully more people will give it a chance. Similarly, a story trailer might work better as well.