Really the key to working with steam is to make sure your game makes a lot of money (for valve) in the first day, maybe even the first hour, this categorizes your game as "successful" according to steam's algorithm. Then once your game is categorized as a winner you get a lot more options for future features and so on. Sadly, the idea that some games are a slow burn and need time to change and grow isn't something steam likes or plans for.
Edit: Cheers was a very unpopular show in its first season, but it became a massive hit after it found its footing, the people at valve don't understand that this is possible.
Interesting insight, thanks! I've seen instances of games that are "late bloomers", so I guess if I just focus on making it the best it can be, at some point my future
1000 true fans will notice.