N-OS's first purchases and the work still waiting after launch
After the Steam launch, in my 5 August 2026 update, I reported the first day's activity: six game purchases, one key activation and two DLC purchases. That same first-day report listed $33. These were the small, separate figures behind a very exciting moment for me.
The geography was what really caught my attention: two people in the United States and one each in Australia, Canada, France and Ukraine. Someone on the other side of the world had seen this strange desktop game and decided to try it. After so much time inside the project, that was a wonderful change of perspective.
Eleven minutes after the purchases post, I shared a less celebratory update. I had found a couple of bugs that prevented the game from being completed fully and was working on a small fix patch. The first buyers had arrived, and so had a very clear reason to get back to work.
That is the part of this launch I want to remember alongside the numbers. Releasing the game made those broken paths somebody else's experience, not just a problem on my own screen. Fixing the completion blockers became the immediate priority while the first purchases were still something I was celebrating.
Sources: Mint Mode, 5 August 2026 (first purchases): https://t.me/Mint_Mode/271; Mint Mode, 5 August 2026 (patch update): https://t.me/Mint_Mode/273