For the quality of DLC versus the release of new DLC, something that I've seen discussed a lot in the past few months, I think this perspective needs to be thrown out there again, even thought it might make me look hypocritical in a sense looking at past posts... Looking at player numbers for Flight Sim World, on average about 50 people a month were playing it at a time from what I could dig up. That was pretty constant, if anything actually trending slowly down. Train Sim World has similar trends, but with an average of 150 or so players. When we compare this to FSX and TS20XX, we see about 2000 and 1200 respectively. That's a large margin, but FSX is a robust, well-known platform with a large selection of third-party add-ons, and TS20XX has a large selection of DLC that's accumulated over what might be almost a decade? Also, these numbers were sourced from non-official sources by the way, so there may be some inaccuracies, but it shows general player trends. So back to bug fixing versus DLC, fixing bugs won't bring in new players in large swarms, that's the reality, and it's a hard pill to swallow for some. Fixing bugs might bring in a few people who won't purchase until something specific is addressed, but it's not going to attract someone who wasn't interested in the content to begin with. That is why new DLC content is important for the health of TSW, it's a different monster than FSW for instance. If the TSW team releases a new piece of content, and lets say 800 people buy it for $20/person, that's $16,000. Everyone gets their cut, but do that 3 or 4 times a year? That's $48,000 gross. These are all estimates, but fixing bugs will on paper bring in nothing (but makes people like me happy). When it comes to being upset about buggy DLC, in the end, they need to make profit margins and are trying to keep the game sustainable. The bug fixes are good, and content production will hopefully improve, but in the end, in order to make money on a niche market, the TSW crew has to produce content. So some food for thought, if we get an SDK, I think we will see a really interesting shift in development and hopefully a really strong influx of content to feed sales, but until then, these things are going to be apart of the process. If we look at Euro Truck Sim, at least ten-thousand people play that game daily, and they too have a great product, but the numbers are less here, so as much as we all hope for great, amazing, and cheap DLC that is also bug free, there aren't tens of thousands of people who are going to buy DLC on day one. Food for thought, and hopefully things are looking as good as the team says they are in the land of TSW.