I read your piracy blog post and found it interesting.
I have not yet played your game, however, thanks to your brilliant 'marketing' technique, I am intrigued, and will most likely start with the demo.
However, my post here is to discuss piracy in more depth. Your post obviously is against piracy because you say it hurts indie teams chances of growing.
You posted the cracked % and purchased % of players in a neat little graph, but I would be interested in seeing what it looks like now.
I had discussed this topic with a friend and we came to different conclusions. I argued, that for an indie game company, pirating has both positive and negative effects, the positive possibly outweighing the negative.
For instance, the positive effects, assuming you have produced a good game, is recognition. I personally struggle with purchasing a 1 dollar game for my phone. Not because of the cost, simply because the idea of wasting any amount of money on poor game experience irks me.
You provided a demo, which is great. However, often, a demo leaves the player with the expectation that the gaming experience will continue to grow after purchasing the full game, but instead, it remains stagnant. I mentioned, assuming you have produced a good game, this isn't the case...but with so many duds, how is one to know?
Well, by playing through the whole game of course!
Whether they buy your game or not, you gain a bit of recognition that large companies pay millions of advertising dollars for. This recognition is multiplied (as per you graph), through piracy.
It's well documented that people will more gladly pay money to trusted companies, even if they don't have to. This is especially true for gamers.
Piracy does not ruin game companies, the bad games they produce do. Again, I'd be interested in seeing how you benefited from the piracy blog post, and if possible, from piracy itself. I do not think its as bleak as you believe.