My condolences on the downfall of your wonderful game, but I am not here to add to the crowd of sorrows and grieving over it's loss. Rather, I would like to tell you why I am personally responsible for its collapse: I didn't put a penny into it. I'd like to tell you why.
For those who think that a good idea and sitting around the campfire singing Kumbayah will solve the world's problems, I've got some news for you. You're all going to starve unless somebody gets off their duff, finds food, and feeds you. Note that in step two of that process, the Little Red Hen story is in effect, so you better be damn sure the hen has a good reason to feed you. Or, better yet, feed yourself. In any case, however good your idea is, it's life is limited until somebody is willing to cross your palm with silver.
Glitch has been a wonderful game, time sink, social adventure, and challenge for me. The best description of it I've seen in the forums was A Toy. And a wonderful toy indeed! Even so, those servers cost money to power, the programmers to produce, and so on. But like any online game, you are selling intangible goods, and must thoroughly provide for three things needed to attract and keep PAYING customers: Utility, Vanity, and Gambling.
First, an aside for your marketing folks: I'm a mid-50s semi-retired career military type with management and executive experience, as well as lots of computer development. I'm attracted to challenging games in many forms, and I'd like to continue this by relating Glitch to the only two other online games I've put money into, Quake 3 and Perfect World. And now, back to the explanation.
Utility – Adds to, enhances, or continues game play.
Vanity – Social interaction providing recognition.
Gambling – Quests, challenges, puzzles, etc, which provide failure/success outcomes.
For those who want to invoke Maslow and game play: Survival/Utility; Social/Vanity; Actualization (the pursuit of)/Gambling. For those who want to try Jung: Don't. Just don't.
Consider Quake 3, a first person shooter which has a large following on individually hosted servers. I enjoyed the game for the action (Gambling) and people (Vanity) I met online. Eventually, I found a high-speed variant called Vogon (Utility) which markedly increased the challenge of the game. Because I liked it so much, and the supporting forum (Utility, Vanity), I kicked in money occasionally to help pay the server costs.
One of the Q3 players introduced me to Perfect World, which is a huge MMORPG allowing me to have several characters of different levels and skill types (U). As the game developed for me, I met and squaded with fun people (V), encountered interesting puzzles (G), and decided to purchase upgrades for my characters (U), specifically relating to storage and transport. I've since learned that the really, really good gear is hugely expensive in game funds, and takes ridiculous amounts of questing to ever achieve. But the players who want this stuff can buy it with cash (U) and are visible to other players (V) as having this unique equipment. Consequently, I've viewed my cash infusions as rent for playing the game, and don't want to put any more money into the game otherwise. I'm happy playing for the fun (G, V), not the boasting value of having the uber-weapons.
So then, back to Glitch. Social (V)? Heck yes! Fun stuff to do (G)? Yep. Upgrades to help you do them (U?) Also yes. Anything I really need to pay for? Nope. Having a big (or non-default) wardrobe is not my thing, so Vanity clothing is not a sale for me. Likewise, fun furniture (more V) isn't that attractive, at least for something I can't buy at Auction (U).
In short, I helped kill the game by not buying what you were selling. Looking back on early days in the game, if the Subway cost some coin, and I didn't have much in the way of Teleport skill, I would have considered $5, maybe $10 for a 10x Teleport/Day and free Subway pass for, say 90 days, a good deal. That's the sort of Utility item that would have appealed to me, at least until I got my Teleport 3 and 4 skills out of the way. And that would have been cash coming in for you.
At any rate, I do hope this gets some gears turning when your team gets going on its next project. May it be fun and profitable.
Thank you and farewell!