That's really bizzare, but hopefully steam will add that later.
You never know with that.
And in terms of CD keys, I think they are the best system in the world for consumers -- and I say that as a consumer as well as a developer. Think about it:
1. You the consumer have one tiny bit of secret information (the CD key) that you can keep track of in a single cell in a spreadsheet, or anywhere else. It's very small as an amount of data, and can even be written down by hand quite straightforwardly.
2. Meanwhile, we the developer plaster the internet with the full game files, which work in a demo mode until activated with a key. There is simply no way you could ever lose access to AI War, even if Steam bans your account or we go out of business, or whatever.
3. And, meanwhile, anyone who wants to try a demo of our game can always get the very latest version, even the betas. Even for the expansions! I can't think of any other game that does this, honestly, and I think it's a really really cool system.
And that's it, that's the whole system. In exchange we're asking players to type in about 10ish digits per game or expansion, once, and then hang onto that key in some fashion. I think it's the system that all developers should be using. The alternatives, as I see them, are:
1. The developer could use platforms like Steam and Impulse exclusively, and have it locked to them. Meaning you can't play the game if their client is offline or your account gets banned or whatever. None of that is true with AI War (you can even launch it from outside the Steam client, or just ditch Steam and download a non-Steam version with the key you got from them. Steam is great, but my point is that then you're not locked in).
2. The developer could put in nasty DRM, with all the many downsides that go with that. Central servers for authorizing new installs = yuck. Our license keys are algorithmic, and get checked by the game itself, meaning it's super duper ultra easy to pirate (and does happen quite a lot).
3. The developer could just use no DRM at all, but attempt to keep the game files themselves a secret. This is what, for instance, World of Goo did. No DRM, but if you lose your game file you have to get it from them again. And the demo was a separate beast all together, which is fine in their case since their game didn't evolve so much over time, but would be a disaster for us.
4. The developer could just put the entire game, for free, out on the Internet and then hope that people pay them. And that does work for Dwarf Fortress and some other games, but really it's a much smaller living and a much harder thing to sustain.
And there are a few other permutations of the above, too. But they all have pretty severe drawbacks. I think that the CD keys approach is absolutely fantastic for developers and consumers, and that's why.