Really sad to hear this. It's too bad that ultimately, the most important factors for success are unreliable and ever-changing, and not just putting out a great product.
In retrospect, given how fast the game was made, it probably needed a hard deadline a week before actual release, to allow for a week of marketing and synchronizing with the reviews.
Unfortunately, I can understand the mentality of people wishlisting the game because I have the same mentality. There's a whole lot of trash on Steam, bundles are constantly ongoing (making me question whether the next game I buy will soon be available for a few cents), and I already have a massive backlog. Time always works in my favor as a consumer. In order for me to actually pull the trigger, I have to really care about the developers, or be so excited about the game that I just can't imagine myself not playing it. That's probably not going to happen from Steam reviews alone.
My advice at this point is, don't let up. I don't think much needs to be done graphically anymore, so you can do most of the stuff yourself, but keep releasing updates and balance tweaks. The better the experience, the more youtubers will want to play this game over and over. You don't want a youtuber only playing this thing once -- that's not good enough IMO.
If you can work in a daily run, you can make a big deal about it (free huge update) and get some traction from that. Even if it's naive and doesn't eliminate cheaters, it gets a community going and that has massive impact. Unlike multiplayer games, daily runs don't need the players to be online at the same time, meaning that communities can live on for years with minimal support. Once you have the daily run in, you can come up with other synchronized runs that other games haven't gone with.
Unfortunately the goal these days is to go viral, which is an unfair expectation of any game. Fortunately, you have the right vehicle here with which to do it.