Torchlight's retail release was 100% DRM free from launch - from everything I've seen and read the game did pretty well - good enough for them to keep going and make a sequel.
its a $15 dollar game. dev costs for game development vs dev costs for DRM probably don't warrant DRM. too small. no glory in cracking that. no DRM required! : )
once you move past that, more towards a AAA type of game, still indie though, like minecraft in the early days, then you become an attractive target.
it would be nice if Caveman 3.0 stayed "under the radar" like that. but Caveman v1.3 didn't, so i'm preparing for the worst and hoping for the best.
also note that it took two years and FOUR major releases for Caveman to pop up on the cracker's radar. torchlight may not be popular enough yet to warrant attention, even if it had DRM. If their popularity continues, they'll probably have to do something eventually.
Rather than worrying about 'Is my game worth cracking?", I prefer to worry about "Is my game worth somebody's hard earned dollars they could spend on something else?" I believe if the answer to that second question is yes, then enough people will buy the game to make it successful.
as do i.
its only once you've done a good job at the latter that you must worry about the former.
i'm in the position of already having achieved the latter in the past, and therefore i must worry about the former now in the present and going forward.
as a side note, what we all really need to worry about is what we don't know how to do that will achieve somebody's hard earned dollars. that's the only thing you really need to worry about in game development, is what you don't know how to do. and there's tons! code, graphic, audio, design, writing, marketing, business, etc.
for me most recently that was how to do a checksum of ram to make sure my DRM VM code was intact (Thanks Apoch!).
How many people do you think really want to go through the trouble of finding a free copy of an unfinished, buggy game?
a bug free skyrim with no audio and no addons, 10 minute free download. that's the kind of thing i'm talking about here. a far cry from an unfinished buggy game.
set your warning to level to max, suppress inline warning, and halt on all warnings or errors. modular design, unit testing. write one thing, do it very well, test it completely, then move on: "ok that works, that's done, whats next?" . develop in release mode only. and if you need it, stuff like LINT and BoundsChecker. bug free is NOT a dream. the only bugs in software are ones we put in by typing, or choosing to use a buggy library or tool. Caveman v1.0 had ONE bug in it. and it wasn't even a show stopper or anything like that. needless to say, v1.1 was 100% bug free. And that was in a game with about say 50,000 lines of source code. v3.0 currently tips the scales at about 90,000 lines of code.