I've been developing a more than remotely complex and robust A-RPG gamekit/SDK using Construct 2 for over two years and it's definitely reaching much closer to release, so much that a late-spring/early-summer release is very inherently possible. My gamekit/SDK is intended as more of a development tool (thus, being a gamekit/SDK) but a lot of time recently, a suggestion of a release build/exe for Steam has come up, especially that I could have a lot more sales as a result, but it was usually suggested by people not familiar with Construct 2 or the project's function as a SDK for a full commercial game so approaching it with Steam is confusing and difficult to plan at best for me.
If I can approach steam and have it actually feasible to do so given my project's nature, how should I go about it and if there are ways indeed possible?
For one, Construct 2 encrypting graphical assets on export is an issue to me, and as much as Construct 3 is a solution to that, it's not an actual one and would require monetary investment on my part, even if I'm likely to make that investment back double and then some. I thought some method like RPG Maker's RTP addons could be possible, maybe. Though , as is, default mockup assets would be fine.
The second issue comes down to handling maps and also adding completely new items and enemies, if someone wishes to do so; beyond editing the non-graphical properties of things already implemented. I could easily just make sure to provide plenty of internal-engine slots for new items, etc, enough that most won't complain if it's +1000 possible items or so. I know I could also easily create a map editor for the engine natively but that's a big can of worms for me personally with little experience with JSON/data beyond dictionary usage, especially since it also concerns me whether or not I could/(or if it isn't possible natively) have the game get permission to automatically create new external layout files for if a completely new map is added.