A mobile interface is underway, and will definitely improve the experience on iOS and Android when it's done.
I would prefer not to start a PR push until we have finished with at least the most important of the current slate of major improvements that the dev team has in mind. There are so many things that are currently half-broken or "yeah, we plan to replace that soon" that I'd really rather not introduce the game to large numbers of new players in this state.
This is the first problem, Tom says he wants more players and you say you want to wait. Marketing is all about a consistent message. Honestly, it would take a month to develop a great on-line strategy, and then you can hold on to it. I speak from experience, my brother and I started a website (
www.crosswinds.net) and we went from no traffic to over 100 million visitors per month based on a consistent marketing message, and lots of hours of promoting it online. As you'll see, it's nothing but a shell now, and where we failed was, we did not adapt to the changing atmosphere of the internet. People wanted a dumbed down version of what we had, and we refused to deliver it.
If you get 3 or 4 Community Managers, and they each spend 2-3 hours per day posting on forums of really popular boards (rockpapershotgun), and reference BM, you'll get a huge influx of players, 80% who will quit because it requires thought, but the 20% will be great.
Also, start a Facebook group. One (and I think the only) reason Faerytale thrives so much is because of their FB page. People want to play games with friends, and FB makes that stupid easy, even if it's just a group.
There's also voting sites, which I hate, but I have tried many of the top ranked sites there and they are really great (Supremacy 19114) . Many of these sites require less than 20 votes per day to to the #1 position, and they do drive traffic, even in small quantities. And yes, it is prostituting yourself to get users, but that's what marketing is, accept it or shut down.
Again, my 2 cents.