Have you considered translating it to other languages?
If I could make a bet that adding, let's say, French, German and Chinese would cause... 700 more sales, I would probably bother, but I don't think this sort of feature 10 months after release would generate that.
I'm treating this more as a 'lesson learned', and approaching my next project with localisation in mind. Translating to a bunch of languages is one of my main goals.
A final thought; I love that in 2016 a lone developer can make a silly puzzle game about cats and sell it in 80+ countries. The internet!
I have another question: how much of a hassle was setting up a company in order to submit something to Steam?
Good luck with your next project!
EDIT: in the spirit of proper forum etiquette, I will add to the conversation.
Currently spent 4 months 'funemployed' and aggressively pursued my side project full time, a side-scrolling action platformer. I became rather quick to pick up the necessary art skillset and have demo-ed my alpha at local venues. It's received solid praise regarding fundamentals and playability - peoiple just want 'more polish' to give them a reason to buy it and play.
Subsequently networked and found an audio engineer who I've found to fit my needs. I cannot stress how hard it was to find one i liked, which kinda justified my decision to pay him a dec. amount.
Total nominal expenses thus far: 12k
considering I own vice renting, a good portion of that is tax deductible so really it's a net expense of 10K, plus the added benefit of flexibility and pursuing passion.
If I were to sell > 2k units, I would seriously consider a campaign of 1 game a year on the side, as I feel I have a grasp on the process. I still aim to be a moonlight dev vice full-time, for risk-mitigation and life reasons.
In this specific case, I used the Unity engine. I write in C#, and with Mono/OpenGL, Unity can build executables to various platforms, on (mostly) the same code.
http://electron.atom.io https://cordova.apache.org
This won't work for all apps, but (for example) a lot of simple mobile apps use Cordova with faux-native UI frameworks, and there are a lot of graphics-lite games out there using NW.js or Electron on desktop.