Maybe a good angle would be to have an article or two talking about why Torquescript is great and what separates it from other choices such as LUA, C#, etc? In my (admittedly limited) experience, people tend to be way more amenable to learning a new language, tool, etc if there is good justification and clear advantages for doing so. From my time keeping an eye on Godot, there was initially a lot of hostility about GDScript - a lot of newcomers were puzzled as to why a modern engine focused on lightweight and mobile would support a funky interpreted language with high overhead, especially one for which they had to learn new syntax. But, as it turns out, there's not just comprehensive documentation on Godot's site, but GDScript's introductory page (here: https://docs.godotengine.org/en/3.0/getting_started/scripting/gdscript/gdscript_basics.html ) lays out why they chose to implement it, as well as key advantages it offers. I wouldn't discount how important having that sort of thing is in getting people on board with using Torquescript.