It is very good news hearing you are considering getting into selling your games, they certainly deserve to come with a price tag attached.
I'm 100% with tzachs regarding safety of sales. Putting everything into one pot for you would be madness. You turn stuff over so fast, it would be crazy not to aim toward several smaller releases instead of one big risk project. With that said, I think a shiny version of technobabylon would, to say the least, be very intriguing... Maybe there's some middle way to go there. On the other hand, if you aim toward a small, retro crowd, maybe the look you have now is just plain perfect. A weekly chapter thing would be plain awesome, I'm confident it could get quite the crazy following if you can keep that mad pace.
Remember though, living on games means putting a lot of time into selling them. This is in no way something that happens by magic, it requires A LOT of time and dedication. It's hard work, but it can be done. Hell, I've lived on making games for almost three years now and I'm still alive and kicking.
These years have no doubts had their ups and downs, for an instance there have been several months without salary and we've taken A LOT of dirty jobs. On the other hand, several months have rocked my socks off and I have learned one hell of a lot from all projects I have been involved in. I can't say that I wouldn't have traded it for anything but I can certainly say I'm happy with the decisions I've made and I'm proud of how far I and the rest of the company have come. Me and my three colleagues at SLX Games
now have a relatively steady income from our main project, and enough time to spare to spend nearly half of our man-hours on the project of my dreams.
Being able to wake up in the morning and go to OUR office, work on OUR games, and do it under OUR supervision is to me, pure magic. And now that I have experienced it this way I'll never fit into a cubicle job again.
Enough ranting. Best of luck with whatever you chose to focus on!