just had a look over the kickstarter page, looks like it will be a lot of fun to play! sorry it doesnt look to fund this time, but you can always fix what didnt work, get the word out and relaunch.
here are my impressions:
presentation could use some polish. it looks fun, but there was no real hook, no strong call to action. the message did not come across as "check out this awesome game, and here is why you will want it...(blah blah)... dont miss out!" but rather was more "here is this game we are making and could really use your help, please?" it may be a fine distinction, but it can really make a difference when it comes to motivating people to take action and jump in with a pledge.
the backstory is clearly developed, but doesnt seem to have much direct impact on the gameplay in this particular game. i feel it could be condensed into a short, tight, movie trailer type blurb to reduce page clutter on the kickstarter main page and let the full story and history unfold in game, or through an update. the project page should be kept focused though, just enough to provide the setting. and always always call to action. something along the lines of "stranded alone on a space station, and facing a fleet of hostile aliens,
can you survive with nothing more than a small fighter, a lonely AI, and your own skill and wits?"
the graphic novel art work: more please. it is a unique feature, and well done. this should be featured more prominently, higher up in the page, more frequently in the video. the video itself would probably benefit from being approached more as a trailer than a demo: intro a scene with a graphic novel page then cut to gameplay relevant to that scene. back and forth. tell a quick story and get people engaged with it.
pricing and reward tiers are always tricky. my only experience here is in having pledged on a few kickstarters. i think you could combine and push up some of the lower end tiers. people willing to spend more than 1 are usually willing to spend at least 10, and so you could have moved 2, 4, 8 into 10 and likely pick up another 100 or so on the current backer counts. granted that sort of thing wouldnt have affected the outcome greatly this time around, but shows an example of narrowing the focus into good solid price points, not only based on what you think a tier is worth, but on shopper menality and an understanding of what people are willing to pay. this isnt the appstore where there is a big difference in willingness to pay .99 and being willing to pay 4.99 for an app. if someone is interested enough in the project to fund it at $4, they would also probably fund at $10 if there were no other options between $1 and $10. from what ive seen on other projects, in game rewards tend to sell better than stuff like tshirts and mugs, but you have the swag filling some prime tiers between $50 - $150, (plus you have additional production costs to supply these physical things, eating into the funds ctually going to the game, whereas in game rewards cost you nothing), and yes you also get the previous tiers wit them, but to me as a potential pledger, they are not worth the bump in price point over the $25 alpha. your alpha and beta tiers should be valued higher (id put alpha at least $75 if not $100-125), also you can have multiple tiers at the same price point, to give more flexibility on the offerings at a given price point to cover different interests.
while you are absolutely correct that coverage and exposure are key, these will come to nothing if the presentation and marketing are not also spot on. if someone stops in to look at the project, you only have one shot to grab them. if a project doesnt interest me at first glance, i wont be pledging and i wont be coming back to check out updates. i will go ahead and drop in a pledge to show my support of the project and i hope this insight into the mind of a viewer/potential pledger helps if you decide to relaunch it in the future.

But will it blend?