I did wishlist it but steam won't remind me when it's available on Linux (and the wishlist doesn't show, I think). Maybe I get a reminder in a year that the game is on sale.
I've been playing this a bit. It's fun but the game eventually takes a difficulty nosedive when they introduce clockspeeds, each module running at different speeds, and 3 different types of null at the same time that are used differently between modules.
I also think that some of the visual programming languages should take some hints from these devs. I haven't seen one work as nicely as this and I've tried/worked/watched a handful of them in reality (PLC programming, and teaching kids).
I was counting '-', '?', '-?', and '??'. which would be four I guess. But they tossed me off kilter on Saturday trying to figure out what they mean (and I haven't gotten back to looking at it again yet, though will eventually).
I guess hazard (? that stabilizes) could be considered a kind of null too, even if it's more of a sign that you need to increase your clock cycle (or pipeline harder), than a sign of a logic error.
The dev said they would look into it, but I probably wouldn't notice or remember to look in the future.