This update taking as long as it is goes to show that having more people on your dev team does not automatically equal faster updates like many think it does (in terms of AVNs, anyway).
True, but definitely a lot of factors there. Tech and folks both being involved.
For one, I can't compare WTHI to any other game I know. None of them have our level of freedom of choice that ripples out across all the characters in detail. (Something I hope you folks enjoy, because just understanding the pathing required is nuts, doing it is bat-shit insane, which thankfully we are qualified for.)
Gaining new team members isn't hard, finding ones with the proper skill set, mind set, and then getting them up to speed is...
Well it has been freaking impossible (at least for us). Even when we have a new guy, we spend as much time going over their stuff to help them get acclimated as it would be to do our ourselves... the idea being eventually they hold their own, but I've posted before how many folks we have brought on, done our best to train/acclimate, and then had things not work out for various reasons. Most of which are the work is immense for a side gig, and the pay is far from stellar. (Despite the 65k downloads of our game that are recorded here on a single tracked download site...).
And I'll end on that our updates while taking longer, almost always contain more content than anyone else putting out regular updates monthly, we just do it every 4-5 months.
Oh, and for those interested in why I'm here ranting/venting rather than hammering away at the game. (Which we have all been doing for more hours than a regular job for weeks now.)
I just tossed the final beta build to our QC team to test. Still some final things to do/test in the next few days, but the count at present...
17500 lines of code/dialog (exactly atm)
1500+ images
61 videos
88 (******)
74 (*****)
At least 25% larger than last EP, which was our largest so far... again.