We can't get into his head. There are the reasons preventing this to happen and dev cycle staying at the current 8-9 months per ep then. And there are the reasons that it would happen. IF next episode (11) would be the same in size as 10, then it could out faster. It may happen or may not. He may make the EP12 much bigger after that, etc, just to please fans with a quicker release of EP11.
He can't consider anything about how season performed until releasing it on Steam.
I suppose he clearly understand that primary audience of his game is a young people 16-25yo. It's the time when young man turns into a mature one, it's a college/university, it's a first job, probably marriage and first family, etc.
The rest of audience maybe even as large as half, and this one is much more patient one as well. We don't have a statistics of donations per age, etc, but more mature audience implies more generous donations and a long subscription plans. Steam gives less $ per game copy, but much wider access to the game, marketing, etc.
For some reason, it seems to me that he himself did not expect that the development of the game could take so much time. He mentioned that he had the whole idea and the whole plot of the new game when he was just finishing the development of Acting Lessons. But having a script or the whole idea of the game on hand does not mean the routine implementation of this whole idea into game code, dialogues, scenes and branching of the plot. Certain subtleties of the plot, the elaboration of details, including the smallest ones, incredibly increase the volume of the originally planned project. There can be no other way, otherwise he would automatically follow the goal. But his desire to constantly add something, improve, and the growing hardware capabilities further stretch the development. I think that he will eventually define a framework for himself and keep himself in it, otherwise his dream of releasing the game and implementing the idea in a finished product may not come true.
He wants to embody and realize his idea, he wants to tell us his invented story, but if he drag it out too long, it will be like invitation to a concert taking place in a hall for 10,000 people, in which only 100 are came to. Imagine the
content creator performer feelings and emotions after this. Even if the music is wonderful, and the performer's voice is magical it can't help if the tickets have no date on them or it barely visible.
The joy from realisation and seeing of people listening/viewing/playing your performance/music/game/etc are very important thing. Money part is not actual for him anymore. He got enough already to never work again and live his life how he want to it. But he continues to spend time and working on his project. It's a huge bummer and blow for creator to realise nobody want it or interested in it anymore. That's my point.
No matter how wonderful BADIK is, no matter how much we love it, it's an indie game and a one-man project. The more time (years) pass, the more difficult it will be to come to terms with this and the more challenges there will be for the developer.
He can't help but understand that. Better than anyone.