It's a shame, I can say that Patreon was the worst for porn games, and no, I totally agree that a creator should be financially supported, but, unfortunately, the creators became ambitious, and now it is very rare to find a finished game .
tbh dev ambition is just one small part of a larger recurring problem. many things about these games in forever development are actually fairly realistic, it's always just a few things(usually stuff around "we're going to track like 5324325 variables of decisions you make for a unique narrative experience" type ideas) that balloon out of control and suck up tons of time.
the bigger issue is that the overall workflow many devs have is just, like, straight up bad. patreon models actually carry a lot of blame for this, not because "devs want to farm money while doing no work" but because the type of development people want to see from a patreon model is actually antithetical to good game development. when people subscribe to these models, they want playable demos with regular updates and to see work being done behind the scenes with dev updates that have nice screenshots and gif images and so on. in an ideal world, however, you'd be doing greybox work for like 80-90% of development and only have it get pretty-fied for regular users towards the very end. this way you can get all of the mechanics working properly and level design is much cheaper to do as you don't require reworking of art assets and so on. however this would just look intolerable to regular users and you wouldn't get a lot of regular support for something that would take months to years before getting a fully animated sprite added, so for developers reliant on patreon models, they're stuck in this lose-lose situation where they have to engage in bad development practices or lose their funding.
this game actually has a good example of how this development method can waste a shitload of time, too. there was the first fire level demo released forever and ever ago but it didn't have a lot of mechanics that later levels would have because those mechanics weren't made yet, like the item pickups and such. then, once those mechanics did get made, they had to redo the entire level to account for it, so lots of time was wasted having to build the same level twice. not to say that this mistake was entirely forced by the patreon model because going for a metroidvania style level design with literally nothing to find in it was certainly, uh, a choice, but needing to have a level out to generate money for further development isn't a story unique to this game. i'd put patreon model design methods at the top of the reasons of why these games take forever to make and end up with tons of problems for this reason, followed by dev incompetence in the field of project management, then maybe over ambitious projects as a distant third. the projects that are really actually too ambitious tend to fail extremely fast as it quickly becomes apparent that those teams lack the skills and manpower to make those ideas happen.
the thing is though that a lot of devs are still reliant on patreon type models to stay afloat. game development is expensive and time consuming so unless all of the devs are comfy NEETs, they're going to have to make games alongside a day job unless the players pay them enough to dev full time. so the cycle will continue unless players somehow collectively decide that they're okay with giving devs money while devs just don't talk about anything for months or years, which has its own obvious problems too.
the whole ecosystem is basically a perfect storm for nonstop problems. inexperienced dev teams make mistakes because they're inexperienced. patreon supporters want a steady stream of updates and playable demos so developers have to restructure development from "make the mechanics then make the levels then make the game" to "make the game right now so people can play it so you can get funding". players barely have even a vague idea of how game development or any level of programming works in general and make unrealistic demands. ero dev teams are also typically very small so every issue is felt so much more as well. patreon development is fucked but we're stuck with it unless someone creates a better funding method, and/or players become more understanding of how development work and become okay with multiple months of dev silence as a regular occurrence.
disclaimer: this post is not a defense of why this game has taken so long to come out as the influence caused by patreon would not be enough to explain the time taken lol