You would ask, maybe, why I don't hire more programmers or etc. And I tried it, but I don't have any education in terms of... management so I always ended up losing more time explaining to the programmer what I want to do and, after he delivers it, change it completely to my desires than making it by myself.
Same with the models and writing. I have a pretty complex way of doing stuff, and I ended up losing more time explaining than making it.
Management is a skill for sure... I'd suggest keep trying to figure that one out. You obviously don't want to overextend yourself as far as spending more patron dollars than you can consistently maintain, but there's a great desire for your work. I'd say the wait is typically worth it, but if you could figure out how to better organize your workflow (in the case of programming, or storyboard in the case of art/scenes) so others could pick up on it, then you'll be able to deliver more product.
I'm no game dev, but I'd suggest to continue to try out some other hires. Hire out small jobs... I'm making some assumptions about your work, but I imagine some of it can be classified as an "intermediate product"; past concept and basic design, before finishing touches; tedious stuff essentially, kind of like freelance/contract inbetween animators or base modelers. If any of those small jobs work, you have a consistent place to turn patron dollars into intermediate product, meaning you can spend more of your time working on finished product, and if it's consistent you can build a working relationship with said artist/dev. If it doesn't work out, then you only hired out a small job and not much is lost; it's the cost of acquiring talent.
That assumes, of course, that most of your dev time is purely work in nature, and that you have a good roadmap and idea where everything is going, as opposed to still spending time going back and forth on figuring that out; I'm making a lot of assumptions. Either way, dev/art challenges aren't as easy as just throwing more people at the problem, as others may suggest.
Alternatively, maybe you just prefer to be a solo
craftsperson of artisanal erotic visual novels. If that's what you want to do, then don't let anyone tell you different. You do you. Though, if it's just because you haven't had great success with hiring out various jobs, I'd suggest you keep trying; at least a bit more, and try to figure out possibly why it doesn't turn out the way you want.
I'll also say that work pipelines are the most pain in the ass thing. You could hire another 2 artists, another 2 writers, another 2 programmers, and half of them might be sitting idle because there's only so much work to do currently before some other work in the pipeline is finished.
No matter what though: I'm looking forward to your next release, and I hope things are going well for you
