Yeah, the reason we're not updating the game as often as before is because we changed our mindset so instead of crunching to release a lot of unpolished content, we're studying the engine, testing new features, and seeing if they work. Then reverting changes if they don't to try a different approach. Gathering the money to hire professionals to guide us in our journey and setup improved systems and so on. We understand that in the short-term it's heavily slowing us down. Still, we are confident that once we are back to implementing quests, the actual mechanics of the game will be done. The foundation will be solid enough that we can even start considering features that we couldn't even dream about before, such as adding a way to play with companions or small standalone quests where you witness the weight of Kalyskah's choices through the lenses of other characters, and perhaps even a way to manage a castle with mechanics to add furniture to it and send acolytes on missions. These are the features we added as milestones on our wishlist campaign and we are rebuilding the back-end to encompass them when it comes the time for it.
But we know that to reach that point we need to change our approach and make some unpopular decisions such as taking a few steps back, tweak the foundation, and then build on top of it. Kalyskah is not just a game to us, it's something we are pouring our hearts into. But will take a bit longer to get all this to the stage we want, some slices of the improvements might be around by February, but June/July is probably when we'll have this ready. More or less the time we want to start the early access on Steam.