That was ages after the release. My point was the game should've been actually "complete" when it's released.
And again, no one is saying they MUST continuously work on KP no matter what.
Speak for yourself, you want more. Not me, I just want the game to be complete, hit its actual potential it could've in release.
Problem here is the same one you get for many of these game projects, that like software, should have a plan and schedule but the people making them tend to learn these things along the way. Planning, story editing, consistency, and deadlines are something even professional organizations deal with and often not well, while Game Devs learn as they go and often not with a methodology that would help them, or a staff that can help with planning.
Just like software and professionally developed games often miss deadlines, or have features cut to make deadlines (and you can't shuffle staff to avoid burnout), you get games that can miss potential, features, or a combination of both. With single Devs the burnout issue happens, to various degrees.
It's nothing new to any of the games here, and you can see some of it on pretty much any thread.