Mircom3D released an update just a few days ago. Before that, it had been a little over a month, and prior to that, over two months. This is for a simple visual novel with Daz3D renders which is the easiest and least time-consuming type of game to produce. So, on your first suggestion, you're clearly mistaken.
Nosygull hasn’t released anything since early March, and we’re now in June. That alone disproves your claim.
I didn’t bother checking the rest, since the first two examples already failed to meet the standard.
I never once suggested that developers were intentionally delaying anything. In fact, I didn’t make any accusations at all. My only point was that maintaining a consistent one-month release cycle between patches is something extremely rare among the thousands of developers out there, especially for those working in very small teams and facing all kinds of limitations.
Not everyone has the same budget, the same schedule, or the same game in terms of complexity, art direction, animation quality, original music, sound design, writing, or attention to detail. These variables significantly increase the time and effort required to deliver something polished.
People are far too quick to criticize, as if pushing out content rapidly is just a matter of willpower. Everyone seems to want the Mona Lisa delivered at the pace of a stick figure sketch. The reality is that game development is demanding, time-consuming, and often mentally exhausting, even for the most basic projects.
If you really want to understand how difficult it is and how much time even minor features can consume, try developing a game yourself. There are plenty of free tools available, and other ways to access more advanced ones if you're determined. Until you’ve been through it firsthand, it’s easy to underestimate what’s involved.
Surprise me.