eh, my bad. just wanted a quantifiable figure, but I guess that works too
In short, we have a lot of IRL stuff happening. We also do not want to burn out. Plus we are going to do as thorough a conclusion as we can. There are 50+ characters, so that will take a while. We will most likely do a few group events to make it easier than doing 50+ individual endings for each character in question. Multiply that by 2 because we have Good Path and Dark Path. So around 100 ending scenarios and an epilogue.
We are working every single day on the game in some way. Progress is being made, but it's a ton of work for both of us.
Previous updates, we placed a firm deadline, sometimes delaying the deadline a week or so to ensure best non-buggy playthrough. This time, with all we have to do IRL, with all we need to fill in and conclude in-game, we are refusing to set a firm deadline.
We simply ask patience. We have done stealth tweaks and bugfix updates to 0.14, which is now 0.14.4 for PC users and 0.14.3 for Android users.
On top of this, we will have to split the game for Android players simply due to quantity of content. Uncompressed, the final game will likely be around 30GB with all the images, animations, sounds, music, and code. Compressed, the best we can squish that into is 3.1 GB for Android. Unfortunately, Android limits all APK app programs to 2.0 GB. So eventually we will have a split Android version.
So for a quantifiable figure? If we focus solely on what needs to be written, rendered, animated, and coded to finish the game, without any IRL stuff, working 12-18 hours a day? Sometime in December?
EDIT: But that's not realistic. I know it seems like some devs go super slow, but we are working a lot every day on the game. It just takes time.
Realistically, we have to eat, sleep, and do something else because nonstop focus burns people out. So maybe January or even February?
What we're trying to do here is satisfy all character storylines. Not what some devs do which is a montage with clusters or all characters in one moment and a wall of text. Quality not brevity.