I think it's time for a reality check in the comment threads.
In no way, shape, or form does shelling out $5 entitle you to force someone to sit at their computer and pump out a product for you. They're indebted to that value, $5. You can hardly even buy a muffin for $5 these days, but the muffin will at least shut the delusions of grandeur up while you're chewing. I know quite a few of you wrestle with mental health issues, so take this as a flag to reign yourselves in. At $5, that equates to 1/3rd of an hour's worth of time at a basic living wage. Twenty minutes. You pay for 20 minutes of time. That is 20 minutes a month you choose to pay for.
Now that we've got the time thing understood, hopefully, let's step into content...What do you think you could do in 20 minutes? Could you add in 117 new characters? Could you think of and write a basic storyline to introduce them? Could you model each of them? How about one of them? If you genuinely believe you could do any of that in 20 minutes, by all means SHOW ME. If them brass clangers can truly sing their song, drop them on the table and prove their heft. As a professional digital modeler, I can assure you 20 minutes is nothing. That's my 9-5. I do it daily. I couldn't even model a new belt for a character in 20 minutes time. Getting animation loops for $5 is fair. That is, after all, the exchange happening...you are paying someone else to do something for you that you can't/won't do yourself. WeLcOmE tO hOw EcOnOmIeS wOrK.
Thinking about it contextually, the cost of a big name game, $60-$90, is the time of 25-100 people creating content for that one game. Slivers of their time in every sale. The company they work for pays the upfront cost of paying them for their services and gambles on sales to make a profit...leaving out those god awful pay to win games. The people creating the content are guaranteed paid for their time. Do you want to shell out the upfront costs of paying 25 people for their hourly wage for months to make a game? Now how about taking all that time spent on each individual task and apply it to just one person. Engine be damned, it makes no difference.
Indie makers are guaranteed nothing. They're gambling their own time, which could be spent on guaranteed income. Indie makers also need to keep the lights on, the internet pumping, food on the table, roof over their heads...a lot of them work a regular job and make games in their free time. Your $5/mo can be cancelled at any time, and to rely on it would be as smart as a table. You show that every time you proverbially punch the drywall screaming for more pizza rolls. The only thing acting like a cunt gets you is a guarantee that the dev ain't relying on your patronage. You fuck yourself over. Not even bringing into the fold that the dev could develop spite and abandon the game with their middle finger in the air. That would be fucking everyone else over too, not just yourself. All because you've got to be a pretentious twat with a skewed sense of reality.
Now we're onto the section about personal responsibility. You choose to pay someone $5/mo to make a game. That is a choice you make. There is no guarantee on time, release schedules, content per release...none of that. You entered into an exchange of service, you pay them to make the game, willfully without any deadlines. In any court of law, you would be at fault, not the dev. Alorth is actively creating content. And engaging with the audience. He/She/They are holding up to the bargain that was struck. Personally, I feel more content would be ideal too. But I also know that I wasn't promised anything other than progress, and a baby step is still a step. It's easy for me to see that clearly because I don't have my head shoved up my own ass.
Do us all a favor and STFU before you derail another game.