Long time lurker, was just checking out to see if this thread updated with the new version of the game, and, uh...
Well, having actually personally tried to fiddle with RPGM's code for controlling complex mechanics and graphics both on map and in battle, I can understand wanting to throw everything out just because of how frustrating it is for it to just not work the way I want it to.
That being said, games like this, which start small, are really cool-looking and initially feel like they get a healthy amount of updates every month or so initially: often, if the project's updates grind down to a near-halt, I've seen it's because of one of the following things happened, usually:
1. Mismanagement of the workload: Essentially, at some point, major content updates just need so much new "stuff" that it takes a ridiculous amount of work (read: months) to add them properly. (Bonus points if the major content update replaces/removes existing content that isn't in dire need to be replaced/removed.)
"Stuff" being either lots of text, lots of new art, complex new mechanics, or something demanding like that...possibly all of the above at once.
Mechanics and most world assets in code really ought to be done well before the game is even revealed. If you're 4 years into your project and you suddenly need to create a bunch of new "stuff" that could probably be used to make an entirely new game instead, then you fucked up your development cycle.
How this relates here: We sort of saw this happening with the combat update a while back, which basically was taking a slightly modified system innate to RPGM, which also wasn't "that" broken, and replacing it with something more unique, but not all that much better. It felt like a very unnecessary change for me personally, that's for sure.
On a positive note, I was also there when this game was still using a top-down map instead of the "2d" map. That's a change that happened fast enough that it worked fine, because half the game's world hadn't been made in top-down by this point, so it didn't bog down the project for too long to have to replace them all with 2d maps.
2. Programming gets too frustrating: I've looked into the code of many RPGM games, mostly some abandoned ones like Despair Labyrinth or Succubus Covenant, and the reason they were abandoned becomes clear when you look at the game's design structure. They just...didn't do good game design/coding practices. It's just copy-paste walls of text for every different choice the player makes, or there needs to be 5000 Switches/Variables for all the little event differences they're trying to do. They also required buttloads of new art and dialogue for every new area, usually.
(I believe DLaby's last update infamously added a bit of story, new areas, and one new NPC with over a hundred images tied to his event...but you can only see them through specific circumstances. Oh, and no new actual enemies were added.)
(Similarly, Succubus Covenant had all this story, maps created for said story, lengthy ass cutscenes of said story, long prologue/tutorial and more...but then you start playing the game for real, and 70% of the maps you roam on are the template maps of RPGM. Wtf?)
Not that they're the only games that did that, and that it isn't possible to finish a game with those practices, but those games were often short, 1-2 hour gameplay experiences. The developer usually just wanted to make a small-time game, not letting ambition take over or something.
Thus, they never got bit in the fucking ass when, as a developer, you realize you need to update your old shit to make it work with your "new" ambitious stuff, and going through all those copy-pasted walls of code/text just becomes frustrating: either it's done properly that time (tedious, but the right thing to do) or the dev just keeps pulling the same shitty practice over and over, until there's so many things to keep track of that they just, usually, give up, because bug fixing, updating, and creating new stuff just becomes too frustrating to do.
(I might be speaking from personal experience here. I never revealed any of my failed projects though, so I at least never got anyone's hopes up for nothing...)
I should point out this game doesn't really have bad coding practices from what I've seen. They're probably a nightmare to update and keep track of, though.
3. Team conflict/Someone's being too much of an asshole: I think this one's self-explanatory. It's probably more common than the other 2, as it happens to projects of all levels, but it's not usually divulged to people outside the project. Usually.
Anyway, I'm kind of ranting at this point, and straying off topic, so I'm just gonna comment on what I think of the versions of this game I played.
TL;DR:
I like the look of the protagonist, she's very memorable.
I kind of get invested in the backstory choices, and thus the story, but they never seemed to matter as much as they should.
I like the implementation of voice in battle to some extent, problem is some clips don't make much sense with the situation, like Saria complaining about an injury when she's capable of one-shotting the targets easily.
I kind of wished the gameplay of this game had been focused strictly on RPGM combat, with physical attacks/skills being effective against some enemies and seduction/sex moves (some of which available from the start with proper backstory choices) being more effective against others.
The whole "if you lose all stamina, you get knocked down and can't do anything for several turns, and that's basically how 90% of the sex stuff is seen" thing never felt right with me, be it in the RPGM style or the card style. It just...doesn't work as a gameplay loop, and at some point you can get so strong the enemies cum before they can knock you down. I wish giving a blowjob to your enemy was just a thing you could do instead, without having to be forced into it.
The coyote enemies in the desert tempest area were always obnoxious, particularly in older versions.
Oh, and the fact the game feels much easier to naturally control with Keyboard only, yet one of the menus is locked (I think?) behind Mouse only controls always bothered me. The skill tree might've looked cool, but I never understood how the game could ever be long enough to ever need us to unlock so many moves, either.
Maybe most of my post involved stuff that was already answered previously or is no longer relevant, but I just wanted to get this off my chest. Ultimately, this game is carried hard by the artstyle and story setup for me, because the gameplay just never clicked with me like I hoped it would.
Merry Christmas.