Every two months is slow. Just look at the changelog. Imagine if I was telling you a story, and writing you a sentence or two every two months.
It would be boring? Right?
And you don't compare the development to what is being done, but to what it could be done.
If tomorrow people get crazy and start making cars with triangle shaped wheels. Do I get praises for making square wheels?
Honestly? I think that they should stop wasting their efforts and focus their resources on a few projects and make updates so fast, the players/followers can't see the content faster than it is released.
I suspect that KST is a single person operation. Which would be impressive. But why he isn't hiring? Delegating? Focusing on management?
Imagine if I had a restaurant, with me being the cook, the greeter, the cashier, the cleaner and all... Am I great business owner? A great cook? A great host? You can hold a hot dog stand by yourself. But if you want a restaurant, you hire people to help you serve your customers. And if you don't, you are a failure or a miracle worker.
And for me? Releasing a little every two months is a failure. And failing less than the others isn't praise worthy.
Updates are short and not amazing. I skipped a good number.
And two months are a long time.
Message to KST:
Hire, expand.
$7796 per month amounts to $93,552 per year. IDK where KST lives, but I know that in the United States $93K per year in some locations isn't even enough to sustain a single person. In
most of the U.S., it's fine, but it's not enough to hire anyone to do anything. My point is that what they earn may or may not be enough to hire anyone to do anything.
Hiring someone also doesn't mean your business earns more, even if the person you hire is great at their job. What's more, developing a game is enough work that they couldn't just hire one employee and then sit back and manage. In your restaurant example, if you're cooking, hosting, doing paperwork, opening and prepping the store, cleaning and closing the store, advertising for the store, ordering the product, etc., you'd probably feel overworked. Your sole motivation might be to have your business thrive.
Imagine that you now hire the 1 person you can afford. Firstly, it's debatable whether you can actually "afford" them. Technically you have the money to pay, but you're probably not earning enough for both you and your employee to get a living wage; either you yourself are underpaid by a lot, the employee is underpaid by a lot, or you both are underpaid but just not by as much. (Again, this depends on where in the world KST lives, but $46776 is considerably below the average salary and standard of living in the vast majority of the United States.)
Secondly, just because you hire someone else to do a lot of the jobs you yourself would otherwise do doesn't mean suddenly all you're doing is focusing on management. At the restaurant, you would never hire someone to work 12 hours a day, and yet the typical hours of any restaurant would cover at least that time frame. Would you be planning on running a slave shop and doing nothing yourself? If not, you'd still be doing a ton of the work yourself. It's not really all that different with development: you'd still need someone to do QA, to proofread, to handle animations and still renders, to write the story, to assign sound effects, to code, etc. Even among 2 people that is still an awful lot of work.
Thirdly, your employee is generally not nearly as motivated for your business's success as you are. So while you yourself might be more willing to slave away ridiculous hours and handle huge amounts of work, you cannot expect the same of your employee, at least not in general. You might get fortunate and hire a "rabid fan", someone who's "passionate about art", etc., but there's a fairly low chance it works out that way. So now you're exhausted, doing all of the work you yourself still have to handle, while
also needing to keep an eye on someone else who may or may not stay on task like you need them to.
Your example of writing 2 sentences every two months in a story you're telling is just silly. If that were all KST were doing, that would be completely understandable. Obviously, there's no work on asset creation (like trees, rocks, signs, clothing, etc.). Clearly there's no need for any coding. There are absolutely no bugs that need to be fixed. Nobody needs to put in sound anywhere in the game. There's no way anyone has to do anything other than just writing a couple of sentences.

Those aren't even remotely comparable in terms of work. Maybe you were being hyperbolic, but it still is a pretty bad comparison. I get the idea of being the one
receiving the story, but that completely ignores the amount of work that is required to put the story out as this game. Game development sits somewhere between writing a book and producing a Hollywood film. It's almost certainly much more in the vein of writing than a film, but there are still a lot of tasks beyond just writing that are required.
While you may say, "failing less than the others isn't praise worthy", I would point out that judging others without knowing their full situation is also not praiseworthy. Are you some oracle who understands KST's situation completely? Are you a close personal friend in whom KST confides every single thing in their life? There's no way
any of us are qualified to know whether
any given developer is doing all they can or not. The only method of determination we
have is by comparison. You're free to consider it a failure still, ofc. I just don't share your assessment, since I have no idea what's going on IRL for them.
With all of the above said, I do agree with one of your points: if KST is focusing on many different projects, they should change that and focus on a single one. I have no idea that they've done anything else other than
The Twist, but I'm not all that familiar with them or their situation. I definitely think a single focus is far better than several, though.