Problem with freeroam games (freeroam, no
sandbox as previously commented), is that are not exactly suited exactly for a Patreon monthly update schedule. (depends on how the game handles it exactly, it will better or worst). In the example mentioned of Deluca Family, it's compatible because the division of grind system(mafia works), freeroam events, and plot events, have more room to play in what to add in a update.
A good freeroam feels good when there is reason to the freeroaming (things to do, goals for the MC, reasons to go here and there) and that's much more programming and (if did well) branching situations if you have already done this or that.
All available locations had to have enough content in them so they don't end up being a chore of checking that location for nothing. So when a update introduces a new location, it has to have a lot of content in it, or the whole package decreases in gameplay value.
Summarising, a good freeroam-game update needs more time and careful thought, or it will just a low expectations update.
For me personally, a freeroam game has to be very wisely handled to be correct for the patrons default expectations. As a player, I quite don't like them, because I never know what's in the game and what's not without prior searching and reading what's in the game, and thats is per se quite a spoiler, and I don't do walktroughts. So I prefer any game that tell me clearly while I'm playing, that the content for X part is over and I should not waste my time trying to find more content. <--- And while in a linear game this is easy to do, in a freeroam game means that every update needs extra work.
Some devs make this well (
HopesGaming and
Fasder came to my mind) , but others don't. And in the games that don't do that, I'll just not play them anymore once I felt like I'm playing a broken/incomplete empty map.