I mean, I don't know how much the game dev makes nowadays, but when I checked a few years ago, the dude was getting more than 20k per month, despite pushing relatively small updates. He could perfectly have hired actual devs to port the game to an actual engine, and do all his work, and still have enough money to live comfortably doing nothing. Instead, he (self-admittedly) was "unresponsible with money", aka burnt everything on booze and hookers lolAramitz This may actually be copium overdose, for all I know (which is NOTHING), but I think TQ is being held back by the engine it runs on. It seems to me that the game has to track/calculate too many things every turn (which, if you keep adding new stuff, are obviously going to keep growing in number), and we already have examples of how bad the lag can get when games go berserk (about tracking everything).
Sometimes I ponder whether it is simply the bane of text-based games that do not stop when they should.
This project isn't an indie project pushed by a solo dev getting 50$/month on patreon