At least there is a little progress, but it's just enough to have hope that this will be finished at some point.
Entertainingly, the changes they're making to the dungeon map are the benchmark I had set for myself in terms of 'do they actually know what they're doing, mechanically?'
So the thing about this game, and the biggest problem it has, is that it's a slapdash combination of generic RPG mechanics on top of a mystery dungeon/roguelike dungeon system. The dialogue and events are vaguely sourced from visual novels in how they work, but most of the time spent playing would be spent in a samey dungeon that was, at best, boring to explore. And at worst? Outright, game-endingly dangerous.
The single best choice I've seen from them as a developer was the icons indicating points of interest while exploring the dungeon, more specifically, ones you can't yet see. It gives you just enough information that theoretically, it turns the experience from you randomly stumbling around hoping you'll find something that isn't a fight, into you targeting what you want and trying to avoid anything else. Without seeing the final product, I can't judge the quality, mind you.
Between the dungeon rewrite and the battle system/runes, they're actually redoing somewhere in range of 3/4 of the game by player experience and maybe 1/3 or so by code line count. It's an impressive commitment to rectifying mistakes they made in development.
(And this announcement shows I was justified in putting my mod on hold - the dungeon additions I was working on last will absolutely need to be reworked.)