Hi
granny gumjobs and thank you for your feedback!
While I don't debate that I may have made the same 'mistakes' as others, I feel like your comment somehow makes me a villain in this whole thing.
Related to money. Vis had a cost of production which was at the point of the decision around 80% of my earnings. As the trend was for patrons to drop, I would have probably reached the point where the costs were the same as the earnings. I intended to invest the profit into the game, including a new rig for better and faster rendering.
Time consumption was huge. I had to sleep less to compensate for the patron losses and bring new things to the table. Again, it was a dead end.
The second project is born for three reasons; I like to create (which is my major reason), I want to bring something good to this gaming universe, and I want to follow this path where I can focus only on game development. The end purpose for me is to have enough funds to focus only on creating games.
As I mentioned before, I know, from experience with big gaming companies, that there were cases for triple-A games or at least major titles that on the roadmap they planned to continue with the development and with DLC, but when the games were released, due to bad reception and major bugs, they terminated the development. So, yes these things are happening with the big guys as well, which have a lot more experience, huge teams and almost endless budgets.
All I can do is learn and be persistent.