Fantasy is a curious topic, not only when it comes to adult games. It's probably the easiest genre to write for because the author is not beholden to any rules or nature, physics, society, or technology. You can handwave away any problem with magic, or introduce precisely the problem your story needs through the same method. It's ideal to an aspiring author who feels unprepared for the research that goes into writing a story set in historical settings, modern times, or the future. Fantasy is easy.
Or so one might believe.
Because fantasy is so easy, it attracts the worst authors out there. The fantasy genre is filled with 90% crap, 9% passable, and 1% gems in the rough. Much of it is because fantasy authors think "easy" means they don't have to apply any logical thought to their settings or stories. Why are there orcs in my setting? Why not? What impact does magic have on this nation's economy? Who the fuck cares? Should dwarves have any non-tropey character traits? Of course not, they're dwarves!
Most fantasy authors grew up reading Tolkien and want to make something like The Lord of the Rings, but most fantasy authors have no idea why LOTR is a classic. Exceptional authors like George R.R. Martin succeed because they understand the genre, but even they are fighting an uphill battle. With so much fantasy drivel out there, it's hard for the audience to recognize what's good or not. Unless we're willing to read a lot of trash to find the gems, we have to rely on others to weed out the garbage for us. I believe this is why fantasy has a hard time getting noticed. The snowball needs to start rolling before it can pick up mass and speed.
But yeah, as others have mentioned, there's also the problem of fantasy being a little hard to make content for since there's far less to work with than if you make a game in a modern or sci-fi setting. When I started out with Long Live the Princess, fantasy resources were rare and often used outdated technology. You can see that in some of the less than stellar backgrounds from earlier versions of my game. Things have gotten much, much better since then, but it takes time for that kind of thing to end up in games, and even longer for their games to experience growth as a result (if they're even that lucky).
Now, on to the other topic at hand:
The very idea that videos like "make a castle in Blender in one hour" exist is insulting. It's like coming across a website that promises to teach you Chinese in one month. It just can't be done and gives you highly unrealistic expectations, especially if you lack experience. It's basically clickbait. Think of it like this: Cooking is easy! You can make an omelet in just a few minutes, no problem! If you made a video like that, you wouldn't be technically wrong, but you'd be skipping a whole lot of important information. You need to buy the ingredients for that omelet. You need several important kitchen tools. You're most likely making that omelet after you get home from work and are tired and just want to sit down. And when you've made that omelet and eaten it, you realize that you still have 30 more days this month where you need to cook, and you don't want to eat omelets every day.
Creating an update for Long Live the Princess requires:
1) Design. This can be a soul-draining experience with problems you struggle to see the end of. Many, maybe even most, ideas die at this stage.
2) Assembling resources to render the scene. Maybe I already have the graphical assets I need. I probably tried to make that happen in the design phase, but sometimes I'm going to have to go out there and search for something that fits what I need so I can buy it. I most likely won't find something that fits perfectly, so now I have to jump back to the design stage to modify my designs to fit with the newly discovered limitations. I have no time to build assets from scratch when I produce monthly updates.
3) Posing the scenes. This is very, very time-consuming. Posing a simple sex animation with 5 frames can easily take an entire day of work. It may look simple. It isn't.
4) Rendering the scenes. Each image can take anywhere from 5 minutes to 2 hours to render. I try to set this up while I sleep, but there's almost always something that needs tweaking in post, or errors that require me to go back to the posing stage before rendering all over again. This happens all the time.
5) Writing the story. Each update contains dialogue and story equal to roughly one long chapter in a novel. This step drains me more than any other and typically takes up several days of the month.
6) Writing the code. This is a huge obstacle at the beginning of a project, but with the mature stage LLtP is currently at, code is not something I have to spend a lot of time with anymore.
These six steps, even if some of them might be relatively short compared to the others, really add up. Keep in mind that an update will typically contain more than a hundred images that all have to be designed, posed, rendered, written for, and implemented in code. It's a lot of work!