Now, I already know people are going to rush to this post, saying that games take time to make and that he's working on the next update. That's not my points. Game development is hard, and I understand that, but at this point it's getting insulting, and we aren't even told what's happening.
In the last year, there's barely been 2 major updates.
In the last year, this is the feature list of things added to the game that we've gotten:
That was a full year of work, and this is what we've gotten. Mostly bug fixes, and almost nothing new.AI scripts are more optimized to support more simultaneous characters
Ragdoll physics are more accurate and more efficient
Moved all inverse kinematics and local physics animation from engine to script
Improved chase AI
No disqualification for arena overkill
Updated weapon attachments for challenges since AI no longer grabs weapons in patrol
Increased enemy sight distance
Cat movement is much quieter
Improved animation retargeting
Changed unconscious ragdolls to be more limp
Characters drop combat stance when enemy is unseen or otherwise not a threat
Character loading works even if simplification fails
Enemies are alerted by collision
Debug keys can be toggled in settings
Improved leg IK to handle foot orientation and hip movement
Improved tail physics and tail collision with world geometry
Calibrated eye morphs so they can look at precise points in space
improved ear physics, ear collision, and idle ear rotation
better gravity on roll animation
new walk and sneak animations
fixed Mac text rendering
improved vertex bone weights for all characters
breathing animation
new idle behavior and weight shifting
Added seamless cubemap toggle (to fix visible lines on some GPUs)
Softened wolf fur normals
Fixed mass of wolf and female rabbit ragdolls
Character bone mass is proportional to the cube of character scale
Fixed a problem with sky rendering when there is no terrain
Fixed raider ear weights
Shift moves camera along camera's up vector instead of world's up vector
Fixed problem with floaty rolls
Clamped IK hip movement to reasonable range
New checksum for animations and character lod cache
Added sky rotation level parameter
Progress on exporting angelscript docs
Spawner no longer closes after spawning a new object
Attached objects work better with different scales
Reduced max time steps per frame to 4
Fixed slowdown when transitioning from ragdoll to animation
Self-documenting script registration
Attached objects can be manipulated with editor
Can attach groups to characters
Can save characters with attached objects
Can copy/paste/save/load connected objects
Fixed mass of wolf and female rabbit ragdolls
Character bone mass is proportional to the cube of character scale
Fixed a problem with sky rendering when there is no terrain
Fixed raider ear weights
Shift moves camera along camera's up vector instead of world's up vector
Fixed problem with floaty rolls
Clamped IK hip movement to reasonable range
New checksum for animations and character lod cache
Added sky rotation level parameter
Spawner no longer closes after spawning a new object
Attached objects work better with different scales
Fixed slowdown when transitioning from ragdoll to animation
Attached objects work with different character scales
Fixed Mac SDL framework
Fixed issue with "Texture format no GL_BGRA" with stabdecal.tga
Characters are immediately alerted when damaged in any way
Fixed character dragging when weapon is in offhand
Fixed persistent animation layers across reset
Fixed deleting characters with item objects connected
Path points can trigger wait, sit, sleep
Fixed dialogue editor undo/redo
Level objects can have detail objects
Any kind of object can be in a group
Telemetry profiling
Progress on native UI widgets
Can alt-drag multiple objects at once
Cleaned up editor snapping (and can start snapping in the middle of an action)
Attaching weapons and their scabbards to the same item slot puts one inside the other
I'd like to say that in 1 year, Prison Architect has released a total of 12 major updates, and nearly every single one added an entire new game mechanic or deeply improved an existing one.
In 1 year, Rust has had 51 updates, most of them bringing some great new feature to the game. In that time it's gotten so many features that listing them all could barely fit in a book, let alone fit in this post.
In 1 year, Kerbal Space program has went from a beta to a finished game and released a couple of significant versions (and many minor updates), with a third soon coming up. They give constant updates on their progress, and their feature lists are full of giant game-changing mechanics and completely new features instead of tiny bug fixes.
In that 1 year, we've gotten some tail physics and minor bug fixes for Overgrowth. The thing thing is that isn't even an exaggeration - the biggest damn feature has been "Attaching weapons and their scabbards to the same item slot puts one inside the other".
Compared to KSP, where every feature they list usually include the word "overhaul", this is a joke.
Now I appreciate the good things Wolfire has done. I got Receiver for free, Low Light Combat, and Desperate Gods. However, I paid £30 for Overgrowth since I've bought it the biggest feature created has been arena mode.
I know that you might not be able to release updates faster, but can we at least get some actual news on what you are doing? Even if you can't release an update every week, or every month, or even every half year, can we at least get something like a weekly info dump of what you've been working on? Can we get a Twitter of the code commits you've made to the game?