Even if you don't update often, as long as you create a high quality product (and a game that you have fun creating, too), we're going to be fine with waiting a while in between updates. ^^
It's an inevitability that this happened. We did were doing fine until the complexity exploded and we suddenly realized some of the stuff we were imagining were well out of reach for a reasonable time scale., as per usual with most game development. Since there were no free tools to help develop the systems we needed, a lot of focus has been on working on a flexible system and a fast editor to help reduce development time, which is why there has been very little visible updates or public releases of builds.
Usually under the general strategy of development, we should, by now have a MVP, minimum viable product, of at least a playable match of some kind, which, somehow, we've completely ignored. However, we also don't want to rush development and create a crappy solution to a difficult problem, and stick with it until it becomes unmaintainable.
To that end, I somewhat blame myself, as the one who contributed 99%+ of the current codebase for creating a undocumented/uncommented mess. The code is well written, but it's not easy for others to jump straight into it and help out with. As a result, it's mostly just me working on the code right now, and while we do have others who said they would help with the game programming, not many have contributed much.
... 4500+ lines of code... in one class. How were they able to productively work in this mess of a code? O_o
They didn't. Without proper tests (something we're also working on: automated testing), there were dozens of unsolvable bugs in the demo.
Yeah, I think I'm talking for everyone if I say that we appreciate a slower development if it means more manageable classes/ code in the end. ^^;
As I said before, it's somewhat expected that development is slow: we're trying to make a cross between Touhou and a AAA game with a bunch of amateurs that met on the internet. This was also one of the biggest reasons why the game is open source: to keep us honest about our practices and intentions, which, to be straight with you, hasn't been completely achieved on our end, as much of our development has not been publicly shared. I was sort of hoping for this to become more of a community based endeavor too, but that hasn't come to fruition yet, and comes with a number of challenges, largely with management of the whole thing, that we haven't created solutions for.