As a dev, it's generally a bad idea to respond to threads like this, but... (here we go!)
Disclaimer first: these opinions are my own, not those of Alex or Fractal Softworks, Inc. etc.
I think the guys working on it...
If you are unsure about some aspect of development,
you can ask. You can do it on this forum, on Twitter, or via email. If you ask in good faith, it's very likely you'll get a good faith answer. Please, don't just say answers you think feel right. When someone else reads it and repeats it elsewhere like its truth it becomes a big pain to get correct information out.
To address your points directly: Alex works on this game full-time. It is his job. I work on it part-time, alongside a couple other indie game projects. I am a contractor.
The feature milestone list is
here by the way, and I concede that it is very abstract. The last remaining point is basically "add a story you can finish". We're doing that. (And much more.)
I've got some general statements and thoughts on indie game dev publicity; please understand that these _my_ perspective rather than Alex's.
This is a job I did at Gaslamp Games. Sometimes it was fun, sometimes it was awful. Depending on the project and release schedule I could spend from 10% to 90% of my work-time doing PR/marketing stuff. In a small company, that adds up fast, and quickly begs the question of "do you want to be marketed to or do you want the game to be worked on?"
Publicly released milestones are marketing, not necessarily indicative of the actual state of affairs or of useful work that is done or will be done. Further, it increases risk to a project to release speculative plans because these are commonly interpreted by customers as a set-in-stone promise to deliver precisely described features. If those features turn out to be unfeasible for some reason the developer has to put PR time (costing development time) into explaining exactly why and doing emotional labour to make sure the news doesn't hurt community support for the project. Or the developer can martyr themselves by pursuing an infeasible features-set that lowers the quality of the product, their working-life, and risks burnout and bankruptcy (I ended up in something vaguely including all of this and it was hell. The high-communication indie dev marketing strategy wasn't the only or even key reason for failure, but it didn't help).
Backing up:
Alex's approach is to announces features after they're finished. There's no risk of failure! It does take a long time, however. And unfortunately this does not work very well with story features and secret content that can be spoiled. Like if we do a blog post detailing the end-game content, that somewhat ruins the fun doesn't it? In short, most of the really exciting stuff we're working on can't be talked about if we want to maximize player enjoyment of the game. There's other stuff happening too, but it'll necessarily entail finished chunks being revealed on a slower schedule from an outside perspective.
So the question I would ask is, do you like what you've gotten out of the process so far? There's proof that it's been - yes, slowly - delivering for, uh, something like 10 years. It's totally fine to take a break and pick up the game later; if you put your email on the email list you'll get a notice when the next update is released.
And if there is something you would like to know about development, all you have to do is ask. Maybe you won't get an answer, but maybe you will.