This update is taking more than 2 years. I personally think Alex is taking his time with this update maybe for personal reasons that he doesn't talk about, but I refuse to believe that an update of a game like starsector would take more than 1 year unless Alex is adding some totally new mechanics that require tons of work or developing some military grade AI for this update.
Why do you think that? Without some presented analysis it strikes me as an opinion rather than fact. Why not 1 month? Why not 10 years? You acknowledge that totally new mechanics or testing heavy work takes more time. Why can't a large updated take more than 1 year simply due to the amount of content plus new mechanics. At some point it must be true. If it takes 6 months for a certain amount of content, twice as much would naively take 1 year, and 4 times would take 2 years. As far as I can tell, you are merely asking for X amount of content faster rather than 4X amount of content slower. At the end of the day, you get the same amount after 2 years. Arguably, possibly more after 2 years with the slower release rate because less time is spent on releasing.
Out of curiosity, what would you expect to be in an update that takes less than 1 year then? And can you compare and contrast that to the 700+ line patch notes released in October (which generally are the things which are done enough that Alex is positive will make it in to the next release).
We will eventually get a release, it will probably not be for another year. There will be people who still religiously defend him and the game but it's pretty clear that if he worked on any real project for any company he would be fired within a year for failing to meet basic deadlines.
If you need reference to what I am saying, take a look at the "In production" list of changes. All of those are completed, done, fixed, and integrated...LOTS of them would make Starsector 100% better game on every possible level.
Can you explain your time estimates for what the deadlines should be for Starsector? Realistic ones, not death march requiring deadlines that put some companies out of business because they don't know how to set proper deadlines. It is one thing to pull a number out of thin air, it is quite another to give concrete, realistic deadlines for the team that you have and work to be done. I mean you're saying Alex can't meet deadlines, but then don't explain what those deadlines should be and why they are reasonable. I can just as easily state Alex is in fact meeting realistic deadlines.
To make your argument stronger, you could give a breakdown on expected time for feature or change conceptualization/planning, implementation, unit testing and bug fixing, end-to-end quality assurance testing, and then looping back to fixing further bugs and tweaking for play experience. Alex has in the past tried ideas and then found they don't work out in a fun way for him, which is part of development time.
I'd argue, almost by definition by doing large patches it cuts down on the the amount of end-to-end quality assurance testing and play experience tweaking Alex personally has to do for a given amount of changes. If he splits a patch in two, then the pushing to production, final testing, and release effort gets doubled. Balance passes for new mechanics gets doubled.
For me, major releases of Starsector tend to feel like a new game in the same series. So I can certainly understand Alex wanting to get a feel for all the new systems and tweaks together to get the entire play experience nailed down. Personally, I've gotten my money's worth out of the game, and the fact the game is easily modded has extended that further. So, I'm content with the update rate, especially since I bought the game years ago at this point. Whether the rate of new patches is fast or slow relative to other games doesn't really matter to me.
If people feel like they haven't gotten their 10-15 dollars worth, then I could see why they might prefer a quicker patch cadence. However, I just wanted to throw my opinion in, just like everyone else is doing.