I will be brief in my queries, and this post is made in good faith with the assumption the intention Grey Havens has for SK is fixes, patches and eventually new content.
1. If development is taking (way) longer than expected, why not hire more developers. There are quite literally people with degrees in computing and programming, such as yours truly, who have hands-on knowledge in project organization and development workflows- who'd do it for free. I mean, if I can hand-write Playwright tests for dynamically hydrated Angular modules or animate objects in Unity 3D and then add XR rigging in a way that allows VR interaction without conflict with said animations... how hard can it be to work on SK? I understand inheriting a code base of a decades long project is immensely difficult, but it's not impossible.
2. Why does the company websites look like a wayback archive entry crawled in 2010, with non-loading css due to deprecation or something? Why does the website describe the company endeavours as end-of-life support for their games with "we have assembled a doughty crew to keep them operational for as long as we can"? Making a decent-enough looking website is a simple task, and again I'd do it for free.
3. Why is the last video on the YouTube channel posted 12 years ago? It still gets comments, and even a 144p comic-sans slideshow blasting Darude Sandstorm as a new upload would be more than enough to reinvigorate interest. If anything, your community (via the storyboard project) has shown to have incredible talent, and they remain both neglected and underutilized despite being quite a die-hard playerbase.
4. If there is a level editor, how hard can it be to make one new mission?
5. Why is there such a lack of communication with staff, to the degree people feel blessed when replied to on Forum? I understand SK isn't a full time job, but a weekly newsletter or post with *any* content is literally a 10 minute endeavour that reaffirms faith in the game - for free.
6. How has it come to this that internet randos have to point these things out, things you are probably well aware of, in hopes of them being fixed?
Game development and project management and real life is hell - I am well aware. Yet the most basic things, like #2, really brings about the question what you guys are even doing. Not having a project roadmap is one thing, but zero marketing and zero PR despite the fact you'd profit (yes, money, real money) with *minimal* investment? Indie teams, like for the HOI4 Mod - Old World Blues, run solely on donations and pump out regular content and status updates for their passion project; I really think that this IP and company can do way better, and the lack of some of these most basic strategies and features is easily remedied.
So why not start right now?
Yeah. I just want to say here (as I have in other threads, for the sake of supporting this suggestion) that I also am *very* interested in contributing to the growth of the game through official channels. Authoring tools provided to the community by developers, and regular opportunities to submit item prototypes, cosmetics, levels and so on would be a good way to invite community involvement and facilitate a dialogue between Ops and the playerbase most interested in the game's health.
I understand that the realities of screening submissions represent a real upfront investment of time, and retooling existing (often community-developed or community-adapted) software intended to work with spiral knights outside of its usual scope opens up some very reasonable concerns including application and perhaps even transaction security, but the benefits of being able to look to a passionate community that is ready, maybe even *desperate*, to contribute, shouldn't be overlooked.