So, firstly, we've achieved first goal with 25 patrons which is amazing given it's been only about a month and I'm grateful to everyone involved. I'll run there first poll regarding future development, which I was planning for quite a while, but I'll talk about it bit later.
Now, I'm not entirely sure how save/load option will work in the long run, but for now it makes things pretty solid. PC modifications didn't make it into this version (sorry), so those will probably be next on the lists. Other than that main focus will be on adding more content (as in quests), so that will likely take some planning and cooperation with helpers.
Speaking of content, my main idea is to give something really broad, up to infinitely big. I really like gameplay, which is not focusing on only one thing like shooters or platformers. Those kind of games can be pretty good and work with well-written, tight story, but when it comes to gameplay I just enjoy when there's tons of different intertwined things. Like modded minecraft probably took most of my time for last few years from all games. Just because there's always something new to learn, something new to try and it mostly feels organic and connected with everything else in the game.
Similarly, elona+ was taking my attention for quite some time, and despite it being roguelike, it just had tons of various other things to do - buy homes, get pets, gene engineer them, steal shit from people, make farms, do quests... It's also just amazingly satisfying when every little different thing you do is accumulated on your character and will reflect on your time spent in game. It's pretty sad that session/matchmaking games are so much more popular now, but I guess not everyone likes slow progress and have enough time.
The problem is, the more complex game is, the steeper learning curve. Now, this can be avoided, but its a bit hard to do. Basically you want player to unlock things at slow pace followed with tutorials. When player gets the interface, you introduce combat, when they become familiar with combat, you introduce crafting etc. It's not hard to do in general with medium-sized projects, but it's pretty hard to me in current form, although I still try not to overwhelm players with new features (laboratory/alchemy/farm locks etc).
Now, speaking of which, game has two counterparts right now - management (sorting, assigning and planning what to do with your slaves) and RPG (combat, learning spells, exploration and events). They are pretty distinct and both require lots of polishing. Either way I want to focus on one of these depending what audience would want to see next more. So yeah, this will be the poll's topic. Now, if it will be RPG, I'll likely redo some stuff including combat to make it more complex, as we already have exp system. In case of management, I'll focus on making whole mansion system more polished and complex, introducing different traits, assignments and perhaps interactions.