How nice that this thread can continue to live on and shine its light

I just wanted to mention that when I wrote:
ppl quitting the forums after arguing with […]
I wasn't making a general observation to blame Krice for scarce traffic here, but rather had in mind one or two isolated instances of people explicitly claiming this as their reason before leaving. And I'm sure that wasn't the only reason, and sure someone who quits over a flame might grow a thicker skin, but why flame in the first hand, and all that.
To more recent comments: Roguelikes have always been a niche genre. The main difference today seems to be that a we see a lot of games called "Roguelikes" that are mostly borrowing traits from traditional/actual RLs. Yet I don't think that is hurting the genre per se. There are still developers working on "proper" RLs, and new players coming in, slowly as ever. Nothing new in complaints about the younger generations; and yet, each period produces a lot of intelligent and disciplined people who bring refined ideas and works. The fact that RLs continue to exist – this silly thing resembling at first glance just a lot of letters moving across the screen – and continue as a subculture, is making possible those impossibly huge and wacky projects, some of which come to fruition, even. From Dwarf Fortress to Cult to URR to Kaduria … God knows if Kaduria ever will see a release. I know for certain that I would be one of many who'd be very curious to try it if that day comes …
If I could think of a possible pitfall in working on such a long-term project, it would be that you risk becoming outdated before your actual release. I came to think of Danish Per Højholt's novel
Auricula, which he wrote over several decades (whilst publishing other books on the side). When it finally arrived in the 00's, it became an instant classic, being a genuinely great book, but it felt as if it was published 20 years too late. I'm not aiming this comment on anyone in particular, btw

But looking back at Squirm, my own game discontinued 5 years ago, I think it had some good systems and content, but there is a lot of design decisions I'd have done differently today, because of how the genre has evolved. We'll see how my current cowboy-RL pans out, but I'm glad to have low stakes in it, just working slowly and seeing what comes. After several years of passive development, it's still a very unkempt beast, that can be taken in almost any direction.
Excuse the rant, as always,
Minotauros