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The concept started back in 2008 as a project that we were trying to shop to publishers. We were going for the full AAA experience. No one bought into the idea so we kicked around for a few years building prototypes and messing with game engines while trying to keep interest up. Then Kickstarter took off so we decided to try that.
The failed Kickstarter in 2012 was based on UE3. After that didn't work there were periods of inactivity and very slow development by myself while trying to decide what to do. Then Kris came along in late 2013. We didn't start using UE4 until 2014 or so and we completely started over, except for bringing over art that is slowly getting replaced.
Most development has been by 2-4 people with various schedules to this point with sporadic periods of heavy development then very little. We decided to launch Early Access in August 2018 and that's when the majority of sustained development has taken place.
That's a very simplistic version of the timeline, but here we are today.
You can read a small recap of the progress since Early Access launch here: https://www.groundbranch.com/index.php/2019/09/17/build-update-018-v1028-hotfix-2/
And for a more detailed account of how much things have moved along and at what pace, you can always check out the rest of our Dev Blog: https://www.groundbranch.com/index.php/blog/
The game is advancing amazingly fast considering it's being done by only 5-6 people.