I hope this one won't be abandoned too.
As long as people would be interested in it, I will continue development :3
To admit it is tougher to make well then it seems. Especially since it had a tendency to fall into boringness.
This is the biggest concern I have about SKRL. Killing NPC sounds fun at the first time, but it is kinda boring in a long run.
I have several ideas how to deal with it.
1. Introduce score system. Award points for chain killing, make penalties for uncreative kills or letting eyewitness escape. Also, possible leader board.
2. Make game hard as hell. Also, make difficulty grows as player progress game. E.g., doubling police patrols after the first crime, introducing curfew, sending FBI agents to investigate houses. We can also let player booby-trap his house (fun fun fun, construncting something is allways fun).
3. Make game a mix of traditional RL and SK simulation. SMT Persona series plays this trope quite well - one part of the game is a date sim, other is a pure RL, and both parts affects each other.
4. Combination of 2 and 3. As you progress the game, it slowly turns into classic RL. For example, bloody kills can awaken the Old Ones and turn game into some kind of Lovecraftian horror. (Not sure if I'll stuck with it, but conception is promising).