Oh yeah! It looks like I *should* be able to set up backers with close alpha keys, so I'll probably do that with the next build or soon after.
Considering that launching on Steam puts us in front of a MILLION new eyes, and the "update" bumps after are a much more limited market, we probably wont go public until the game is pretty solid. That being said, I might try what Klei did with Dont Starve and offer some limited-time "secret" buy ins to the closed alpha, but I need to see how compatible that is with my contractual obligations to steam.
I have to admit I got stuck in a pretty nasty cycle where I'd finish the design, I'd fail at implementing it to code, then I'd bounce back to redesign the thing to try and fix the implementation problem, then face new problems trying to implement that... it took way too long for me to realize I was stuck in this loop which has been adding to the delay for this build. I'm still learning quite a bit as I go, as I'm usually the design&production on a project, and on the projects I've programmed for my contributions were either limited in scope or the project was simple enough to not worry about the bloated complexity of old code.
I've since realized the big overhaul was actually a pretty terrible idea and set me back by many months, and wasted tons of work that could still have been viable. By the time I realized this it was better to keep on the path then go back, but I'll be avoiding that same trap again. I had budgeted time for such mistakes, though I think I've used up most of that allowance already... luckily the side-work last fall gives me a bit of new padding.
I recently watched the
GDC talk by Alexander Bruce who made Antichamber, and definitely related to many of the trials he brought up. Being aware of these problems, they're easier to catch and correct, but some mental things are hard to adjust. I'm always worrying about how the new build will be received since it's not that large a step beyond 5.2 despite the time that's elapsed. The rebuild is still behind the 5.2 in some areas, but overall is such a sideways move due to so many designs being changed. I definitely think it's a better code base, and the deeper mechanical changes will tweak the things I saw that simply weren't fun in the old game, but I still want to pack more "new" in so when people come back to the game they won't be upset that all the work was sunk into things they don't even notice.
I'm still certain that it's better to release the new build once it's surpassed the old one in all areas instead of just being comparable. I want people to have fun with it, and lets be honest, the old builds weren't really that much fun.