Everyone please remember this is not a small team/semi-amateur studio/etc. It is a one-man show. Josh is the producer, art director, game designer, lead engineer, lead tester, lead writer, lead audio designer, and the list goes on. Believe me, I know, from being in a very similar situation, and I am not even spending time yet integrating 3rd party assets. As I understand it, he is also not funded to a point where he can support himself from the development funds, so he likely has a full- or part-time job on the side. That's a tough situation.
It is also his first game project, and game development is quite challenging compared to most other software development projects - I know there are exceptions, and medical tech, aerospace and several other industries have some extremely advanced software engineering going on. But most people underestimate how difficult game programming is.
So even if it sounds weird: unexpected delays are to be expected. Now I do think there are some areas Josh and the other guy (who seems to have been active only during the founding phase?) could have done better:
- Reducing the frequency and depth of communication with the community will cause a backlash. Indie devs that do not have a full-time community manager need to be careful with the expectations they set. It might be unreasonable, but sudden radio silence will make some backers/fans nervous. A few will even feel betrayed, as the interaction with the developers is part of the "package" to these people, maybe even more important than the actual game. If a developer needs to dial down community presence, for productivity or morale reasons, the resulting backlash can be very hard to deal with psychologically.
- Be extremely careful about over-promising during crowdfunding. It was a bad call to state that the game was finished, and just needed graphical assets. Especially with stretch goals that change the scope of the project. Everyone who has ever worked with software development knows that estimating remaining work for anything but routine stuff is seriously difficult. As my first boss told me: "Once you have done 90% of a project, there is another 90% of a similar size to be done. Don't ever think you are done before you actually are."
- If you set an interim deadline for a crowdfunded project, and you can't deliver - deliver something else. Alpha isn't ready? Make a development diary or gameplay video? Beta isn't ready? Make an alpha build for the top backers. Stream a testing session. Show off some newly integrated assets.
Personally, when I participate in crowdfunding as a backer, I expect and hope the project succeeds to some degree. I may be extremely skeptical or completely confident in the ability of the team to deliver, but I never put in more money than I am prepared to lose. Because the risk that project fails, is always there. Most teams will over-promise on features and/or be too optimistic on deadlines. That's to be expected.
The best games are made by visionaries and dreamers. They are storytellers and idealists, and almost invariably bad at planning, realism, etc. They can sometimes be so passionate about their projects, that the line blurs between what is mental construct and a physical reality. Peter Molyneux is a good example - he has created some amazing games, but he has also passed off some serious pipe dreams as features in his games.
These people work best with other people to anchor them, to focus their insane creative energy and to shield them, and their fans, from disappointment. Now, I don't know if Josh is such a person, but I suspect it. For such a person the psychological pressure of having to present a game, that might not have every feature he has promised and described so vividly, even if it is a beta, and he still has time to add stuff, would be immense. I don't know how far he is with his game, but the fact that people are asking for refunds, drumming up negativity or outright attacking him, is certainly not helping him progress with the actual development.
I hope he is making good progress despite everything, because I would really, really, love to play the game. I've reached out to him on the TWS forums and offered to help out with sparring and advice on technical issues, if there are any such blocking him.