We just have day jobs, families and thus a pretty finite number of hours to work on things. I'd say we give Qud a lot of credit for potential, it was a huge labor, which consumed many years of development to get where it is, and while it's not "finished", there's more hours of gameplay in there than a lot of AAA titles. We just wanted to try our hands at a commercial title, and frankly don't have time to work on both projects. We've got a lot of investment in the Freehold setting of Qud, even outside of the region, and you'll see more content for both Qud and Qud-world games from us in the future.
As a correlary to not having time to work on games, we also unfortunately don't have a lot of time for pre-marketing/branding/blogging, we're just working on Sproggiwood, trying to make it the best game we can. We started our first user trials early this month, which have gone well, and are shooting for a very-early-next-year release.
We've actually got a beta build of the next release of Qud we've been working on in a few spare hours, but it's only sort of half-way done. It's got a mutation re-balance and half of a new dungeon. You're welcome to try it out, but it's not quite ready for prime-time, as the new dungeon isn't fully completed.
https://www.dropbox.com/sh/vlkzatq58yqkdl5/7hYSNm5s_aI don't expect everyone that loved Caves of Qud to love Sproggiwood, they're very different games; however, it has an accessible but tactical mobile-interface roguelike at its core, and I hope Caves of Qud has proved that we're comitted to making thoughtful games, and with Sproggiwood, I'm specifically trying to remedy my personal distaste for many of the current crop of mobile games that are accessible, but don't provide any meaningful gameplay. My hope is that it is accessible enough AND deep enough to help introduce people to the fundamentals of roguelike game-play, and that some of them will make the leap up the learning curve to games like Caves of Qud and Dwarf Fortress.
Cheers!
e: I tweet a decent amount of incremental progress/screenshots from my personal account if anyone wants to keep tabs on us:
https://twitter.com/unormale2: ...also our mobile game development is only a year old at this point, so while it's been a bit, it's not really vaporware.
e3: here's some screenshots of Sproggiwood if you don't want to dig through my twitter.
http://i.imgur.com/M6sOm3V.pnghttp://i.imgur.com/7m9AvBV.pnghttp://i.imgur.com/QTzHVdc.pnghttp://i.imgur.com/qEiAHBR.pnghttp://i.imgur.com/BVMM47O.png