Actually we never wanted to live off the engine licensing, that's not something that would satisfy us. Producing games and simulators is the ultimate goal. However, we can only get so far with the resources we have got, and a game can't be made before the engine becomes usable. Developing a complete engine takes a huge amount of resources, and we had to start licensing it to special projects that can use it as it is in order to secure funding for further development.
Games we have in mind still require functionality that's currently missing or has got just non-optimized placeholders. Our situation is vastly different compared to devs who (can) use a ready-made engine.
Nevertheless we dedicated a considerable part of our resources to actual game development already; our new members are primarily working on the game and multiplayer stuff. Apart from coders we are also getting an art lead for the project, as it's something that was long missing from our procedurally-driven approach.
The game project is still far from being presentable and we decided it wouldn't be wise to drip pieces of info before a complex picture can be made, and before we can verify it's going to work well and utilize all engine capabilities. We also know we'll have to phase it into a prototype and alpha gameplay attractive enough for a wider game base, to be able to boost the dev team size beyond what we currently can handle.